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Mystara Mystara Mystara Mystara Campaign Setting Campaign Setting Campaign Setting Campaign Setting Information Booklet Information Booklet Information Booklet Information Booklet Chapter One: Characters ....................... 2 Races of Mystara............................. 2 Character Classes ........................... 3 Skills ............................................ 11 Feats ............................................ 14 Prestige Classes ............................ 20 Chapter Two: Equipment .................... 25 Firearms ....................................... 25 Tattoos ......................................... 26 Chapter Three: Magic ......................... 31 The Radiance ................................ 31 The Spheres of Magic .................... 32 Death and Resurrection Magic in Mystara ........................................ 34 New Spells .................................... 36 Epic Spells .................................... 42 Chapter Four: The Known World ..... 45 The Nations of the Known World ... 45 AENGMORE .................................................... 45 BROKEN LANDS ............................................. 46 EMIRATES OF YLARUAM ................................. 46 EMPIRE OF THYATIS........................................ 47 THE FIVE SHIRES ............................................ 47 HOLY VANYAN EMPIRE ................................. 48 KHANATES OF ETHENGAR ............................. 48 KINGDOM OF IERENDI .................................... 49 KINGDOM OF KARAMEIKOS ........................... 49 MINROTHAD GUILDS ..................................... 50 NORTHERN REACHES ..................................... 50 PRINCIPALITIES OF GLANTRI .......................... 50 REPUBLIC OF DAROKIN .................................. 51 ROCKHOME .................................................... 52 STATE OF OENKMAR ...................................... 53 SIND ............................................................... 53 THE WASTELANDS ......................................... 54 WENDAR ........................................................ 54 Beyond the Known World .............. 55 THE HOLLOW WORLD ................................... 55 THE RED COAST ............................................. 55 THE DRAGON COAST ..................................... 55 ROKUGAN ...................................................... 56
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Mystara Campaign Setting - The Aberrant Manifest · Chapter One: CharactersChapter One: Characters Races of Mystara Humans: Humans are the primary race throughout the Known World.

Apr 03, 2018

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Page 1: Mystara Campaign Setting - The Aberrant Manifest · Chapter One: CharactersChapter One: Characters Races of Mystara Humans: Humans are the primary race throughout the Known World.

MystaraMystaraMystaraMystara Campaign Setting Campaign Setting Campaign Setting Campaign Setting Information BookletInformation BookletInformation BookletInformation Booklet

Chapter One: Characters....................... 2 Races of Mystara............................. 2 Character Classes ........................... 3 Skills ............................................ 11 Feats ............................................ 14 Prestige Classes ............................ 20

Chapter Two: Equipment .................... 25 Firearms....................................... 25 Tattoos ......................................... 26

Chapter Three: Magic ......................... 31 The Radiance ................................ 31 The Spheres of Magic .................... 32 Death and Resurrection Magic in Mystara ........................................ 34 New Spells .................................... 36 Epic Spells.................................... 42

Chapter Four: The Known World ..... 45 The Nations of the Known World ... 45 AENGMORE .................................................... 45

BROKEN LANDS ............................................. 46

EMIRATES OF YLARUAM .................................46

EMPIRE OF THYATIS........................................47

THE FIVE SHIRES ............................................47

HOLY VANYAN EMPIRE .................................48

KHANATES OF ETHENGAR .............................48

KINGDOM OF IERENDI ....................................49

KINGDOM OF KARAMEIKOS ...........................49

MINROTHAD GUILDS .....................................50

NORTHERN REACHES.....................................50

PRINCIPALITIES OF GLANTRI ..........................50

REPUBLIC OF DAROKIN ..................................51

ROCKHOME ....................................................52

STATE OF OENKMAR ......................................53

SIND ...............................................................53

THE WASTELANDS .........................................54

WENDAR ........................................................54

Beyond the Known World.............. 55 THE HOLLOW WORLD ...................................55

THE RED COAST .............................................55

THE DRAGON COAST .....................................55

ROKUGAN ......................................................56

Page 2: Mystara Campaign Setting - The Aberrant Manifest · Chapter One: CharactersChapter One: Characters Races of Mystara Humans: Humans are the primary race throughout the Known World.

Chapter One: CharactersChapter One: CharactersChapter One: CharactersChapter One: Characters

Races of Mystara

Humans: Humans are the primary race throughout the Known World. They can be found in every corner of Brun, differing in culture and society. Almost all humans in the Known World come from one of four basic historical stocks: Traladarans, who dominated the southern coastal regions of the world, Thyatians, who come from the eastern region of Brun, Heldanners, who hail from the north, and Alphatians, who in the heyday of their empire spread to cover Brun all he way to Sind. Humans do not differ mechanically from the humans presented in the Player’s Handbook. Dwarves: The Dwarves of Brun originate in the region of the Rockhome mountains. They never traveled far beyond this mountain range, but did eventually end up settling in the mountains of northern Thyatis and Karameikos/southern Darokin. The dwarves attempted to settle on the mountains north of Glantri, but racial hatred of these beings by the magocracy drove them to near extinction. While more tolerant of dwarves in the modern day, this race still shies away from making any permanent settlements in Glantri. Dwarves do not differ mechanically from the dwarves presented in the Player’s Handbook. Elves: The Elves of Brun are the oldest of civilizations in the Known World. Hailing from the continent of Davania, deep beyond the Sea of Dread, the Elves migrated north after an environmental catastrophe forced them to evacuate their ancient home. The elven clans slowly made their way across the Sea of Dread, eventually arriving in the shores of Brun and making contact with the humans there. The elven clans settled throughout several regions of Brun. The first elves to arrive in the Known World were the Schattanalfen Clan, religious dissenters who followed the Immortal Rafiel. They settled in the region now known as Oenkmar, and were later driven underground by the orcs who populated that area. The Schattanalfen were corrupted by the influence of the Immortal Atzanteotl, and after several generations of living underground became the Shadow Elves. Standard elves are as presented in the Player’s Handbook. Shadow Elves share the following characteristics:

• Dexterity +2, Constitution -2. Like their surface cousins, shadow elves are nimble, but frail.

• Medium Sized

• Base speed of 30 ft.

• Darkvision out to 120 ft.

• Spell Resistance 11 + HD.

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• Immunity to sleep spells and effects. Shadow elves, like their surface cousins, do not sleep. Instead, they meditate for 2 hours, gaining the benefits of a full night’s rest from that.

• Immunity to undead’s paralysis effects. Years of living underground in the influence of an evil Immortal have adapted the shadow elves to the paralyzing touch of undead creatures. Other paralysis effects work normally.

• +2 racial bonus to Will saves vs. spells and spell-like abilities.

• +2 racial bonus to Listen, Search and Spot checks.

• Automatic Languages: Common, Shadow Elven Gnomes: The Gnomes of the Known World are a rare bunch. They originate from the mountains north of Karameikos and south of Darokin, and have populated that area with their kind and spread beyond into the Five Shires and Thyatis. They’ve also found quite a welcome in the lands of Glantri, their magical affinity highly regarded in the magocracy there. Gnomes are mechanically identical to those in the Player’s Handbook. Halflings: Known as “hin” in the Known World, halflings originate in the Five Shires. Their numbers spread north into Darokin and east into Karameikos, reaching as far out as Thyatis and the southern Atruaghin lands. Most halflings still owe a great loyalty to the Five Shires, however, and those found outside these lands are second or third generational immigrants. Halflings are mechanically identical to those in the Player’s Handbook.

Character Classes

Noble Nobles represent the who’s-who of Mystaran society, those individuals who, by birth or providence, find themselves in positions of authority. The term “noble” is something of a misnomer - while traditional, birthed nobles fit easily into the mold, the name actually refers to an individual in a position of power, not simply a societal position.

Background: In the Kingdom of Karameikos as well as most of Mystara, nobles come in three distinct types: Political nobles are born into the positions of power, or granted fiefs of land by the King; Religious nobles are those individuals within the structure of a church that, through skillful politicking, have worked their way up the ranks of church hierarchy; Military nobles are those individuals who have attended the military college in Thyatis or Glantri and have formally learned the rules and strictures of war, these are often officers in the military; and Mercantile nobles, who have plied their craft and climbed the social ladder to make a name for themselves. Taking a level in noble means the character is exploring the paths of social and political power afforded by these organizations; not every church leader will be a high level noble, just as every King will not be an epic noble.

Game Rule Information Nobles (Nob) have the following game statistics.

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Abilities: Charisma is the most important statistic for a noble since it affects many of his class abilities and class skills. To be successful in combat a noble needs to have high Dexterity and Constitution. Since nobles are skill-based characters, a high Intelligence serves them well. Hit Die: d8 Class Skills The noble’s class skills are: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (history, local) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (N/A). Skill Points at 1 st Level: (6 + Int modifier) x 4. Skill Points at Each Additional Level: 6 + Int modifier

Class Features: All of the following are class features of the noble. Weapon and Armor Proficiency: Nobles are proficient in light armor and simple weapons. Specialization: At 1st level, the noble chooses by which path the character will attain power. At this level, the character gains access to a set of skills that reflect this background. Mercantile: The mercantile noble is trained in the identification of sellable goods, specifically dealing with magical items. The noble adds Forgery and Knowledge (arcana) to his class skill list. The noble also gains a +1 bonus to all Appraise checks. Military: The military noble is trained in the art of warfare, leadership and

Level BAB Fort Ref Will Special

1 +0 +0 +0 +2 Specialization, favor +1

2 +1 +0 +0 +3 Demand +1

3 +2 +1 +1 +3 Resource access

4 +3 +1 +1 +4 Favor +2

5 +3 +1 +1 +4 Henchman

6 +4 +2 +2 +5 Command 1/day

7 +5 +2 +2 +5 Favor +3, demand +2

8 +6/+1 +2 +2 +6 Loyal following

9 +6/+1 +3 +3 +6 Eloquence

10 +7/+2 +3 +3 +7 Favor +4, Command 2/day

11 +8/+3 +3 +3 +7 Ascension 1

12 +9/+4 +4 +4 +8 Demand +3

13 +9/+4 +4 +4 +8 Favor +5

14 +10/+5 +4 +4 +9 Ascension 2

15 +11/+6/+1 +5 +5 +9 Command 3/day

16 +12/+7/+2 +5 +5 +10 Favor +6

17 +12/+7/+2 +5 +5 +10 Demand +4, ascension 3

18 +13/+8/+3 +6 +6 +11 Superior resource access

19 +14/+9/+4 +6 +6 +11 Favor +7

20 +15/+10/+5 +6 +6 +12 Command 4/day

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quickly overcoming his opposition. The noble adds Knowledge (military tactics) and Spot to his class skill list. The noble also gains a +1 bonus to all Intimidate checks. Political: The political noble’s training centers around charming and manipulating individuals. The noble adds Knowledge (nobility & royalty), and Perform to his class skill list. The noble also gains a +1 bonus to all Diplomacy checks. Religious: The religious noble’s training revolves around the tenets of his faith and church, and the ability to root out the less faithful. The noble adds Concentration and Knowledge (Religion) to his class skill list. The noble also gains a +1 bonus to all Sense Motive checks. Favor: The noble has the ability to call in favors from those she knows. By making a favor check, the noble can call upon contacts to gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances. Nobles are always free to pursue their own solutions to matters, but the successful use of a favor eliminates cost and effort on the character’s part. Note that meeting the DC does not guarantee success - it merely guarantees that someone will try. A favor check is a Charisma check which adds the character’s favor bonus. This bonus is +1 at 1 st level, and increases by 1 every three levels thereafter. Favors can be requested a number of times per week equal to the favor check bonus. Failure to meet the DC means that the favor was for one reason or another not within the noble’s means at that time. Retries are possible, but unless the DM specifies otherwise a number of days equal to the DC of the task must pass before attempting to do so again. The favor generally occurs within 1d4 days, though more may be merited in certain cases (for example, a Karameikan noble requesting a letter of recommendation from a seneschal in Glantri). The DM makes this check for the character, as the character sometimes will not know immediately if the roll was a success or not, and whether it failed because of the roll or because of mitigating circumstances. The DM sets the DC of a given favor. but should follow the general guidelines:

Favor DC

Mundane (simple tasks a commoner might have access to, use of common equipment, access to public information)

10

Simple (simple tasks an expert might accomplish, use of minor magical equipment or spells or equipment of rare manufacture, access to minor secrets)

15

Tough (tasks which require a particular expertise or are minor offenses, use of equipment of unique manufacture, moderate magical equipment or spells)

20 *

Complex (task is a major offense, use of major magical equipment or spells, access to lost or very well hidden information)

25 *

Extreme (tasks require elite specialists, use of military force, access to unique magical equipment or spells)

30 *

Case Specific DC

Access to weapons for one week Cost of item(s) / 2000 **

Assassination attempt 10 + target’s CR

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Installation of traps/guard personnel CR of traps/guards x2

Classify/hide information Minimum 15 *** * If a noble fails the favor check by 5 or more for an illegal act, her favor checks take a -1 penalty for one month. Failure by 10 or more means the penalty increases to -2 and is permanent.

** For each day requested beyond 7, increase the DC by 1. *** The DC for Gather Info checks to learn such info is equal to 20+the result of the noble’s favor check. The DC for another noble to access this information is simply opposed favor checks (see below). In the event that two nobles butt heads over favor requests, the result is determined by a special opposed favor check. In case of a tie, both nobles fail to acquire their favors, or the favors fail to succeed, depending on circumstances (The DM is encouraged to come up with interesting explanations for this). Demand (Ex): The noble asks more of her companions than do members of other classes. As a standard action, the noble can issue orders, words of encouragement or threats of punishment to allies. Allies within 30 feet of the noble receive a +1 morale bonus to attack and damage, as well as a +1 bonus to saves against fear effects. Every five levels, these bonuses increase by 1. This level can be used a number of times per day equal to the bonus provided, and lasts as long as the noble continues speaking (a standard action each round) and for 5 rounds thereafter, up to a maximum of the noble’s level +5. Resource access: The noble is allowed to utilize some portion of his house or organization’s funds. To access resources, the character makes a level check (noble levels only) and a Charisma check. The amount of money granted to the character equals 20 x level check x Cha check, in gold pieces. These funds typically arrive 1d12 hours after requested, though the noble must be in a position to request them. Local conditions may mean the request takes longer. The character may use this ability once per day, but rest assured that higher up members of the house will take note if resources are being misused. Henchman: At 5th level, the noble is assigned a permanent attaché. Sometimes this person serves as a man- or maidservant, but just as often is a body guard or thug. This functions as a cohort gained by the Leadership feat, except that it is not restricted by the noble’s level. No followers are gained. If the player later selects the Leadership feat, they may still attract another cohort, but takes a -2 penalty to his leadership score for doing so. Note that the henchman is ultimately loyal to the character’s house or organization, so straying greatly from these interests may jeopardize the henchman’s loyalty to the PC. Command (Ex): The noble may emulate the effects of a command spell once per day upon any sentient target once she reaches 5th level. The DC is equal to 10 + ½ noble level + Cha modifier. This is a non-magical effect created by the noble’s authoritative presence. While it is not mind-affecting in the conventional sense, this ability will not affect mindless creatures, though one who has mind blank cast upon him is not. For every 5 class levels, the noble can use this ability an additional time per day. Loyal Following: At 8th level a noble automatically gains a loyal following of supporters. These act as normal followers based on her leadership score. If she takes or already has the Leadership feat, the effects stack. No cohort is gained with this ability. Eloquence: Nobles know how to talk their way out of any situation, and never let their opponents see them sweat. At 9th level, the noble gains skill mastery (as the rogue ability) for any of the following skills, up to a maximum of the

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noble’s Intelligence modifier: Bluff, Diplomacy, Intimidate, Gather Information and Sense Motive. Ascension: As nobles climb the ranks of their organization, their influence spreads. At 11th , 14th , and 17th level, the noble gains an additional advance from their earlier specialization. Mercantile: This noble is granted immunity to certain taxes, gains favor with prominent merchants, and is just as home in the market as in his own house. At 11th level, the noble receives the Appraise Magic Value feat (even if she does not meet the prerequisites), and gains a +2 bonus to Appraise checks. At 14th level, the noble receives a +4 bonus to all Charisma checks related to resource access. At 17th level, the noble’s careful planning and expenditures receives a one-time gift of 200,000 gp (or items of equivalent value). Military: This noble is well-connected within a nation’s military infrastructure, be it naval or ground forces. At 11th level, the noble’s training grants him any one feat from the Fighter feat list for which she meets the requirements. At 14th level, the noble is made an officer within the military, which gives a +4 bonus on favor checks to use military equipment or to access classified documents. At 17th level, she is assigned a permanent lieutenant who serves her as executive officer (this NPC is of an appropriate class for the military she belongs to; Glantrian attaches may well be Wizards, Karameikan nobles will receive Fighter or Paladin bodyguards), otherwise following rules as outlined in the Henchman description. This stacks with the Henchman ability and the Leadership feat, potentially granting up to 3 cohorts at any one time. Political: This noble knows that the real power is that behind the throne - or on the throne, if they play their cards right. At 11th level, the noble gains a +2 bonus to Diplomacy or Intimidate checks (character’s choice), and use of the Demand ability becomes a move action. At 14th level, the character gains a +2 bonus on all favor checks. At 17th level, the Command ability is upgraded to a Greater Command (as the spell). From this point on, all Demand and Command ability uses are swift actions. This is an extraordinary ability. Religious: This noble is well connected to issues of his faith and church, either high up members of the church hierarchy or founding their own orders within the faith. At 11th level, the noble can lay hands as a Paladin of the noble’s level. This works exactly as the lay on hands ability of the paladin. At 14th level, the noble receives a +4 bonus to all Charisma related checks dealing with members of the clergy. At 17th level, any member of the noble’s church is automatically affected as per the noble’s Demand ability, and this ability does not have a duration (this bonus does not apply to the noble himself.) Superior Resource Access: When calling for resources, a noble multiplies her roll by 50 rather than 20. Epic Noble Progression

Level Special

21

22 Favor +8, Demand +5

23

24 Bonus Feat

25 Command 5/day, Favor +9

26

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Favor: The epic noble’s favor ability continues to increase at the rate of +1 every three levels. Demand: The epic noble’s demand ability continues to increase the rate of

+1 every five levels. Command: The epic noble gains an additional use of the Command ability once per day. Bonus Feat: The epic noble gains a bonus epic feat at 24 th level, and then every 4 levels thereafter. This feat must be chosen from the following list: Epic Leadership, Legendary Commander, Epic Reputation, Epic Will, Extended Lifespan, Great Charisma, Great Intelligence, Polyglot, Superior Initiative. The noble must meet all of the prerequisites of the feat in order to qualify.

Sorcerer This is a revamped version of the sorcerer, in order to make it more appealing playable as a character class. It draws much inspiration from the Wilder class ( EPH ), and works around the concept of beings magically in tune with the world around and elements around them. HD: d4 Class skills: Concentration (Con), Craft (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha). Skill points at each level: 2 + Int Modifier

Level BAB Fort Ref Will Special

1 +0 0 0 2 Power Spell, Spell Affinity, Spell fatigue

2 +1 0 0 3

3 +1 1 1 3 Spell Affinity

4 +2 1 1 4 Spell path

5 +2 1 1 4 Greater Spell Affinity

6 +3 2 2 5 Spell Affinity

7 +3 2 2 5

8 +4 2 2 6 Spell path

9 +4 3 3 6 Spell Affinity

10 +5 3 3 7 Master Spell Affinity, Greater Spell Affinity

11 +5 3 3 7

12 +6/+1 4 4 8 Spell Affinity, Spell path

13 +6/+1 4 4 8

14 +7/+2 4 4 9

15 +7/+2 5 5 9 Greater Spell Affinity, Spell Affinity

16 +8/+3 5 5 10 Spell path

17 +8/+3 5 5 10

18 +9/+4 6 6 11 Spell Affinity

27 Demand +6

28 Favor +10, Bonus Feat

29

30

+1 .

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19 +9+4 6 6 11

20 +10/+5 6 6 12 Greater Spell Affinity, Master Spell Affinity, Spell path

Class features: Weapon and armor proficiency: Sorcerers are proficient in simple weapons. They gain proficiency with no armor or shields. If a sorcerer wears any armor or uses a shield, he is subject to arcane spell failure. Spells: A sorcerer casts arcane spells. His spells are charisma-based. Use the table below to determine the amount of spells a sorcerer knows of a given level. Power Spell: A sorcerer’s spell slots are mutable - she may use them to power higher level spells. She may take three slots of a given level and use them to cast a spell of one level higher than those slots. She may also use these three slots in conjunction with two slots of the next highest level to cast a spell of the next highest level, and so on. Doing so is a full round action. (Ex: Mistress Faranefir (a 16th level sorcerer) has run out of her 8th level spell slots. She may use up three of her 7th level spell slots to cast one 8th level spell, or she may use up three 6th level spell slots and two 7th level spell slots to do the same.

