100 Naga Needle Blight Night Hag Seven -Headed Naga Shambling Mound Treant Tribal Warrior Twig Blight Vine Bligh t Water Elemental Water Weird Will -o’ -Wisp Underdark / Patala Asura Archer Asura Battlerager Asura Illusionist Bugbear Bugbear Chief Ettin Fire Giant Frost Giant Hill Giant Hobgoblin Hobgoblin Captain Hobgoblin Warlord Kalakeya Naga Nivatakavacha Pani Pani Chieftain Pishach a Seven -Headed Naga Stone Giant Storm Giant Troll Underwater Farasi Bahari Kraken Merfolk Merrow Naga Sahuagin Sahuagin Baron Sahuagin Priestess Seven -Headed Naga Timingila Water Elemental Water Weird Urban Acolyte Angiri Animated Armor Apsara Archmage Assassin Asura Archer Asura Battlerager Asura Illusionist Bandit Bandit Captain Banshee Bhoot Brahmarakshasa Churel Clay Golem Commoner Cult Fanatic Cultist Dvarapala Flying Sword Gandharva Ghost Gladiator Guard Helmed Horror Iron Golem Kalakeya Knight Mage Night Hag Noble Preta Priest Rakshasa Rakshasa Sorcerer Rakshasa Warlord Revenant Rug of Smothering Shadow Spy Stone Golem Thug Vetala Veteran Vidyadhara Wererat Yaksha Yaksha Shaman Monsters by Type Celestial Angiri Apsara Deva Gandharva Kinnara Kinnara Chief Planetar Sarameya Solar Vidyadhara Yamaduta Construct Animated Armor Clay Golem Dvarapala Flesh Golem Flying Sword Helmed Horror Iron Golem Rug of Smothering Scarecrow Stone Golem Dragon Naga Seven -Headed Naga Elemental Air Elemental Earth Elemental Fire Elemental Galeb Duhr
101 Invisible Stalker Water Elemental Water Weird Fey Dryad Green Hag Guhyaka Sea Hag Yaksha Yaksha Shaman Fiend Asura Archer Asura Battlerager Asura Illusionist Brahmarakshasa Kalakeya Nairrata Nairrata General Night Hag Nivatakavacha Pani Pani Chieftain Pishacha Rakshasa Rakshasa Sorcerer Rakshasa Warlord Giant Cloud Giant Ettin Fire Giant Frost Giant Hill Giant Stone Giant Storm Giant Troll Humanoid Acolyte Archmage Assassin Bandit Bandit Captain Berserker Bugbear Bugbear Chief Commoner Cult Fanatic Cultist Druid Gladiator Goblin Goblin Boss Guard Hobgoblin Hobgoblin Captain Hobgoblin Warlord Kimpurusha Kimpurusha Chief Kimpurusha Elder Knight Lizard King Lizardfolk Lizardfolk Shaman Mage Merfolk Noble Priest Riksha Riksha Raaj Sahuagi n Sahuagin Baron Sahuagin Priestess Scout Spy Thug Tribal Warrior Veteran Werebear Wereboar Wererat Weretiger Werewolf Monstrosity Abominable Yeti Chimera Crocotta Farasi Bahari Gajasimha Griffon Hippogriff Hydra Kraken Minotaur Merrow Purple Worm Timingil a Yeti Plant Needle Blight Shambling Mound Treant Twig Blight Vine Blight Undead Aleya Banshee Bhoot Churel Death Knight Ghast Ghost Ghoul Kravyada Lich Preta Revenant Ruru Shadow Skeleton Specter Vetala Warhorse Skeleton Wight Will -o’ -Wisp Wraith Zombie
102 Index of Monster Stat Blocks Aleya 67 Angiri 60 Apsara 61 Asura Archer 63 Asura Battlerager 63 Asura Illusionist 64 Bhoot 68 Brahmarakshasa 90 Churel 68 Crocotta 70 Dvarapala 71 Farasi Bahari 72 Gajasimha 72 Gandharva 61 Guhyaka 94 Kalakeya 65 Kimpurusha 73 Kimpurusha Chief 73 Kimpurusha Elder 74 Kinnara 75 Kinnara Chief 75 Kravyada 82 Naga 78 Nairrata 95 Nairrata General 95 Nivatakavacha 64 Pani 84 Pani Chieftain 84 Pishacha 85 Preta 69 Rakshasa 87 Rakshasa Sorcerer 88 Rakshasa Warlord 89 Riksha 91 Riksha Raaj 91 Ruru 81 Sarameya 82 Seven Headed Naga 79 Timingila 92 Vetala 69 Vidyadhara 93 Yaksha 96 Yaksha Shaman 96 Yamaduta 83
103 Chapter 9: Astras Astras are magical weapons (typically arrows), created by the gods for war against the asuras and evil nagas. This chapter details 8 astras and how to use them in creating a campaign. Summoning and Activating Astras Astras are divine weapons, and as such, can only be used by divine creatures like gods and angels, or by the chosen heroes of the gods. Each astra belongs to a god or goddess, and only the god’s chosen hero may wield it. Summoning Astras. Astras can be summoned by an elaborate prayer and sacrifice to the god whose astra is being summoned. The words to the prayer are kept secret by a trusted sage (whose identity is unknown by others), and passed from that sage to his student, and to his student, and so forth. A campaign arc might include a quest to find the sage or to convince him to share the secret prayer with the party. Once the prayer is complete, the astra will be summoned into the creature’s hand, quiver (in the case of arrows), or in a nearby location if the creature’s hands are full. Activating Astras. Astras have a number of abilities which are activated in a number of ways. Some abilities are passive abilities, which don’t need to be activated and constantly affect the owner and their surroundings. Other abilities (such as spells and summoning) often require a bonus action or action to activate, while the astra’s main ability will be activated when the arrowhead is embedded in a non-air substance. More information on activating astras is found in the individual descriptions. Altering Astras. While astras almost always take the form of an arrow, they can be altered to form other weapons. A skilled blacksmith can carefully remove the arrowhead from the rest of the arrow and integrate it into a spear, sword, or other such weapon. If the smith fails