Spell Affinity: At 1st , then at 3rd and every 3 levels after, a sorcerer chooses an affinity to a certain type of spell. The sorcerer chooses a subschool (such as glamer, teleportation etc.) or a type (such as fire or good). When the sorcerer casts a spell that has that type or subschool, the spell is cast at +1 caster level. This affects spell resistance checks, duration, range, area of effect, and damage rolled. A sorcerer cannot choose a type that opposes one he has already chosen. For example, a sorcerer that chooses the Evil subtype cannot choose Good as his next affinity. The bonus to caster level stacks with similar benefits, such as the Spell Power ability of the archmage. Spell Fatigue: When a sorcerer has used up the last of his spell slots of a given level, he must make a Fortitude save (DC 11 + spell slot’s level) or become fatigued. Spell Path: At 4th level, a sorcerer can declare one of his spells known to be in a spell path. This allows that spell to automatically upgrade according to the tables presented below when the sorcerer is capable of casting higher level spells. This upgrade doesn’t count towards the sorcerer’s spells known. The upgrade is automatic - the sorcerer loses knowledge of the lower level spell and gains knowledge of the higher order one. This is both advantageous and a disadvantage to the sorcerer. The sorcerer can designate another spell to be on a spell path every 4 levels thereafter. Greater Spell Affinity: At 5th level, then at every 5 levels after, the sorcerer

Spell slots per day

0 1 2 3 4 5 6 7 8 9

5 3 - - - - - - - -

6 4 - - - - - - - -

6 5 - - - - - - - -

6 6 3 - - - - - - -

6 6 4 - - - - - - -

6 6 5 3 - - - - - -

6 6 6 4 - - - - - -

6 6 6 5 3 - - - - -

6 6 6 6 4 - - - - -

6 6 6 6 5 3 - - - -

6 6 6 6 6 4 - - - -

6 6 6 6 6 5 3 - - -

6 6 6 6 6 6 4 - - -

6 6 6 6 6 6 5 3 - -

6 6 6 6 6 6 6 4 - -

6 6 6 6 6 6 6 5 3 -

6 6 6 6 6 6 6 6 4 -

6 6 6 6 6 6 6 6 5 3

6 6 6 6 6 6 6 6 6 4

6 6 6 6 6 6 6 6 6 6

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becomes even better at casting his most familiar spells. He chooses one sub school or type to which he has applied his spell affinity ability. The bonus to caster level increases to +2. Master Spell Affinity: At 10th level and again at 20th level, a sorcerer gains mastery over one of the subtypes he has chosen. He may select one of the sub schools or types to which he has applied his greater spell affinity. The bonus to caster level increases to +3. Common Spell Paths The Path of Magical Avoidance 0 – Resistance 4th – Lesser Globe of Invulnerability 6th – Globe of Invulnerability 7th – Spell Turning 8th – Protection from Spells The Path of Acid 0 – Acid Splash 2nd – Melf’s Acid Arrow 4th – Vitriolic Sphere 6th – Acid Fog The Path of Distraction 0 – Daze 2nd – Daze Monster 4th – Confusion The Path of Light 0 – Light 2nd – Continual Flame 3rd – Daylight 8th – Sunburst The Path of Frost 0 – Ray of Frost 4th – Wall of Ice 5th – Cone of Cold 8th – Polar Ray The Path of Final Rest 0 – Disrupt Undead 3rd – Halt Undead 6th – Undeath to Death

The Path of Weakening 0 – Touch of Fatigue 3rd – Ray of Exhaustion 5th – Waves of Fatigue 7th – Waves of Exhaustion The Path of Kinesis 0 – Mage Hand 2nd – Levitate 5th – Telekinesis The Path of Distanced Conversation 0 – Message 2nd – Whispering Wind 5th – Sending The Path of Elemental Survival 1st – Endure Elements 2nd – Resist Energy 3rd – Protection from Energy 4th – Fire Shield The Path of Force 1st – Shield 5th – Wall of Force 7th – Modernkainen’s Sword 9th – Atrus’ Sabre The Path of the Summoner Summon Monster Spells I – IX

The Path of Knowing 1st – Identify 6th – Analyze Dweomer The Path of Foresight 1st – True Strike 8th – Moment of Prescience 9th – Foresight The Path of Charming 1st – Charm Person 3rd – Suggestion 4th – Charm Monster 6th – Mass Suggestion 8th – Mass Charm Monster The Path of Slumber 1st – Sleep 2nd – Deep Slumber 5th – Symbol of Sleep 8th – Temporal Stasis The Path of Flames 1st – Burning Hands 2nd – Flaming Sphere 3rd – Fireball 4th – Wall of Fire 7th – Delayed Blast Fireball The Path of Lightning 1st – Shocking Grasp 3rd – Lightning Bolt 6th – Chain Lightning The Path of Colors 1st – Color Spray 4th – Rainbow Pattern

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7th – Prismatic Spray 8th – Prismatic Wall 9th – Prismatic Sphere The Path of Fear 1st – Cause Fear

2nd – Scare 4th – Fear 6th – Symbol of Fear 9th – Weird

The Path of Celerity 1st – Expeditious Retreat 3rd – Haste 9th – Time Stop

Skills

Craft (Int) The craft skill works as described in the Player’s Handbook with a few exceptions:

• Craft (Alchemy) does not require the crafter to be a spellcaster. Anyone can craft alchemical items now without the need for spellcasting ability.

• Crafting progress per week is determined in gold pieces, not silver pieces as in the PHB. You can make progress by the day in silver pieces, and progress by the hour in copper pieces with the same check (your check result * the DC).

• You may add any multiple of 2 (+2, +4, +6, +8, +10, etc.) to the DC of an item to quicken its production.

• Crafting masterwork items no longer requires the crafting of a mysterious “masterwork component”. Masterwork is now an inherent quality of the item, and adds +5 to the Craft DC of the original item. Masterwork costs have not changed.

• Special materials do influence the Craft DC of an item. Refer to the following table to determine the final Craft DC of an item created out of a special material:

Special Material DC Increase

Adamantine +10

Darkwood +7

Dragonhide As base item

Iron, cold +2

Mithral +7

Silver, Alchemical +2

• An individual can make a living with their Craft skill just like they can

with the Profession skill, that being half your check in gold pieces per week.

Diplomacy (Cha)

New Attitude (DC to achieve)

Initial Attitude

Hostile Unfriendly Suspicious Indifferent Cordial Friendly Helpful

Hostile < 25 25 35 45 55 75 100

Unfriendly < 15 15 25 35 45 55 75

Suspicious < 5 < 15 15 25 35 45 60

Indifferent - < 5 < 15 15 25 30 40

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Cordial - - < 5 < 10 10 15 30

Friendly - - - - <1 1 20

Helpful - - - - - <1 1

What they Mean The initial attitude doesn't necessarily reflect the subject's overall attitude - simply the attitude that the subject has towards the topic being broached. For example, the city jailer might naturally be Indifferent towards the PCs, or he may well be even Cordial or Friendly with them. However, as soon as talk of releasing prisoners begins, the guard's attitude would automatically shift to Suspicious - it's not that he doesn't like the PCs, he just likes his job a lot more. Hostile: Hostile characters take pains to hurt the PCs. They will attack first and not even bother asking questions later. This is the typical initial attitude of parties engaged or about to engage in combat. An individual may become hostile following a strong insult or threat. Unfriendly: Unfriendly characters don't like the PCs and think they're bad business. They don't like to deal with the PCs and will have nothing of them. They won't care a whit about making friends with the PCs, and generally be rude towards them. A character may become unfriendly after a minor insult. Suspicious: Suspicious characters don't necessarily hold a grudge against the PCs, they just don't like where the conversation may be headed. They have reason to suspect that the PCs are up to no good, or may intend them harm. A character may become suspicious following a faux pas, or if the PCs let on that something is up. Indifferent: Indifferent characters don't care one way or another. They won't go out of their way to offer any assistance, but aren't so callous as to snub the PCs if asked for directions. Most people the PCs meet should regard them with indifference. A person might become indifferent if the conversation bores them or has nothing to do with them. Cordial: A cordial character thinks that the PCs are alright. He generally believes they are trying to be helpful and do good things. He'll offer minor assistance, but nothing that is likely to come back on him and hurt him. Usually cordiality only comes with the character having heard of the PCs in some form or other, typically by reputation. Friendly: A friendly character likes the PCs and wishes the characters to succeed. He'll go to some trouble to help the PCs, but nothing so long as the risks don't outweigh the potential rewards. Friendliness typically only comes with repeated social interactions. Helpful: Helpful characters will go to great lengths to assist the PCs. They'll take risks, even serious ones, to help, although they still won't go on obviously suicidal runs on behalf of the PCs, but they're not afraid to risk a little life and limb. Bribery: Sometimes, a little cash in the right direction can be a great asset to someone attempting a diplomacy check. However, because gold has different total value to different characters of different levels (10 gp is an insult to a 20 th level character), it isn't necessarily easy to come up with a formula for a proper bribe. Use the table below as the "base" bribe that must be offered in order to gain a bribe bonus to a diplomacy check.

NPC Level or Hit GP Value of Bribe* NPC Level or Hit GP Value of Bribe*

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Die Die

1 10 gp 16 800 gp

2 20 gp 17 1,000 gp

3 25 gp 18 1,300 gp

4 30 gp 19 1,700 gp

5 40 gp 20 2,500 gp

6 55 gp 21 3,500 gp

7 70 gp 22 4,500 gp

8 95 gp 23 6,000 gp

9 120 gp 24 7,500 gp

10 150 gp 25 10,000 gp

11 200 gp 26 12,500 gp

12 275 gp 27 15,000 gp

13 350 gp 28 20,000 gp

14 450 gp 29 25,000 gp

15 600 gp 30 30,000 gp

*Double this value if the character has levels in Noble. Halve this value if the character is of the Commoner class. A character who offers the base bribe value gains a +2 bonus on his Diplomacy check vs. the target for this attempt. Every doubling off the bribe value nets an additional +1 bonus. (Remember that in D&D a double doubling is really a tripling, so on.) For example, if Drakath is attempting to bribe a Balor into being helpful, he might offer the Balor a magic item worth 50,000 gp. This is a bribe up to 20 times the base value of the Balor's 2,500 gp bribe (20 HD creature). Drakath would get a +21 bonus to his check. (+2 for the initial 2,500, +1 for the 19 remaining 47,500.) This elevates his total modifier to this check to +49. Still won't be enough to get that Balor to be friendly, but at least he can get the Balor to talk cordially. Not all characters are as susceptible to bribery, however. A character who is of a Lawful alignment only gives ½ the bonus to diplomacy that a non-Lawful target would. (So, only a +1 bonus if the character meets the initial base bribe value, and an additional +1 for every tripling of the base value.) If you don't meet the base value of the bribe with your initial offering, your Diplomacy attempt suffers a -2 penalty. For example, Krogoth, dealing with what he believes to be a homeless Shadow Elven street raff, offers him 10 gp for directions to the house of the high priest in Oenkmar. Unbeknownst to Krogoth, the man is really a high level Rogue. The target is insulted by Krogoth's appraisal of his worth, and the dwarf's attempt at diplomacy is hurt because of this. Note: A character with the Favor ability can also use a Favor attempt in lieu of a bribery attempt. Regardless of the level of the target, this Favor is never too far out of the Noble's reach, and requires a DC 15 check. The favor is one that benefits the target - a small raise in pay, assignment to a better position for a week, a small promotion at work, whatever. Knowledge (tactics) (Int) This skill represents knowledge of military equipment, formations, ranks and titles, and general battlefield maneuvers. It allows you to narrow down an

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opponent’s character class, DC 10 + opponent’s CR, with a +2 bonus after seeing your foe for in combat. Special: Characters with 5 or more ranks receive a +1 synergy bonus to initiative. Classes: This is a class skill for fighters, paladins, and any class that receives all knowledge skills as a class skill (wizards, clerics with the Knowledge domain, etc.).