to remove the astra carefully, or jostles the astra while removing it from the arrow, it may unleash a blast of radiant energy, destroying buildings, creatures, and items in the nearby vicinity. This blast deals 6d6 radiant damage to all creatures within a 40 ft. radius of the astra. Astra Descriptions This section presents an assortment of astras in alphabetical order. See the DMG for the rules on artifacts, and use those rules when working with astras. Agneyastra Weapon, artifact (requires attunement) The Agneyastra is the astra of Lord Agni, god of fire and devotion. It is used to summon and control the powers of elemental fire. The Agneyastra is only given to those who have proven their devotion to the gods, and the highest-ranking fire priest of the Laal Raajy guards its secret prayer. Fiery Devotion. If you are a follower of Lord Agni and have over 25 piety points, you begin to take on the aspects of the fire god. Your irises become bright and red, and your skin becomes coppery in appearance. You gain advantage on Charisma (Persuasion) checks with angels and elementals, and gain advantage on Charisma (Intimidation) checks against fiends and giants. Astra of Fire. While having the astra in your possession, you have special mastery over fire-based spells. Whenever you cast a spell, you may reflavor it (with the help of the GM) to make it deal fire damage. All spells that deal fire damage deal an additional 1d8 fire damage on a hit. Summon Elemental. Once per day, while having the astra in your possession, you may summon a fire elemental to your cause.
104 As an action, a fire elemental is created out of a pre-existing fire. This creature follows simple commands and is lawful neutral in alignment. If given no commands, it will defend itself from attack but will not initiate combat with a creature. Holy Flames. When this astra is fully activated (its tip is embedded in a non-air substance), it summons a field of magical flames. The astra may summon these flames in a 40 ft. radius sphere or 60 ft. long cone. All creatures in the area of the effect take 8d6 fire damage, and an additional 8d6 fire damage whenever they begin their turn in the affected area. Destroying the Astra. This astra can only be destroyed by Tvashtr, the god of smiths, at his forge in Svarga. Antardhana Astra Weapon, artifact (requires attunement) The Antardhana Astra is the weapon of Lord Kubera, the god of wealth and mischief. It has the power to make creatures disappear and reappear, and improves deceptive abilities. The Antardhana Astra is guarded by Lord Kubera in his golden city of Alaka, and its secret is passed down a line of yaksha sages. Hallucinations. If you are not a worshipper of Kubera, or do not have 25 piety points towards his worship, you suffer from hallucinations due to the artifact. Around you, you see and hear hallucinations of nairratas and yakshas stalking you, when they don’t truly exist. Sharpened Mind. As the wielder of the Antardhana Astra, your mind is sharpened. If you have 25 or more piety points with Lord Kubera, you gain advantage on Dexterity (Stealth) and Charisma (Deception) checks. Invisibility. You gain the power to cast the invisibility spell at will. Charisma is your spellcasting modifier for this spell. Greater Invisibility. When this astra is fully activated, it has the power to make objects disappear. Any object, creature, or structure that the arrowhead is embedded in acts as if it is affected by the greater invisibility spell. The spell’s duration lasts as long as the astra is embedded in the object, and does not require concentration. Destroying the Astra. This astra can only be destroyed by being submerged in the Hataki River, in the second layer of Patala. Bhaumastra Weapon, artifact (requires attunement) The Bhaumastra is the weapon of Lady Prithivi, the goddess of the earth. It has the power to control or lead natural creatures and dig through earth. Language of Beasts. If you are a worshipper of Lady Prithivi, and have 25 or more piety points towards her worship, you may speak the languages of animals. You understand the languages of various types of beasts, and can converse fluently with them. Nature’s Friend. As the chosen wielder of the Bhaumastra, you gain proficiencies in Nature and Survival checks if you don’t already have it, and unaligned beasts treat you like a friend. Lady of the Earth. Three times per day, you may use your action to summon an earth elemental, galeb duhr, or shambling mound in an unoccupied space within 5 ft. of you. This creature follows simple commands and is true neutral in alignment. If given no commands, it will defend itself from attack but will not initiate combat with a creature. Great Delver. When this astra is fully activated and embedded in an earthen material (such as iron, stone, or dirt), it may dig through it with ease. The astra destroys a section of earth, 5 ft. in radius, and in the direction of the arrowhead. The astra will stop digging with the use of a holy word (a secret held by the high priests of Prithivi). Destroying the Astra. This astra can only be destroyed by Lord Dyaus, the sky father.
105 Indrastra Weapon, artifact (requires attunement) The Indrastra is the weapon of Lord Indra, king of the gods, and has the power to summon a rain of arrows. The Indrastra is held safe in Lord Indra’s treasury, and its secret mantra is passed down a line of gandharva sages. Magical Archer. If you are a worshipper of Lord Indra and have 25 or more piety points, you become a more skilled archer. You may deal an additional 2 damage to all ranged attacks. Heavenly Appearance. With the possession of the Indrastra, you begin to seem heavenly, almost angelic in appearance. Your skin becomes clear, and almost metallic in appearance and your eyes are bright. You have advantage on Charisma (Persuasion) checks with celestials, and advantage on Charisma (Intimidation) checks against fiends. Fog Cloud. You gain the power to cast fog cloud at will. Wisdom is your spellcasting modifier for this spell. Rain of Arrows. When this astra is fully activated, it has the power to summon a rain of arrows. If aboveground, arrows rain down from the sky in an 80 ft. radius circle, centered on the astra’s arrowhead. Any creature caught in the arrow rain takes 3d12 piercing damage and 12d12 radiant damage. Destroying the Astra. This astra can only be destroyed by Tvashtr at his forge in Svarga. Pashupatastra Weapon, artifact (requires attunement) The Pashupatastra is one of Lord Rudra’s astras, and has the power to summon monsters. It is in the possession of a neutralaligned seven-headed naga, but its secret is only known by one of Rudra’s angels. Quick to Anger. If you have less than 25 piety points towards Lord Rudra’s worship, your personality begins to change. Things that
106 would’ve annoyed you slightly are now viewed as insults. In addition, you gain the following personality trait: If you do me an injury, I will crush you, ruin your name, and salt your fields. Conjure Elementals. As the wielder of the Pashupatastra, you have the power to summon creatures. Twice per day, you may cast the conjure elemental spell. Charisma is your spellcasting modifier for this spell. Herald of Rudra. When this astra is fully activated, it has the power to destroy its target and summon monsters. If the target hit by the astra has fewer than 100 hit points, it dies (or is destroyed in the case of an object). The astra also summons creatures within 15 ft. of the astra. If you are a good-aligned creature, the astra summons a solar, and 1d6 planetars. If you are a neutral or evil-aligned creature, the astra summons a seven-headed naga and 1d6 nagas. Destroying the Astra. This astra can only be destroyed by being submerged in the Hataki River, in the second layer of Patala. Rudrastra Weapon, artifact (requires attunement) The Rudrastra is Lord Rudra’s second astra, which has the power to call lightning. It is locked away in Vitala, the second layer of Patala, and its secret is known by an old daitya that lives by the Hataki River. Nightmares. If you have less than 25 piety points towards Lord Rudra’s worship, you begin getting terrible nightmares. Your nightmares depict snarling demons, destructive thunderstorms, and ferocious angels, among other things. You also gain the following personality trait: I expect danger around every corner. Rudra’s Warrior. As the wielder of the Rudrastra, your form takes after the god’s. Over a period of three weeks, your skin turns dark blue, and sparks begin to hop around your clothes. You have advantage on Charisma (Intimidation) checks. If you lose the astra, these effects subside over a period of one week. Flight. You may cast fly three times per day. Charisma is your spellcasting ability for this spell. Call Lightning. When this astra is fully activated, it strikes with the strength of a thunderstorm. The astra deals 20d6 lightning and 20d6 thunder damage to its targets, and can shoot straight through a creature or object with an AC less than 25. If the astra is shot above ground, it summons four bolts of lightning to smite nearby creatures. These bolts target four creatures of your choice within 50 feet of the astra that you can see. Each lightning bolt does 5d12 lightning damage. Destroying the Astra. This astra can only be destroyed by Lord Rudra himself. Adventure Hook: Forgotten Mantra The secret mantra of the Rudrastra was only known by an old daitya named Rok Pitr, who lived by the Hataki River. Rok Pitr is getting old, and is beginning to forget parts of the mantra. To ensure that its power is not lost forever, the party must trigger some of his childhood memories to get him to recall the mantra. Varunastra Weapon, artifact (requires attunement) The Varunastra is the weapon of Lord Varuna and counters the Agneyastra by summoning torrents of water. The astra is lost in an ancient, underwater city, and its secret mantra is only known to a clan of merfolk sages. Aspect of the Sea. If you are a follower of Lord Varuna and have over 25 piety points, you begin to take on the aspects of the sea god. Your irises become bright and blue, and your skin becomes coppery in appearance. You gain advantage on Charisma (Persuasion) checks with angels and elementals, and gain advantage on Charisma