Feats Ambidexterity [General] You have fully developed both of your hands to the point where you don’t have an off-hand. Prerequisites: Two-Weapon Fighting, Dex 13+ Benefit: You can add your full bonus to Strength when dealing damage with a weapon in your off hand. Normal: Weapons you wield in your off-hand add only ½ your Strength bonus to their damage. Augmented Alchemy [General]* You can create more powerful alchemical items. Prerequisites: Craft (Alchemy) 10 ranks Benefit: Whenever creating an alchemical item or substance, you can choose to make it more powerful than normal by adding +10 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn’t deal damage, double the duration of its effect. If the item or substance doesn’t deal damage and doesn’t have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn’t fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description. *Augment Alchemy was previously an Epic feat.

Armored Stalking [General] You are adept at stealth despite the hampering effects of armor. Prerequisite: Dexterity 13+, proficiency in armor worn, Hide 5+ ranks, Move Silently 5+ ranks. Benefit: Choose one type of armor with which you are proficient. The armor check penalty you suffer for wearing that armor while moving silently or hiding is reduced by 3, to a minimum of no penalty. Back to the Wall [General] What does not kill you makes you stronger… Benefit: When reduced to 25% or lower hit points, you gain a +1 morale bonus to armor class, attack, damage, and saving throws. Bravado [General] You talk a good game, and that’s good enough for those following you. Prerequisite: Demand class feature, Cha 15+ Benefit: The bonus to attack, damage and saves against fear from your Demand ability increases by 1. Brilliant Soul [Psionic] Your mind blade can ignore physical matter. Prerequisite: Deep Impact, ability to manifest a mind blade. Benefit: You can add the Brilliant Energy enhancement to the list of abilities that can be manifested through your mind blade. If you cannot manifest a mind blade with sufficient enchantment bonus to

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utilize this, you gain no benefit from this feat. Chronomancer [General] Your attention to the study of the Sphere of Time has granted you abilities beyond the ken of normal spellcasters. Prerequisites: Radiance Mage, Sphere Focus (Time) Benefits: All of your divination spells are cast at +2 caster level, and have a +2 bonus to their DC. Additionally, you gain an additional spell slot in order to cast one divination spell of any level up to the highest level spell you can cast. Collaborative Creation [General] Prerequisites: Any two item creation feats. Benefit: You have learned how to work with others to create items. The amount of experience needed to create an item increases by 20% per individual contributing to the project (so 40% for 2 people). This total cost is split between the individuals creating the item. Furthermore, the time necessary to create the item is reduced by 10% by each extra person contributing beyond the first, to a maximum of a 40% reduction with a five-person team. Each worker must meet all pre-reqs to create the item in question. Special: A wizard may select this as one of her bonus feats. Connected [General] You come from money, and have made all the right friends. Prerequisites: Resource access, favor class abilities. Benefit: You gain a +1 bonus on all Favor checks, and a +1 bonus on your Charisma check roll on Resource Access checks. Special: This feat can be taken

multiple times. Each time, the bonus increases by 1. Courtly Intrigue [General] You are familiar with the politics of the noble court and know how to manipulate them. Benefit: You gain a +2 bonus on all Knowledge (nobility and royalty) checks and all favor roles (see the Noble class description). Daylight’s Wrath [General] You can channel greater positive energy on your turn attempts, causing damage to those undead you turn. Prerequisites: Knowledge (Religion) 8 ranks; either Knowledge (The Planes) 5 ranks or access to the Sun domain Benefit: Undead you successfully turn take damage equal to 1d6 for every 4 cleric levels you have. There is no saving throw for this damage. Undead destroyed by this damage turn to dust as if they had been destroyed by turning. Divine Soul [Psionic] Your holy energy is transferred to your mind blade more closely. Prerequisite: Aligned attack, mind blade enhancement +1. Benefit: The following abilities are added to your list of mind blade enchantments: anarchic, axiomatic, holy, and unholy. The additional damage provided by these attacks (against foes of the appropriate alignment) stacks with the damage added by the Aligned Attack feat. If you cannot manifest a mind blade with sufficient enchantment bonus to utilize this, you gain no benefit from this feat. Domineering [General] Your presence impels obedience. Prerequisite: Command class

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ability. Benefit: When you use your Command ability, you may select two commands from the list of those available (approach, drop, fall, flee, and halt). Duelist [General] You are skilled at fighting with a single weapon. Prerequisite: Combat Expertise, Dodge, Weapon Focus (any light weapon) Benefit: When fighting with a light melee weapon with which you have weapon focus and an empty off-hand, you gain a +1 dodge bonus to AC. You lose this bonus to AC when holding anything in your offhand, or wearing any armor heavier than light. Special: A fighter may select this as one of his bonus feats. Energologist [General] Your attention to the Sphere of Energy has granted you greater and easier access to the manipulation of magical energies. Prerequisites: Radiance Mage, Sphere Focus (Energy) Benefits: You cast all Evocation and Abjuration spells at +1 caster level. These spells also gain a +1 to DC when cast by you. Additionally, any spells with the Fire descriptor you cast that deal damage deal an additional amount of (fire) damage equal to the level of the spell. (Note that a spell that has been metamagicked, etc., to alter the Fire damage into something else loses the Fire descriptor; alternatively, any spells that are Metamagicked, etc., to deal Fire damage gain the Fire descriptor.) Enhanced Soul [Psionic] You have a particular affinity for manifesting your mind blade.

Prerequisite: Ability to manifest mind blade of +1 or greater. Benefit: Your mind blade’s enhancement bonus to attack and damage increases by one. If you manifest multiple mind blades (as with two-weapon fighting), only one blade gains this benefit. Special: You can select this feat twice. After the second selection, both mind blades gain the benefit when you fight with two weapons. Entropomancer [General] Your attention to the Sphere of Entropy has given you a greater ability to wield the forces of Entropy. Prerequisites: Radiance Mage, Sphere Focus (Entropy) Benefits: You gain a +1 caster level to all Necromancy spells, and you gain a +1 bonus to your necromancy spell DCs. Additionally, if you cast a negative energy spell against a person who is warded by some form of positive-energy protection (death ward, life’s grace, etc.), you do not automatically fail - you instead gain a caster level check (DC 11 + opposing spell’s caster level); success means the spell goes through as if the creature were not warded, failure means your spell fails as normal. Epic Spell Focus [Epic] This feat grants a +6 bonus to your spellcasting DC for the chosen school, not a +3. Epic Turning [Epic] You affect a greater number of undead when you turn. Prerequisites: Turn undead as a 21st level cleric; Master Turning Benefit: You roll 2d12 instead of 2d10 for your turn damage. Special: You may take this feat multiple times. Each time you take this feat, you gain an additional die

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of damage to your turn damage. Thus, the second time you take this feat you roll 3d12 instead of 2d12 turn damage; the third time you roll 4d12, and so on. Firearms Weapons Proficiency [General] You are trained in the use and handling of firearms. Benefit: You can fire a firearm (be it an arquebus, blunderbuss, pistol, musket or rifle) without penalty. Normal: A person without the Firearms Weapons Proficiency feat suffers a -4 penalty to his attacks with a firearm. Greater Spell Focus [General] This feat grants a +4 bonus to your spellcasting DC for the chosen school, not a +2. Greater Turning [General] You affect a greater number of hit die of undead when you turn. Prerequisites: Turn undead as a 10th level cleric, Improved Turning Benefit: You roll 2d8 when determining turning damage. Normal: You roll 2d6 when determining turning damage. Improved Command [General] Your force of personality is a thing to behold. Prerequisite: Command class feature. Benefit: Your Command feature affects an additional target who meets the requirements and is within 30 feet of the original target. If your Command ability improves with the 17th level political ascension, targets need be within 40 ft. of each other, rather than 30 ft. Improved Duelist [General] You are exceptionally at fighting with a single weapon.

Prerequisite: Combat Expertise, Dodge, Duelist, Weapon Focus (any light weapon) Benefit: The benefit from the duelist feat increases to +2, and is lost under the same circumstances. Special: A fighter may select this as one of his bonus feats. Improved Turning [General] Your turning and rebuking attempts are more difficult to resist. Prerequisites: Ability to turn or rebuke creatures. Benefit: The DC to resist your turn or rebuke attempts is raised by +2. Insist [General] Prerequisite: Cha 15+, Demand class ability Benefit: Your Demand ability lasts for one minute after you stop speaking. Normal: Your Demand ability lasts for 5 rounds after you stop speaking. Master Linguist [General] Prereq: Int 13+, literacy Benefit: You have a passion for languages. Upon selecting this feat, you draw upon your previous linguistic skills and learn an additional 3 languages. Additionally, Speak Language is always a class skill for you. Master Turning [General] You affect a greater number of hit die of undead when you turn. Prerequisites: Turn undead as a 16th level cleric; Greater Turning Benefit: You roll 2d10 for turning damage instead of 2d8. Maximize Turning [General] You affect more hit die of undead when you turn. Benefit: You do not roll 2d6 when turning. Instead, you merely add 12

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to your cleric level and Charisma modifier to determine turn damage. Using this feat costs one additional Turn attempt. Mentalist [General] Your attention to the Sphere of Thought has made you adept at the manipulation of the intelligences around you. Prerequisites: Radiance Mage, Sphere Focus (Thought) Benefits: You cast all Enchantment and Illusion spells at +1 caster level, and these spells have a +1 bonus to their DCs when cast by you. Additionally, individuals who succeed on their saves against an enchantment spell you cast must make an Intelligence check (DC 11 + Spell level) to determine that someone attempted to manipulate their minds. Normal: Beings who succeed on a save vs. enchantment automatically know that there is an intruding force in their minds. Monk Weapons Training [General] You have trained to blend your exotic martial arts style with unconventional weapons. Prerequisites: Flurry of blows, Proficiency with chosen weapon Benefit: Choose one weapon with which you are proficient that isn’t a special monk weapon. That weapon is now considered a special monk weapon for you. Normal: A monk has a limited number of weapons that are considered special monk weapons with which the monk may attack and flurry with. Morphologist [General] Your attention to the Sphere of Matter has led you to greater insight into how things are constructed.

Prerequisites: Radiance Mage, Sphere Focus (Matter) Benefits: You cast Conjuration and Transmutation spells at +1 caster level. Additionally, spells of these two schools have a +1 bonus to their DC. Finally, you treat any object that you attack - physically or magically - as if its hardness were 5 points lower than it actually is. Poison Craft [General] You are adept at the use and creation of natural toxins. Benefit: This allows you to handle them with no chance of exposing yourself to the poison. In addition, you gain a +2 bonus to the Craft (alchemy) skill when making or identifying poisons. Prolong Spell [Metamagic] You mastery of the manipulation of your spell’s durations have allowed you to increase the duration to a greater degree. Prerequisites: Extend Spell Benefit: You can prolong the duration of a spell you cast by one category. Spells that normally last 1 round per level last 1 minute per level, 1 minute per level to 10 minutes per level, and 10 minutes per level to 1 hour per level. Spells with durations of 1 hour per level or higher cannot be prolonged. Only spells with variable durations can be prolonged (IE, divine favor cannot be prolonged for its duration is 1 minute). Spells that cause damage can be prolonged as long as the condition that causes the damage does not decrease with time (IE – a vitriolic sphere cannot be prolonged because the damage dealt goes down every round). A prolonged spell takes up a spell slot 3 levels higher than normal.