107 (Intimidation) checks against fiends and giants. Astra of Water. While having the astra in your possession, you have special mastery over water and ice-based spells. Whenever you cast a spell, you may reflavor it (with the help of the GM) to make it deal cold damage. All spells that deal cold damage deal an additional 1d8 cold damage on a hit. Summon Elemental. Once per day, while having the astra in your possession, you may summon a water elemental to your cause. As an action, a water elemental is created out of a pre-existing body of water or sheet of snow. This creature follows simple commands and is lawful neutral in alignment. If given no commands, it will defend itself from attack but will not initiate combat with a creature. Holy Flood. When this astra is fully activated (its tip is embedded in a non-air substance), it summons a flood of water. Freezing cold water pours out of the astra and floods the nearby area. All creatures within a 40 ft. radius of the astra take 4d6 cold damage, and an additional 4d6 cold damage whenever they begin their turn in the affected area. If a creature starts its turn in the affected area, it must succeed on a DC 25 Strength saving throw or be pushed 10 ft. away from the astra by the floodwaters. Outside of the 40 ft. radius, the water is very cold, but not to the point of dealing damage. Destroying the Astra. This astra can only be destroyed by Tvashtr, the god of smiths, at his forge in Svarga. Adventure Hook: The Sunken City Abhi Rao, the infamous pirate king of the Varuna Isles, has sent a sahuagin baron and his clan to search the ocean floor for the Varunastra. A deva has asked the party to dive down into the city and find the astra before the pirates do, in order to save Mahavedia from the destructive power of the Varunastra. Vayuvyastra Weapon, artifact (requires attunement) The Vayuvyastra is the astra of Lord Vayu, god of the wind, and has the power to summon a strong gale to push back enemies. The astra is hidden in a mountain temple, and its secret mantra is only known by a certain vanara sage who lives in the Dakshina Jungle. Arrow of the Wind. If you are a follower of Lord Vayu and have over 25 piety points, you have the power to channel the wind around you. You gain a flying speed equal to your walking speed while wielding this astra. Gust of Wind. You may cast the gust of wind spell at will, requiring no material components. Wisdom is your spellcasting modifier for this spell. Summon Elemental. Twice per day, while having the astra in your possession, you may summon an air elemental to your cause. As an action, an air elemental is created. This creature follows simple commands and is lawful neutral in alignment. If given no commands, it will defend itself from attack but will not initiate combat with a creature. Tempestuous Winds. When fully activated, the astra summons immensely strong winds. All creatures within 80 ft. of the astra must make a DC 30 Strength saving throw or be pushed back 30 ft from the astra. If the creature hits an object, they take 1d10 bludgeoning damage for every 5 ft. they traveled before hitting the object. If the creature already has its back to an object, they take 3d10 bludgeoning damage. Creatures repeat this save at the beginning of each of their turns as long as they are within the affected area. Destroying the Astra. This astra can only be destroyed by Tvashtr, the god of smiths, at his forge in Svarga.
108 Chapter 10: Adventure Design This chapter reviews some tools for creating monsters and adventures for your Mahavedia campaign. Creating Asuras, Rakshasas, and Nagas Asuras, rakshasas, and nagas aren’t all the same, and many times, you will need to create a new clan of asuras or a new rakshasa to combat the party. Systems for creating those types of monsters are described below. Asura Clans When creating a clan of asuras, there are a few major questions to consider. Does the clan focus more on magic or martial combat? What emotion or feelings does the clan represent? What are the goals of this asura clan? These guiding questions should help you design a clan of asuras to fight the party. Martial and Magic Clans. Asura clans might specialize in a specific type of combat. Some clans will be masters of illusion, like the nivatakavachas, while others might be great soldiers, like the kalakeyas. A good starting point when designing a clan is to think about their use of magic and weaponry. If they mostly use magic, what school of magic do they prefer? If they are master soldiers, what kind of weapons do they use? Most clans will have a preference to a certain type of combat, or even specific strategies in combat. The Six Enemies of the Mind. There are six negative emotions that inspire bad karma and prevent creatures from achieving moksha. They are: lobha (greed), kama (lust), krodha (anger), matsarya (jealousy), moha (attachment), and ahankara (pride). An asura clan might represent one of these enemies of moksha. For example, the pani clan represents greed while the pishachas represent anger. Not all clans have to represent an emotion, but they are good building blocks to base the clan off of.
109 Clan Goals. Another important factor to consider is the main goal of the clan. Are they interested in spreading chaos or are they more focused on amassing gold? Perhaps they are trying to summon a more powerful asura to help them defeat the gods? Clan goals can be as simple as raiding a village or as complex as killing a certain god. Regardless, every asura clan should have a goal that they are working to achieve. The table below lists some possible clan goals: 1d6 Clan Goal 1 Raid villages for food and metal 2 Spread chaos across the world 3 Summon a powerful, three headed asura 4 Collect large amounts of gold to decorate the clan leader’s palace 5 Kill Lord Indra 6 Travel to Naraka and retrieve the soul of their past leader Physical Features. Not all asuras look the same. Many have animal features like horns or fur, while others have different skin and eye colors (from dark green to bright red). Asuras might have multiple heads or arms, or might be missing body parts (they might be one-eyed like a cyclops for example). The table below lists some possible differences in physical features: 1d8 Physical Feature 1 Their skin is dark blue in color 2 These asuras have horns 3 These asuras have two heads each 4 Their backs are covered in spikes 5 Their skin is made of bark like a tree 6 These asuras have tiger paws 7 These asuras have one eye each 8 Their hands and feet are webbed Rakshasas Rakshasas are more solitary and more powerful than the average asura. They are more likely to be the leaders of hordes of demons or spies sneaking through the king’s court. When creating a rakshasa, it’s important to look at the rakshasa’s goals, methods, and allies, as well as the specifications of its death. Goals. Most rakshasas spend their lives trying to gain power and wealth, but some rakshasas have more specific goals. They might be seeking a magical artifact, searching for a map to an important city, or hunting a human who has wronged them in the past. When creating a rakshasa to oppose the party, make sure that rakshasa’s goal will interfere with the party’s goals, or is otherwise important enough that the party will stop what they are doing to interfere. Methods. While asuras might siege a city to recover an artifact inside, a rakshasa is more likely to sneak in and steal it themselves, or hire someone else to do it for them. How the rakshasa achieves its goals is almost as important as the goal itself, because it influences how the party will interact with a rakshasa villain. The table below lists some possible ways the rakshasa will try to achieve its goals: 1d6 Rakshasa Methods 1 The rakshasa hires mortals to do the dirty work 2 The rakshasa manipulates the party into solving its problems 3 The rakshasa uses mind control and enchantment spells 4 The rakshasa fights its battles itself 5 The rakshasa blackmails important adversaries 6 The rakshasa spreads fear and mistrust to defeat its enemies.
110 Allies. Powerful rakshasas rarely work alone, and will often hire or enslave monsters to work for it. The following table lists some example allies for a rakshasa to have: 1d6 Rakshasa Allies 1 A local naga 2 A group of evil yakshas 3 Constructs (dvarapalas, floating suits of armor, etc.) 4 A clan of asuras 5 Bandits or street gangs 6 More rakshasas Boons. Rakshasas are not easy to kill, and each rakshasa has a special boon that specifies the conditions of its death. You may use the table on page 86 to create a boon for your rakshasa villain, or create your own. Nagas Nagas are large, snake-like dragons that crave wealth and knowledge. Nagas use similar tricks and spells as rakshasas, preferring to enchant and manipulate rather than charge into battle. When creating a naga villain, it’s important to determine the naga’s goals and values. Goals. Nagas might have a variety of goals, ranging from simple goals such as accumulating wealth, to complex ones, such as obtaining a magic wish scroll or conquering a region. The table below lists some possible goals a naga villain might have: 1d6 Naga Goals 1 The naga wants a hoard of gold and gems 2 The naga is searching for a warlock to carry out its will 3 The naga wants to summon a demon 4 The naga wants a wish scroll 5 The naga is searching for a sage to teach it ancient knowledge 6 The naga wants to become a god Values. Most nagas value wealth and knowledge above all, and are loath to part with a single coin or scroll unless they can gain something in return. These nagas might trade with adventurers, exchanging gold, spell books, or other resources for knowledge. When creating a naga villain, try to pinpoint a few values other than the ones listed above. These values will help flesh out your villain and make the naga feel like a more three-dimensional character. Lairs. Nagas lair in a variety of locations, but usually stick to areas that are mostly inaccessible, dangerous, and close to water. Naga lairs usually require a password or puzzle to open, testing the adventurer’s wisdom and intuition. The table below offers a few suggestions for naga lairs: 1d8 Naga Lair 1 The naga lairs in an active volcano. Nearby hot springs are a source of water for the naga. 2 The naga makes its lair in a stone temple hanging from the side of a mountain. 3 The naga lairs deep underwater, in a coral reef. 4 The naga makes its lair in an underground fortress guarded by elementals and asuras. 5 The naga lairs in the dunes of the Sea of Iron Sands, near a large oasis. 6 The naga makes its lair in a valley temple, and is worshipped by the humans that live in the valley. 7 The naga lairs in a dungeon beneath the beach, only accessible during low tide. 8 The naga lairs beneath a city, and uses magic to enchant the people of the area.