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Special: This feat can be used along with Extend Spell. The spell’s prolonged duration is not doubled, but instead the spell’s original duration is added to the duration of the spell (IE, a prolonged/extended Shield of Faith would have a duration of 10 min./caster level + 1 min./caster level.) Quick Firearms Reload [General] You are adept at quickly reloading and recharging a firearm. Prerequisite: Dex 13+, Firearms Weapons Proficiency Benefit: Reloading a firearm is a full round action, if reloading the firearm was 2 full round actions. If reloading a firearm was a full round action, it is now a standard action. If reloading the firearm was a standard action, it is now a move action for you. Normal: Reloading takes a long time. Radiance Mage [General] You know how to manipulate the Radiance so as to easily cut through an opposing spellcaster’s spells. Prerequisites: Knowledge (Arcana) 10 ranks, Spellcraft 10 ranks Benefits: You gain a +2 bonus to all of your dispel checks. Special: The bonus of this feat stacks even if you have capped out the caster level check on your dispel check for the spell you are using. Reactionary Spell [Metamagic] You can cast spells in response to other’s actions. Prerequisites: Quicken Spell Benefit: You can cast a spell you prepare as an immediate action. Immediate actions need not be taken on your turn, nor does one need to ready an action to take them. Immediate actions are resolved immediately before the

action that triggered them. In effect, this allows a spellcaster to put up, say, a protection from fire spell as a result of being sprayed by a dragon’s fiery breath. A spell that has a casting time greater than a full round action cannot be affected by reactionary spell. A reactionary spell takes up a slot 6 levels higher than the original. A reactionary spell counts as a quickened spell for the number of swift actions you can take in a round. Scribe Tattoo [Item Creation] You have learned the secrets of the ancient masters who were able to inscribe runes of magical power upon flesh, using special inks. Prerequisites: Caster or Manifester level 5th Benefits: You can craft a magical or psionic tattoo (depending on whether you cast spells or manifest powers - if you can do both you must take the feat twice, one for magical and one for psionics.) It costs ½ the market price of the tattoo in materials (gold pieces) to create, 1/25th the market price in XP to the scriber, and 1 full day per 1,000 gp in the market price of the tattoo. Both the artist and the target of the tattoo must be present every day of the creation of the item. Normal : There are other forms of magical tattoos that can be created using a variety of methods, but those tattoos are not permanent magic items. Self-Confident [General] You have learned to trust in yourself as much as you inspire it in others. Prerequisite: Cha 13+, Demand class feature Benefit: When you use your Demand ability to inspire at least

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one other ally, you gain the benefits as well. Sharp Soul [Psionic] Your mind blade becomes more powerful. Prerequisite: Mind blade enhancement +2 or higher. Benefit: Your maximum allowed mind blade enhancement increases by +1. You do not gain ability to create mind blades with abilities other than those listed on p. 29 of the Psionics Handbook with this feat. Spell Focus [General] This feat grants a +2 bonus to your spellcasting DC for the chosen school, not a +1. Sphere Focus [General] You have focused your attention to the study of one particular Sphere of magic. Bonus: Choose one of the five spheres of magic: Matter, Time, Thought, Energy, or Entropy. You gain a +3 bonus on spellcraft checks when dealing with spells of the schools associated with the Sphere (Matter: Conjuration/Transmutation, Time: Divination, Thought: Enchantment/Illusion, Energy: Abjuration/Evocation, Entropy: Necromancy), as well as a +1 bonus to your caster level checks when attempting to counterspell a spell of those schools.

Special: You can gain this feat more than once; each time you take this feat it applies to a new Sphere. Superior Courage [General] When you inspire competence, your allies perform even better. Prerequisite: Cha 15+, Lingering Song Benefit: When using your inspire courage or demand ability, you add an additional +1 bonus to all affected rolls. Transient Soul [Psionic] Your mind blade cuts across dimensions. Prerequisite: Ghost Attack, ability to manifest a mind blade. Benefit: Whenever you are psionically focused, your mind blade functions as if it had the Ghost Touch property. Weapon Versatility [General] You have trained with a professional military. Prerequisite: Base attack bonus +2. Benefit: You are familiar with all types of weapons even if you are not proficient with them. Because of this, you suffer only a -2 penalty with weapons you are not proficient with, as well as improvised weapons, unconventional weapon techniques (such as wielding a bastard sword in one hand), and using your weapon to deal nonlethal damage. Special: A fighter may select this as one of his bonus feats.

Prestige Classes

Knight of the Order of Karameikos (Krm) Roaming the kingdom in defense of King Stefan, the Knights of the Order of Karameikos are warriors who have won praise and respect in the service of King Stefan of Karameikos . They carry the power and authority of the government behind them, battling those who would go against the Kingdom.

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Knights of the Order of Karameikos are most often fighters or paladins, though a few rangers and clerics and even spellcasters have joined the ranks of this prestigious organization. Hit Die: d10 Requirements To qualify to become a Krm a player character must have the following: Alignment: Any Lawful Base Attack Bonus : +5 Skills: Diplomacy 4 ranks, Knowledge (Karameikos) 4 ranks Special: Must have spent some time in the service of the Order of Karameikos . Must have also passed a Great Quest. Class Skills The Knight's of the Order of Karameikos ' class skills are: Diplomacy, Heal, Knowledge (Karameikos), Knowledge (Nobility & Royalty), Ride, Sense Motive. Skill points at each level: 2 + Int modifier

Level BAB Fort Save

Ref Save

Will Save

Special

1 +1 2 0 0 Detect Chaos , Lawful Strike, Knighthood, Resource Access

2 +2 3 0 0 Favor +1

3 +3 3 1 1 Weapon of the Law

4 +4 4 1 1 Favor +2

5 +5 4 1 1 Axiomatic Weapon

Class Features Weapon and Armor Proficiencies: Krm are proficient with all simple and martial weapons, as well as all types of armor and shields (but not Tower Shields). Detect Chaos : All Knights of the Order of Karameikos can detect chaos at will. Knighthood: A Knight of the Order of Karameikos is automatically granted the status of unlanded Knight of the Kingdom of Karameikos . This allows him to add "Sir" (if male) or "Dame" (if female) to their title and the spouse of the Knight is automatically granted the social rank of Lord or Lady. The knight no longer needs to obey local weapons-restriction laws in the cities of Karameikos . He may also request shelter for one night from anyone for a small party of up to six people (he isn't required to pay for this service, though its bad manners not to). The Knight is required, however, to perform services for the people when asked - and people will often be coming to ask him for help slaying local monsters and to settle certain disputes. Lawful Strike: At 1st level, the Knight of Karameikos gains the ability to make a Lawful Strike against a foe once per day. He can use this ability against any foe the Knight has declared to be a criminal in violation of Karameikan laws. He adds his charisma modifier (if positive, minimum +1) to his attack roll. If successful, he adds his level in the Knight of Karameikos prestige class as bonus damage. A paladin who takes levels in Knight of Karameikos can use his Smite Evil and Lawful Strike abilities in the same swing.

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Resource Access: A Knight of Karameikos can access some of the Order's funds. They gain the Resource Access ability of the Noble. The amount of gold pieces they can access is determined by a Level check * Charisma check * 20. Favor: As the Noble's favor ability. This stacks with any previously existing Favor ability. Weapon of the Law: At 3rd level, any weapon the Knight wields is treated as being Lawfully-aligned. It can bypass damage reduction as if it was a lawful weapon. Axiomatic Weapon: At 5th level, any weapon the Knight wields is treated as if it were Axiomatic. The weapon deals an extra 2d6 lawful damage against chaotic creatures. Knight of the Order of the Griffon (Grf) The Holy warriors of the Church of Traladara , the Knights of the Order of the Griffon carry forth the will and command of the mother church wherever they go. Knights of the Order of the Griffon are usually paladins, rangers or clerics, though a few druids of Zirchev may be found among their ranks. Sorcerers and wizards have the least to gain from picking up this prestige class. Hit Die: d8 Requirements: Alignment: Any non-evil Base Attack Bonus: +3 Skills: Knowledge (Religion) 8 ranks Spellcraft : Must be able to cast 1 st level divine spells Special: Must be a member in good standing of the Church of Traladara and must have Petra, Zirchev, or Halav as his patron diety. Class Skills: The class skills for the Knights of the Order of the Griffon are: Concentration, Diplomacy, Heal, Knowledge (Religion), Ride, Sense Motive, Spellcraft Skill points at each level: 2 + Int Modifier.

Level BAB Fort Ref Will Special Spells per day

1 +0 +2 +0 +2 Turn Undead, Detect Evil , Smite Evil 1/day

+1 level of existing class

2 +1 +3 +0 +3 Aura of Courage +1 level of existing class

3 +2 +3 +1 +3 Lay on Hands +1 level of existing class

4 +3 +4 +1 +4 Griffon Mount +1 level of existing class

5 +3 +4 +1 +4 Smite Evil 2/day +1 level of existing class

6 +4 +5 +2 +5 +1 level of existing class

7 +5 +5 +2 +5 +1 level of existing class

8 +6 +6 +2 +6 Weapon of Good +1 level of existing class

9 +6 +6 +3 +6 +1 level of existing class

10 +7 +7 +3 +7 Smite Evil 3/day +1 level of existing class

Class Features:

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Weapon and Armor Proficiency: Knights of the Griffon are experienced with all martial and simple weapons, as well as all sorts of armor and shields (but not tower shields). Turn Undead: A Knight of the Griffon can turn undead as a cleric of the same level. Note that this stacks with a cleric or a paladin's Turn Undead. They may still only attempt to Turn Undead 3 times + their charisma modifier. Detect Evil: A Knight of the Griffon may Detect Evil at will. This is a supernatural ability. Smite Evil: A Knight of the Griffon may Smite Evil a number of times per day depending on her level. She must declare she is using this ability before making her attack. She adds her charisma modifier to her attack roll (if positive). If she hits and the target is evil, she inflicts additional damage equal to her level in the Knight of the Griffon prestige class. An attempt to smite a creature that is not evil is wasted. Aura of Courage: A Knight of the Griffon is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the Knight is conscious, but not if unconscious or dead. Lay on Hands: Upon reaching 3rd level, a Knight of the Order of the Griffon may use the Lay on Hands ability as a Paladin of 2 lower levels. They can heal their Charisma modifier x their Knight of the Griffon level. This ability stacks with any previous Lay on Hands ability. Griffon Mount: Upon reaching 3rd level, the Knight of the Order of the Griffon may call a Griffon to act as his mount. If the knight already has a mount, he may not call another until he breaks his bond with his current mount. See the sidebar below for more information on the Griffon mount. Weapon of Good: Upon reaching 8th level, any weapon the Knight of the Griffon wields is treated as being Good-aligned for purposes of penetrating damage reduction. It does not deal any extra damage, however. THE GRIFFON MOUNT The griffon mount is superior to a normal griffon and has special powers, as described below.