111 Creating Ancient Cities There are many ancient and ruined cities scattered across Mahavedia, from the golden kalakeya city of Hiranyapura to the sunken city of Manimati. This section gives the GM tools to design their own ancient city for the players to explore. City Design The first step to creating an adventure in one such lost city is to determine its history. Who created it? Why did it fail? Where is it now, and how can one enter? These questions should help guide your thought process as you design the city. Creators. The ancient city might have been designed by an asura, rakshasa, or naga, or perhaps a humanoid civilization that has long since disappeared. The following table lists some possibilities for the original creators of the city: 1d6 City Origin 1 Divine. The city was created by the gods, and is filled with gardens and palaces. 2 Rakshasa. The city was created by rakshasas and is made of illusions. 3 Fey. The city was created by yakshas, and is hidden from society. 4 Demonic. The city was created by asuras, and is filled with arenas, battlegrounds, and forts. 5 Human. The city was created by ancient humanoids, and features temples to old gods. 6 Naga. The city was created by nagas, and features large caves and tunnels. Downfall. Why did the city fail? What caused the inhabitants to leave? The answers to these questions likely depend on who the creators were. A city of the gods might have been invaded by demons and a human city
112 might have been abandoned after a drought or plague. Entrances. How do the characters enter the city? Most ancient cities (or the ones that haven’t been plundered at least) have hidden entrances or are otherwise inaccessible. An underwater city might not be hidden, but near impossible for most adventurers to explore. Cities in the desert might be buried under the sand, with only a minaret peeking out above the dunes. Adventure Design Once you’ve designed your city, begin thinking about how you’d like to structure the adventure. How does the party get to the city? What factions live inside, and what are their goals? Adventuring to the City. Firstly, how does the party reach the city? If it’s in the desert or the mountains, travelling to the city might require some previous planning. Characters will have to find maps, travel through inhospitable environments, and deal with scarce resources. If the city is underwater, or perhaps floating in the sky, characters might need spells and magic items to safely reach their destination. Monsters. Ancient cities attract all sorts of monsters, from everyday creatures like rats and snakes to terrifying foes like nagas, asuras, or undead. The following table can help you determine who still live in the city: 1d6 City Denizens 1 The city is filled with undead, who weren’t given a proper cremation. 2 A clan of rakshasas live in this city, plotting their overthrow of humanity. 3 The angel of some ancient god lurks in the city, unaware of the changes to the outside world. 4 A naga slithers in the deepest catacombs of the city, collecting treasure and scrolls. 5 Many asura clans dwell in the city, fighting amongst one another. 6 The city is overgrown with animated plants and trees. In the center of it all is a clan of yakshas. Rival Explorers. The party aren’t likely going to be the only ones in the city, and rival adventuring groups may arrive to take the wealth and glory that the ancient city has to offer. Rival explorers may have character sheets and levels, or they may use NPC stat blocks. Regardless, focus on the goals and personalities of these rivals. If the party and their rivals have different goals, they may be able to strike a deal. If not, they might be bitter enemies, sabotaging each other to reach the treasure first. Treasure No ancient dungeon is complete without treasure that the players can earn. Treasure can serve as a motivator, compelling players to search deeper and investigate their surroundings, as a reward for defeating enemies, or both. Artifacts. Powerful artifacts like astras or other legendary magic items can serve as great motivators for the party, and can even be the focus of the adventure. Players might be searching for a divine weapon, a magic scroll, or some other item, rumored to be buried deep within the city. Relics. While showering your players with gold and silver coins will make them rich, it won’t bring the same thrill of exploration as finding a collection of golden idols, gem-encrusted jewelry, and shining metal armor. The following table lists some possible relics that the party might find in the city, and that you can use to diversify your treasure hordes:
113 1d12 Relic 1 A gold and silver crown that changes its shape to fit the wearer’s head. 2 Gold inlaid armor, designed for a tall humanoid creature. 3 A clay idol of a short god holding a sugarcane stick. 4 A golden cup with inlaid rubies. 5 A jeweled anklet. 6 A collection of old, withered scrolls. 7 A silver idol of an ancient water deity. It has the lower half of a fish and the upper half of a man. 8 A bone necklace, carved with demonic symbols and snarling faces. 9 A box of large green gems that change color when touched by a creature. 10 A bronze scimitar with a broken blade. 11 A collection of clay tablets with primitive drawings. 12 A golden figurine of a naga, about the size of a human head. The Layers of Patala Patala is a collection of seven underground layers, each featuring a collection of monstrous creatures and magical secrets. Patala has been described to be even more beautiful than Svarga, but while Svarga’s beauty is a reward for good action, Patala’s beauty is a temptation, pulling heroes off the path of good karma. Entrance to Patala. It is not easy to enter Patala, as its few entrances are either hidden behind puzzles and secrets or guarded by asuras in their mountainous forts. Gateways to Patala are no more than large stone caverns that extend deep underground, and with enough mining, a new entrance can be made. Once the entrance is
114 dug however, it will need to be kept a secret, lest monsters and adventurers arrive to claim the passage for themselves. The Layers of Patala. Patala is made of seven layers, called lokas, that exist deep beneath the surface. Each layer is unique, with its own rulers, monsters, and treasures. The seven layers are described below: Atala Atala is the layer of desire and temptation, and is ruled by the demon Bala. Atala is filled with demonic men and women who seduce or calm travelers and make them forget their worries. Once the travelers are comfortable, the demons kill them and feast on the bodies. Adventures in Atala. Characters might need to pass through Atala on their way to the lower layers, or they might be searching for one of Atala’s treasures. While your adventurers are travelling through Atala, tempt them with a variety of things like gold, knowledge, or titles. Your players should feel torn between continuing with their mission and giving in to the temptations. Treasures of Atala. The demons of Atala are masters of magic, especially enchantments, and spell scrolls and magic items can be found throughout the layer. Gold, gems, and other simple treasures are not very common in this layer, but can still be found in plenty. Vitala Vitala is the layer of gold, and is ruled by a dark (not entirely evil) incarnation of Rudra named Hara-Bhava. Winding through the layer is the endless golden river Hataki. Gold from this river can be found all over the layer, decorating temples, palaces, and forts. Adventures in Vitala. Adventurers might be travelling through this layer on a quest to collect gold from the Hataki river, or on a journey to the lower layers. Hara-Bhava and his monstrous servants rarely let travelers steal from the layer, and most Vitala adventures will deal with surviving temptation and escaping the wrathful god. Treasures of Vitala. Vitala is a layer filled with gold, from golden statues of Lord Rudra in golden temples to the golden bridge that crosses the Hataki river. While Vitala is lacking in magical treasure, it has more than enough gold for a party of adventurers. Sutala Sutala is the layer of the demon King Bali, who was exiled to the underworld by Dyaus after a failed attempt at conquering the world. King Bali prays to Dyaus in particular, in exchange for being able to return to the mortal world during the harvest. Adventures in Sutala. Adventurers have many reasons to visit Sutala. They may be passing through to lower layers, seeking gold or arcane power, or visiting King Bali. Treasures of Sutala. Sutala is not nearly as wealthy as Vitala or as magical as Atala, but it is still rich in gold, gems, and magic, albeit to a lesser extent. While the realm is lacking in some forms of treasure, it makes up for it with the great number of magical weapons and armor that were retired after King Bali’s failed attempt to conquer the world. Talatala Talatala is the layer of illusions and is ruled by the demon lord Mayasura. Mayasura escaped to Talatala after the asuras lost a war against the gods, and by praying and fasting in the name of Lord Rudra, Mayasura was given protection in this layer. The layer is filled with the illusions of this demon lord, who designs palaces and temples with his magic. Adventures in Talatala. Adventurers often travel through Talatala seeking the illusory magic that Mayasura keeps hidden in his fortress. Mayasura is a master of illusions, and adventurers might find themselves lost in a jungle that doesn’t exist or a bustling city that is actually uninhabited.
115 Treasures of Talatala. Talatala is both rich in gold and rich in magical power. Adventurers might travel to this layer seeking illusion spell scrolls or magic items. Mahatala Mahatala is one of the two naga layers, the other being Nagaloka. It is a realm filled with gold, silver, and snakes. The nagas of Mahatala are afraid of birds and other flying creatures. Adventures in Mahatala. Adventurers traveling through Mahatala must deal with snakes, nagas, and other serpentine threats as they travel across the layer. Mahatala is rarely the destination of a group of adventurers, but it is often travelled through as adventurers head to Rasatala or Nagaloka. Treasures of Mahatala. Mahatala is full of metallic treasure, such as gold, silver, and bronze. The nagas of this realm are also very wise, and may teach some of their wisdom for the correct price. Rasatala Rasatala is the layer of demons and fiendish giants, and holds many cities of such evil creatures. The vying asura clans fight amongst themselves in the chaotic realm of Rasatala, ruling kingdoms, waging wars, and massacring each other. Adventuring in Rasatala. Rasatala is filled with asuras, and adventuring in Rasatala is more like fighting through an endless dungeon than exploring an underground layer. Demons will attack the party at every possible opportunity unless the party has something worthwhile to exchange and the power to defend it. Treasures of Rasatala. Gold, gems, and magic items can be found in this layer, like most other layers of Patala, but the main attractions of Rasatala are the magic weapons. The asuras are not all savage barbarians, and many are proficient blacksmiths and mages,
116 who make powerful weapons to fight each other with. Nagaloka Nagaloka, also known as Patala-loka, is the capital layer of the nagas and is ruled by the naga king Vasuki. The most powerful nagas live in this layer, surviving deep beneath the earth and waging war on the asuras of the layer above. Nagaloka is one of the richest of Patala’s layers, and is filled with enormous gems. Adventuring in Nagaloka. Adventures in Nagaloka frequently feature prominent nagas such as their king, Vasuki, or an important sage or general. While the nagas of Nagaloka are not evil, they are not good either, and Nagaloka is home to as many naga villains as there are heroes. Treasures of Nagaloka. Nagaloka is known for its vast array of large gems, which grow in the caves of this layer like plants in the overworld. The nagas are also very wise and have crafted unique spells of their own. Sources of Inspiration While this book may be helpful in understanding Vedic myths and cultural traditions, it should not be your only source of inspiration. The following sources (some of which are ancient, others are more modern) depict a fantasized version of ancient or medieval India, which you may use for inspiration. Ancient Literature The Rāmāyan. The Rāmāyan is an ancient Sanskrit epic telling the story of the prince Ram in his quest against Ravan, the demon king of Lanka. The Mahābhārat. The Mahābhārat tells the story of a great war in Ancient India, and is one of the two major Hindu epics (the other being the Ramayan). Ancient Religious Texts The Vedas. The Vedas are four pieces of religious texts (the Rigveda, Yajurveda, Samaveda, and Atharvaveda) written around 1500 BCE. Of these, the Rigveda is the most important, and describes the roles of the Vedic gods. The Rigveda can best be used to understand the Vedic religion, and won’t provide much relevant info on the culture of the region. The Puranas. The Puranas are a large collection of religious texts that form the majority of modern Hindu tradition. They are focused more on modern Hinduism than ancient Vedism, and were written between 250 CE and 1000 CE. Modern Films Bajirao Mastani. Bajirao Mastani is a 2015 Hindi romance / historical fiction film about Peshwa Bajirao of the Maratha empire (modern day Maharashtra, India) and his relationship with a warrior princess. Jodha Akbar. Jodha Akbar is a 2008 Hindi romance film about the Mughal emperor Jalaluddin Mohammed Akbar and the Rajput princess Jodhaa. Bāhubali. Bahubali is a 2015 Telegu and Tamil film about the fictional prince Bahubali of the kingdom of Mahishmati, and his struggle for the throne. Stereotypes to Avoid While the Mahavedia setting is a fictious setting, it is heavily steeped in the cultures of ancient South Asia, and as such, there are many stereotypes that should be avoided during play. Inclusion of these stereotypes might make South Asian or Hindu players uncomfortable and would be disrespectful to these long lasting cultural and religious traditions. With that in mind, some stereotypes are listed below that should be avoided, both during character creation and during play:
117 The Awkward Nerd. One common stereotype of South Asians in the West is that of the awkward, physically weak nerd, who solves his problems with science and engineering. When running a Mahavedia game, understand that NPCs and characters come from all walks of life, and have a range of personalities that are distinct from the nerdy stereotype. Poor but Happy. One of the major stereotypes of South Asia is that it is ‘poor but happy,’ meaning that the region is filled with poverty, famine, flooding, and chaos, but the people find happiness in their spirituality. In truth, poverty ranges across the region, and while there are poor slums, there are also rich palaces, temples, and monuments. Polytheists as Barbaric. The ‘barbaric polytheism’ stereotype is used to reduce Hindu and Vedic traditions to ‘pagan rituals’ and ‘snake cults.’ These stereotypes are false, and the religion is far more complex and nuanced than snake cults and barbarism. The Monolith. South Asia is not a monolith, and while its often described as an expansive jungle with a single Indian culture, or as a dry, arid desert, South Asia is actually a combination of many environments and hundreds of cultures. Arranged Marriages. Another stereotype about South Asians is that all South Asians have arranged marriages. This is far from the truth, and while arranged marriages are not extremely rare, they are found mostly in rural or uneducated regions. When creating characters, feel free to include an arranged marriage as part of a character’s backstory, but understand that they are the minority and that not all NPCs and characters would have gone through an arranged marriage. Cow Worship. While cows are respected in South Asia, they are not worshipped. Killing cows and eating beef is generally discouraged in many South Asian cultures (but not all) in the same way that most Westerners would rather not kill and eat a dog. The Indian Accent. The stereotypical Indian accent is seen by most South Asians in the West as reductive and mocking of their ethnicity and culture. If you and all of your players feel comfortable with the accent being used in the game, feel free to use it, but understand that using the accent without talking to your players first may be problematic.
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