Character Level

Bonus HD

Natural Armor Adj.

Str Adj.

Int Special

10 th or lower

+1 +2 +1 6 Empathic link, improved evasion, share spells, share saving throws

11 th - 14 th

+3 +4 +2 7 Improved Speed

15 th - 18 th

+5 +6 +3 8 Command creatures of its kind

19 th + +7 +8 +4 9 Spell Resistance

Character Level: The Griffon Knight's total class levels. Bonus HD: The bonus hit die for the griffon. Griffons are magical beasts, so they gain d10+constitution modifier for hit points, their base attack bonus goes up as a cleric's (HD * ¾), they have good Fortitude and Reflex saves, and gains 2 skill points per hit die. It gains a feat every 3 hit die. It doesn't gain ability score boosts, however.

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Natural Armor Adjustment: This is the number that's added to the griffon mount's natural armor at these levels. Strength Adjustment: This is the number that's added to the griffon mount's strength score at these levels. Intelligence: This is the griffon mount's intelligence score. Empathic Link: The knight has an empathic link with the griffon out to a distance of up to 1 mile. The knight cannot see through the griffon's eyes, but they can communicate empathically. Improved Evasion: The griffon gains improved evasion. Share spells: At the knight's option, she may have any spell (but not spell-like ability) she casts on herself also affect her griffon. The griffon must be within 5 feet at the time of casting to receive the benefit. Also, the knight may cast a spell with a range of "You" on the mount instead of on herself . Share Saving Throws: For each of its saving throws, the griffon uses its own base save bonus or the knight's, whichever is higher. The griffon applies its own modifiers to its save and it doesn't share any other bonuses on saves that the master might have (such as from magic items). Improved Speed: The griffon's flight speed increases by 10 feet. Command (Sp): Once per day per Knight level , the griffon may cast command upon another griffon as long as that griffon has less hit dice than itself. The target gets a Will save (DC 10 + Knight level + knight's charisma modifier) to negate the effect. Spell Resistance (Ex): The griffon gains spell resistance equal to the Knight's level + 10.

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Chapter Two: EquipmentChapter Two: EquipmentChapter Two: EquipmentChapter Two: Equipment

Firearms

In order for a character to be proficient in the use of Darokinian Firearms, they must possess the Firearms Weapons Proficiency feat, granting them proficiency in all firearms. A fighter may take the Firearms Weapons Proficiency feat as a bonus feat. In addition to the stats shown below, all firearms have an armor piercing property, which allows a firearm to ignore Armor and Shield bonuses to Armor Class when fired.

Firearms Cost Dmg (S)

Dmg (M)

Critical Range Increment

Weight Damage Type

Arquebus 150 gp

1d8 1d10 x2 30 ft. 4 lbs. Piercing

Hand Pistol 250 gp

1d8 1d10 x3 50 ft. 3 lbs. Piercing

Heavy Pistol 400 gp

2d4 2d6 x3 60 ft. 5 lbs. Piercing

Two-handed weapons

Blunderbuss 500 gp

2d6 2d8 x4 40 ft. 15 lbs. Piercing

Musket 600 gp

2d4 2d6 x3 150 ft. 10 lbs. Piercing

Longrifle 750 gp

2d4 2d6 19-20 150 ft. 12 lbs. Piercing

Ammunition

Bullets and shot (20)

2 gp - - - - 1 lb. Piercing

Fine powder (5)

200 gp

- - - - 1 lb. Special

Arquebus: An ancient and unreliable piece of technology, the arquebus was one of the first model firearms to be conceived. Essentially consisting of a barrel, a gunpowder charge, and a fuse, the arquebus is a miniaturized version of a cannon. It's unreliable and unsafe. An arquebus misfires on a roll of 1 or 2, 1d10 points of damage to the wielder and requiring a Craft (Firearms) check DC 15 to once again work properly. Loading an arquebus requires two full round actions, and firing an arquebus is a full round action. Blunderbuss: A modification to the musket model, the blunderbuss can be loaded with all forms of debris and gunpowder, propelling these shards towards the enemy. It's unwieldy, heavy and unreliable. A blunderbuss misfires on a roll of 1 or 2, dealing 2d8 points of damage to the wielder and requiring a Craft (Firearms) check DC 20 to repair. Loading a blunderbuss requires two full round actions. Hand Pistol: The latest in Darokinian technology, the hand pistol is issued to officers and mounted riders. The hand pistol doesn't have the punch or range of

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the heavy pistol, but is as accurate and nearly as deadly. A hand pistol only misfires on a roll of 1, dealing 1d10 points of damage to the wielder and requiring a Craft (Firearms) check DC 15 to make work again. A hand pistol takes only a standard action to fire, and a standard action to reload. Heavy Pistol: The Darokinian heavy pistol is favored by Darokinian adventurers. A heavy pistol misfires on a roll of 1, requiring a Craft (Firearms) check DC 10 to repair but dealing no damage to the wielder. A heavy pistol takes a standard action to fire, and a standard action to reload. Musket: Standard for the Darokinian rifle regiments, the musket consists of a long barrel fitted with gunpowder and a special bullet made of lead or other heavy metal. The musket has been perfected over the years, and is now a deadly piece of weaponry in the battlefield. A musket misfires on a roll of 1, deals 2d6 points of damage to the wielder and requires a Craft (Firearms) check DC 15 to repair. It requires two full round actions to load. Longrifle: Favored of the Darokinian elite, the longrifle is a modified musket. Grooves have been cut within the barrel and the bullets are especially shaped to fit that groove. The loading and breaching chambers have also been modified so they no longer chance a misfire. A longrifle requires two full round actions to load. Fine Powder: This special powder has been cut and refined through a special alchemical process, making it a deadlier mix than regular shot powder. Fine powder can be applied to any firearm. The next bullet fired from the firearm is treated as havin a +1 bonus to its critical threat range (ie, a 20/x3 critical threatens instead a 19-20/x3, 19-20 becomes 18-20, etc.) This bonus is applied after the calculations for keen or improved critical. (Ex., a rifleman with improved critical (longrifle) using a shot of fine powder threatens a critical on a 16-20, 19-20 natural, 17-20 for the feat, 16-20 for the fine powder.) However, the range of the weapon is cut by half (round down.)

Tattoos

Your character has a number of tattoo slots on his/her body that they can use to inscribe a particularly powerful magical item. Unlike standard psionic tattoo, a tattoo is a permanent magical or psionic effect that cannot be removed. Tattoos take a number of days to scribe equal to 1 day per 1,000 gp in its market value. A tattoo can reproduce any effect from a magic item in the DMG or other source, and it costs 150% that of the cost of the item. A few new tattoos are described here.

Tattoo Slot Affinity (Tattoos that do not meet the affinity cost 50% more)

Face Mental attributes, increased perception, combat capacity

Neck Health

Torso Miscellaneous

Back Defense

Shoulders 1 Combat capacity, physical attributes

Arms 1 Strength, nimbleness, destructive power,

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casting/manifesting ability

Thighs 1 Physical improvement

Legs 1 Movement 1 Although these slots presume there are two of them, in order for a magical tattoo to be effective,

they must cover both slots (ie, both shoulders, both arms, both thighs, both legs.) CASTER’S INK Price: 6,000 gp Body Slot: Tattoo/Arms Caster Level: 14th Aura: Moderate; (DC 24; Evocation) Activation: -- Lines of the three primary colors form intricate webs around the subject’s hands, stretching up to their arms. Closer inspection reveals the formation of various runes along the web’s pattern. Favored by arcane casters everywhere, these markings increase the effectiveness of the caster's spells and magic. All spells cast by the caster gain a +1 enhancement bonus to their DC. Prerequisites: Scribe Tattoo, creator must have the Spell Power ability. Cost to Create: 3,000 gp, 240 xp, 6 days. DANCER'S INK Price: 24,000 gp Body Slot: Tattoo/Thighs Caster Level: 8th Aura: Moderate; (DC 17; Transmutation) Activation: -- Swirling patterns like waves adorn the thighs of the subject, twirling with every motion. This tattoo provides a +4 enhancement bonus to the subject’s Dexterity score. Prerequisites: Scribe Tattoo, cat’s grace

Cost to Create: 12,000 gp, 960 xp, 24 days. ETCHINGS OF THE STALLION Price: 16,000 gp Body Slot: Tattoo/Legs Caster Level: 1st Aura: Weak; (DC 16; Transmutation) Activation: -- A herd of running horses is depicted in this tattoo. This tattoo grants the bearer a +30 enhancement bonus on their land movement. Prerequisites: Scribe Tattoo, expeditious retreat Cost to Create: 8,000 gp, 640 xp, 16 days. MARKINGS OF THE KUNG'FAI Price: 90,000 gp Body Slot: Tattoo/Back Caster Level: 10th Aura: Moderate; (DC 19; Illusion) Activation: -- Ancient tribal runes criss-cross the subject’s back. This tattoo constantly wards the wearer against divination spells. Anyone attempting to cast a divination spell upon the individual warded by the tattoos must make a Caster level check (DC 21) or be unable to "see" the individual.

Prerequisites: Scribe Tattoo, nondetection;

Cost to Create: 45,000 gp, 3,600 xp, 90 days.

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MIND INK Price: 90,000 gp Body Slot: Tattoo/Arms Caster Level: 20th Aura: Strong; (DC 24; Transmutation) Activation: -- This tattoo shimmers and sparkles with hidden internal crystals. It forms a net of symmetrical and parallel lines across the person’s arms. The ink that goes into this tattoo is created from crushed psicrystals and crystal capacitors. Any powers that the manifester now manifests are augmented as if the manifester had spent an additional power point on the power. Prerequisites: Scribe Tattoo Cost to Create: 45,000 gp, 3,600 xp, 90 days. SPIRIT MEHNDI Price: 15,000 gp (SR 13), 45,000 gp (SR 15), 105,000 gp (SR 19), 135,000 gp (SR 21), 195,000 gp (SR 25) Body Slot: Tattoo/Back Caster Level: 12th Aura: Moderate; (DC 21; Abjuration) Activation: -- Two thin vines loop and intersect around the subject’s back. Each vine has a number of small diamond-shaped outcroppings. These etchings are drawn across a person's back and protect him from magical spells, granting them spell resistance equal to the number of marks in the tattoo. These tattoos are rarely made in varieties other than SR 13, 15, 19, 21 or 25. Prerequisites: Scribe Tattoo, spell resistance

Cost to Create: Varied. TATTOO OF THE BLIZZARD Price: 75,000 gp Body Slot: Tattoo/Arms Caster Level: 16th Aura: Moderate; (DC 19; Evocation) Activation: Swift, command thought This tattoo depicts a blowing gale raining down torrents of snow and ice. This tattoo imbues the subject’s unarmed strikes with an additional 2d6 cold damage with a command thought. On a successful critical hit, the target is frozen for 1 minute and must make a Balance check (DC 10) every round or fall prone.

Prerequisites: Scribe Tattoo, cone of cold;

Cost to Create: 37,500 gp, 3,000 xp, 75 days. TATTOO OF THE DRAGON Price: Varies; 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), and 75,000 gp (+5) Body Slot: Tattoo/Shoulders Caster Level: Varied; 4th (+1), 8th (+2), 12th (+3), 16th (+4), 20th (+5) Aura: Varied, weak to strong; (DC 18; Transmutation) Activation: -- This elaborate tattoo depicts a large winged dragon, its wings spread across the shoulders and extending down to the forearms of the subject. The type of dragon depicted depends on the strength of the tattoo – Gold and Red dragons are the strongest tattoos, with White and Brass dragons the weakest. This tattoo grants the subject an enhancement bonus to his attacks

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and damage with his unarmed strikes. Prerequisites: Scribe Tattoo, greater magic fang Cost to Create: Varied. TATTOO OF THE FLAME Price: 12,000 gp Body Slot: Tattoo/Arms Caster Level: 5th Aura: Faint; (DC 16, Evocation) Activation: Swift/command thought This tattoo of red and orange lines depicts a flurry of flames wrapped around the subject’s forearms. With a command thought that requires a swift action, this tattoo allows the subject to cover his hands in flame, allowing his unarmed strikes to deal an additional +1d6 points of fire damage. Deactivating this tattoo requires another swift action. Prerequisites: Scribe Tattoo, burning hands Cost to Create: 6,000 gp, 480 xp, 12 days. TATTOO OF THE STORM Price: 12,000 gp Body Slot: Tattoo/Arms Caster Level: 5th Aura: Faint; (DC 16, Evocation) Activation: Swift/command thought This tattoo of blue and white lines depicts a pattern of lightning bolts wrapped around the subject’s forearms. With a command thought that requires a swift action, this tattoo allows the subject to cover his hands in electricity, allowing his unarmed strikes to deal an additional +1d6 points of electricity

damage. Deactivating this tattoo requires another swift action. Prerequisites: Scribe Tattoo, shocking grasp Cost to Create: 6,000 gp, 480 xp, 12 days. TATTOO OF ST. CUTHBERT Price: 27,000 gp Body Slot: Tattoo/Face Caster Level: 5th Aura: Faint; (DC 15, Necromancy) Activation: Swift/command thought This tattoo is the symbol of St. Cuthbert centered on the subject’s forehead. Typically inscribed upon the person's face as the symbol of St. Cuthbert, this tattoo grants the individual's unarmed attacks the disruption property, as per the magical weapon enhancement, as a swift action. Deactivating this tattoo requires another swift action. Prerequisites: Scribe Tattoo, disrupt undead Cost to Create: 13,500 gp, 1,080 xp, 27 days. TATTOO OF THE RAPTOR Price: 10,000 gp Body Slot: Tattoo/Face Caster Level: 3rd Aura: Faint; (DC 16, Divination) Activation: -- This tattoo depicts a stylized bird of pray over half of the subject’s face. This tattoo is favored by fighters and other martial types across the planes. It grants the bearer a +1 competence bonus to all attacks.

Prerequisites: Scribe Tattoo, divine favor

Cost to Create: 5,000 gp, 400 xp, 10 days.

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TATTOO OF THE WARDED LIFE Price: 33,600 gp Body Slot: Tattoo/Neck Caster Level: 7th Aura: Moderate; (DC 19, Abjuration) Activation: Immediate This tattoo appears to be a chain around the subject’s neck. Once its magic has been expended, the chain appears broken.

These markings protect a character's life force from being stolen away by magic. The next death spell or effect that targets the individual automatically fails as if it were stopped by Spell Resistance. The tattoo works only once.

Prerequisites: Scribe Tattoo, death ward Cost to Create: 16,800 gp, 1,344 xp, 34 days.

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Chapter Three: Chapter Three: Chapter Three: Chapter Three: MagicMagicMagicMagic Magic in Mystara is a confusing subject of much debate. Much is debated about the nature of magic, the Radiance, and the Spheres. This chapter is dedicated to helping the player understand the basics of the various forces that influence magic, including the nature of the Radiance and how the Spheres come into play.

The Radiance

The Radiance of Mystara is an energy source that controls all of the magic in the world. Its physical location (if, indeed, there is such) is unknown, although throughout history the most powerful mages have managed to locate “anchors” of Radiance in the world, locations that for one reason or another are simply much more potent in magical energies. Certain materials, such as the rare metal electrum, are also more conducive to magical properties, leading many to believe that these veins are somehow more grounded in the Radiance than others. If so little is known about the Radiance, it is because knowledge and study of it didn’t really come to public light until a little over fifty years ago, under the direction of Etienne D’Ambreville in Glantri. (Unbeknownst to the people of Glantri at the time, D’Ambreville had in fact been possessed by the Immortal Rad, who desired to usher in a new era of magical knowledge by revealing some of the Immortal’s most kept secrets. Still unbeknownst to anyone but Rad, this too was only a ploy to allow Rad to study the Radiance in greater detail, thus affording him the opportunity to gain sole power over it. He later succeeded in this endeavor, though mostly through happenstance and necessity.) D’Ambreville, as Dean Magister of the Great Glantrian School of Magic, initiated a number of arcane studies into the nature and substance of the Radiance, eventually leading them to the discovery of an ancient Blackmoorian artifact known only as the Device of the Spheres. The Device was an energy source of infinite potential, a vast reservoir of power, which D’Ambreville and his peers believed could well be the physical source of the Radiance itself. D’Ambreville dedicated a decade of his life to studying the Device, piecing together a puzzle of magic and artistry. He determined that the Device itself was not the Radiance, but was one of the aforementioned anchor points – probably the strongest such anchor on modern record. He theorized that with his vast knowledge of arcane magic – and a little help from one of the rings of the Spheres – he could imbue himself as an anchor to the Radiance, thus allowing him (him being his Immortal essence Rad) to take some measure of control over the Radiance. The experiment was, more or less, a complete failure. The Immortal Alphaks had gained access to the device of the Spheres long before Rad discovered it, and – foreseeing Rad’s involvement – laid a trap for the Immortal, channeling vast amounts of Entropy into the device. When Rad attempted to initiate the device, he ended up unleashing the waves of Entropy into the Radiance instead, tainting the Radiance with vast entropic matter. This resulted in the apparent death of the Immortal Rad – although recent

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discoveries have shown that Rad had not died, instead becoming trapped, severed from the Immortal realms by entropy, in the shell of Etienne D’Ambreville, whose physical mind deteriorated while the immortal energies of Rad kept his body alive much longer than should have been physically possible. Thanks to Rad’s involvement and activation of the device of the Spheres, however, the Radiance of today lies tattered and broken. Every year, on the eve of the activation of the device, magic fails throughout all of Mystara. Increasingly, it also appears that abuse and misuse of magic has only served to worsen the effects. During the course of the Black War, the Order of the Blackguard did something no one in Mystara had quite done before ushering in a new era of warfare wherein every battle depended heavily on the use of magic. Before the Black War, while armies used magic as a resource to fuel their deployments, feed troops, and provide assistance in the form of artillery, no single army (save Glantri’s) had had the magical resources necessary to fight a war entirely dependent on magical ability. But the Blackguard, with their divine sponsorship from Hel, and their troops of Diablerists, were magically adept, and knew how to use their magical might to the greatest potential, causing a devastating magical arms race throughout the Known World. The Order of the Blackguard erected dark obelisks to aid their necromantic and diabolic efforts, focusing their dark energies around the aforementioned anchor points of the Radiance. With enough dark obelisks in play, the Blackguard could command a vast army of undead and devils that would simply overrun the world, pulling Brun into the reign of the entropic forces. However, there was a counter to this tactic: weapons blessed by the holy powers could destroy the dark obelisks easily. Various holy orders throughout the world brought their bearing against these monuments of darkness, ensuring they did not remain standing for long and disrupting the Blackguard’s control over their necromantic legions. Unfortunately, this had several consequences. Most devastating to the Radiance, however, was the fact that every time a dark obelisk was destroyed, its tainted entropic energies would wash into the Radiance anchor, disrupting it and sundering it from the Radiance, forever altering the magical landscape, however minutely. Over the course of the entire war, great damage was done in aggregate. Ultimately, this resulted in a thinning of Mystara’s Radiance, leading to tears in the membrane of the world through which extraplanar beings could easily slip through unhindered, without the need of being summoned. One such being is the Demon King, a lord of darkness whose power is so vast that he threatens the very stability of the world itself.

The Spheres of Magic

Much so far has been said of the Spheres of Magic, and yet no effort has been made to define what they are. In truth, any such effort would fail – the Spheres are more metaphysical representations than definable realities, ideals which blend various elements of mysticism, physics, alchemy and psychology. If the Radiance is the tapestry that grants Mystara access to magic, the Spheres are

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the individual threads in that tapestry, woven together to form a discernible pattern. There are five Spheres of magic, each Sphere opposed by two and assisted by two, creating a tenuous balance between the five. These Spheres are Energy, Entropy, Matter, Thought, and Time. Energy: The Sphere of Energy is concerned with animation, the force which gives all things its motion. Energy is highly dynamic, and very active. Its element is fire. Energy is opposed by Thought and Time – Thought because it seeks to control Energy’s chaotic impulses, and Time because, in time, all Energy is expended. Conversely, Energy uses Matter to fuel itself, and revels in the Entropy it causes. Entropy: The Sphere of Entropy is concerned with change, the force which degrades all things that have been created. Entropy is ever-changing, never the same, and seeks to disrupt the delicate balance of the other Spheres to ultimately gain control. It has no element, instead being fueled purely on negative energy. Entropy is opposed by Matter and Thought – Matter, because it seeks constancy and order, Thought because in thought lies the power of life, a process Entropy abides. Entropy is fed by Energy, which causes alteration without provocation, and Time, through which Entropy erodes all things. Matter: The Sphere of Matter is concerned with stability, the force which creates all things and holds them strong. Matter is constant, and dependable, strong and eternal, seeking to encase the world in lifeless, changeless stone. The element of Matter is earth. Matter is opposed by Entropy and Time – Entropy because it seeks to unmake what it has created, Time because in Time, all things degrade. Matter provides Thought with order, and a vessel to form life, without which it could not exist, and provides Energy with the fuel it requires to continue to burn. Thought: The Sphere of Thought is concerned with life, the force which studies and analyzes and discerns and understands everything around it. Thought is orderly and pristine, detached and otherworldly. The element of Thought is air. Thought opposes the chaotic impulses of Energy and the destructive nature of Entropy. In turn, it seeks to control and understand Time, and uses Matter to form new life and create new things to study. Time: The Sphere of Time is concerned with momentum, a stable force that promotes change in everything while remaining constant in itself. Time is unrelenting and unforgiving, charging forwards (and, sometimes, backwards) without remorse, taking with it lives and civilizations. The element of Time is water. Time opposes Matter’s desire to remain eternal, and Energy’s efforts to burn forever. In turn, it is affixed with Thought’s constant rebirth and durability, and channels Entropy’s efforts to destroy all things. While the Spheres have no physical locations themselves, they do have several anchors. The device of the Spheres is an artifact, formerly a Radiance anchor, that with the manipulations of the Immortal Alphaks is now an anchor to the Sphere of Entropy. Likewise, the rings of the Spheres – one ring for each of the Five Spheres – serve as physical manifestations of the Spheres, granting a proficient user ultimate power in the realms that the Sphere controls. Legends also speak of a minor artifact known as the deck of the Spheres,1 a toy

1 Interestingly, the deck of the Spheres is known as the deck of many things in other worlds, lacking the

magical connection it shares in Mystara.

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of the Old Ones left over for unwary adventurers to find and try their fates against the cosmic destiny.

Death and Resurrection Magic in Mystara

Due to the diverse nature of the Immortals, and the various interplays of the Spheres of Magic and how that plays into the Afterlife, resurrection magic in Mystara takes on a more complicated turn. The caster must act as the anchor for the departed soul, casting his mind into the Outer Planes in search of the spirit in order to return them to the Material world. This requires as much skill on behalf of the caster as willingness on behalf of the departed soul.

When you cast a spell to bring back a person from the dead, the caster makes a caster level check against a DC determined by the status of the corpse, the length of time the spirit has been away from the body, the method of death, and how many times the person has visited the afterlife.

The base resurrection DC for any individual is 15. If the caster rolls a natural 1, or “fumble”, the resurrection automatically fails. Conversely, a natural 20 is considered an automatic success. A failed resurrection check means the soul is out of reach for the caster, at least until the caster attains a new caster level.

Condition DC Modifier

Person has died before… +1, cumulative

Condition of the corpse…

Mostly intact* -2

Mortally injured (at -10) +0

Badly damaged (below -10) +1 per 10 points below -10, up to +5

Atrophied** +2

Unable to sustain life*** +5

Mostly missing† +5

Destroyed†† +10

Entirely destroyed/No body recovered +15

Length of time the body’s been dead…

Days… +1 per day, up to +6

Weeks… +1††† per week, up to +4

Months… +1††† per month, up to +10

Years… +1††† per year, up to +10

Decades… +1††† per decade, up to +10

Centuries +1††† per century.

Cause of death…

Natural Impossible

Artificial‡ +0

Death spell or effect +5

Body has been reanimated as undead‡‡

+5

Energy Drain +2

Condition of the soul

Willing and able to return +0

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Unwilling and able to return +5

Unable to return Impossible *The body’s hit points are above -10, no ability score damage or drain is present. Usually this results only from death from massive damage. **The body has physical or mental ability score damage or drain ***The body’s Constitution score is at or below 0 †Remaining body part must be at least as big as a finger. ††Such as from a disintegrate or destruction, or other forms of complete destruction (such as incineration). †††Cumulative with the above modifiers. For example, a person who has been dead for 300 years has been dead for two centuries past the first (+2), one century (+10), ten years (+10), ten months (+10), five weeks (+5) and five days (+5), for a total modifier of +42. ‡As from damage, an assassin’s death attack, massive damage, etc. ‡‡Time spent as an undead does not count against length of time the body’s been dead. The soul is essentially still trapped within the Material, and as such is unable to incorporate into the Planes, which is what makes the retrieval so much harder with time.

Example: Krogoth of Kagyar is killed while fighting a wizard who blasts him with a disintegration. The spell destroys his body. His party members resurrect him two days later. Because Krogoth has died three times (at least…) before, his base resurrection chance of 15 is raised by +3, and an additional +10 for being disintegrated, and +2 for two days after his death. His resurrection DC is now 30.

The party must now take Krogoth to a priest. But who to take him to? The local healer is a cleric of Healing diety, but there is also a member of Krogoth’s church of Kagyar in a town where the party could teleport to… The Caster…

Condition… Level Check Modifier

Spell used

Raise Dead +0

Reincarnate +2

Resurrection +5

True Resurrection +10

Caster is…

Same faith as the target’s +5

Same alignment as the target’s* +2

Different alignment, one step away* +0

Different alignment, two steps away* -5

Different alignment, three steps away* -10

Opposing church as target’s** -15 *Different church or patron diety. If of the same church, the modifier does not apply. **For example, a cleric of Tiamat attempting to raise a follower of Bahamut. This is a flat modifier that doesn’t stack with the other alignment/church based modifiers.

The party decides to not waste much time and go to the town’s local

healer. He’s a humble 11th level cleric with access to the healing domain and a strand of prayer beads which he can gladly use to bring back the fallen dwarf. His total modifier is +16 (+11 caster level, +1 healing, +4 strand of prayer beads.) The cleric has a scroll of resurrection handy that he can sell to the PCs. This brings the cleric’s total modifier to +21. The cleric needs to roll a 9 or higher, giving Krogoth a 55% chance of resurrection.

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If instead the party decides to teleport to the high temple of Kagyar, they find the high priest (18th level caster) in the room. He unfortunately doesn’t have any true resurrections handy, but he can wait a day and perform the ceremony the following day. The party agrees, and so the resurrection DC goes up to 31. The high priest awakens the following day, and readies his true resurrection. His total modifier is 30 (18 caster + 2 same church + 10 spell). The high priest can only fail the caster level check on a pure fumble.

New Spells

BLACKGUARD SPELL LIST 4TH LEVEL SPELLS: Unholy Weapon: Weapon becomes unholy, deals double damage against Good creatures.

CLERIC SPELL LIST: 3RD LEVEL SPELLS: Kagyar’s Wrath: Hammer of force strikes one creature unerringly for 1d8/2 levels damage (1d6/level against dwarven racial enemies and undead.) 5TH LEVEL SPELLS: Dispel Shield: Your active spells gain a +5 bonus to their caster level to prevent being dispelled. 7TH LEVEL SPELLS: Kagyar’s Hammer: Hammer of force attacks creatures on its own. 9TH LEVEL SPELLS: True Dispelling: As dispel magic, but affects an area as a targeted dispel with a higher bonus (+40) and a targeting dispel afects objects worn or carried.

PALADIN SPELL LIST: 1ST LEVEL SPELLS: Coreanar’s Aura of Greatness: Halo of light threatens and frightens evil creatures that are weaker than you.

SORCERER/WIZARD SPELL

LIST: 1ST LEVEL SPELLS: Evoc. Coreanar’s Aura of

Greatness: Halo of light threatens and frightens evil creatures that are weaker than you.

2ND LEVEL SPELLS: Abjur. Spell Knife, Lesser:

Counterspell a spell of up to 2nd level as an immediate action.

Ench. Leoban’s Logical Fault: Target must make a will save each round or be unable to act for short duration.

5TH LEVEL SPELLS: Abjur. Dispel Shield: Your

active spells gain a +5 bonus to their caster level to prevent being dispelled. Spell Knife: Counterspell a spell of up to 5th level as an immediate action.

8TH LEVEL SPELLS: Abjur. Spell Knife, Greater:

Counterspell a spell of up to 8th level as an immediate action.

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9TH LEVEL SPELLS: Abjur. True Dispelling: As

dispel magic, but affects an area as a targeted dispel with a higher bonus (+40) and

a targeting dispel affects objects worn.

Evoc. Atrus’s Sabre: Sword of force attacks creatures, is vorpal, and has improved critical threat range.

Atrus's Sabre Evocation [Force] Level: Sor/Wiz 9 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. + 5 ft. /2 levels) Effect: One sword Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes You speak the words of power and a shining blade of force appears where you will it – a curved and wicked saber ready to cut through your opponents. As Mordenkainen's Sword, except for the following: The sword uses the caster's level as its base attack bonus, modified by the caster's intelligence (or charisma, for sorcerers) bonus with a +5 enhancement bonus. The weapon deals 4d6+5 damage and threatens a critical on an 18-20, with a critical of x2. The sword is also vorpal. Focus: A miniature platinum sabre with a grip and pommel of gold and silver. It costs 500 gp to construct. Coreanar’s Aura of Greatness Evocation [Light] Level: Sor/Wiz 1, Pal 1 Components: S, V Casting time: Swift action Range: Personal Duration: 1 round/level (D) Saving Throw: Special (see text) Spell Resistance: Yes (harmless) You mutter a quick word and open your palm to reveal a brilliant flash as white light surrounds you. The light burns and radiates from somewhere within, causing your opponents to fear your presence. This spell was created by the Arcane Archon Coreanar Eagle’s-Heart, in an attempt to further reveal the evil that lay in the darkness around him as well as striking fear into the hearts of said evil. The spell can be cast as a swift action, and counts towards the number of quickened spells you can cast this round (as such, you cannot cast both a quickened spell and Coreanar’s Aura of Greatness in the same round).

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The spell envelops the caster in a brilliant silver-white light. The light illuminates an area up to 20 feet away from the caster. This light is otherwise harmless. The effect of illuminating the caster, however, is unnerving to some creatures. All of the caster’s opponents must make a Will saving throw or suffer a -1 to attack rolls against the caster. These effects last for the duration of the spell, or until the affected creature makes a successful attack against the caster. Creatures who have more hit dice than ½ the caster’s level are immune to this side effect. This spell also grants the caster a +5 circumstance bonus on Intimidate checks against evil creatures. Dispel Shield Abjuration Level: Clr 5, Sor/Wiz 5 Components: V, S, DF Casting Time: Standard action Range: Personal Target: You Duration: 10 min./level You speak the words of power and feel the energy in the air surging around you as your spells become more resistant. This spell makes it harder for your prepared spells to be dispelled. Whenever a caster attempts a dispelling check against a spell you have cast on yourself, the DC of the dispel check is raised by +5. Kagyar’s Hammer Evocation [Force] Level: Clr 7 Components: V, S, F, DF Casting time: 1 action Range: Medium Effect: 1 hammer of force Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes You speak the words of power and a dark hammer materializes out of thin air at the spot where you pointed. This spell conjures a hammer made entirely of force. The caster determines a target for the hammer at the moment of casting. The hammer attacks the designated target until told to do otherwise. Controlling the hammer is a standard action. The caster need not command the hammer every round. If not given commands, the hammer continues following the previous set of instructions given. The hammer uses a base attack bonus equal to your caster level, wisdom modifier as opposed to strength, and a +3 enhancement bonus. It deals 3d8+3 points of damage, criticals on a natural 20 and has a x3 critical multiplier. Spell resistance is checked only once the hammer strikes a creature. If the resistance roll is made, the hammer is dispelled. Against orcs

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and other dwarven racial enemies, the hammer’s enhancement bonus raises to +5. Focus: A hammer made of platinum, worth at least 500 gp. Kagyar’s Wrath Evocation [Force] Level: Clr 3 Components: S, V, DF Casting time: 1 action Range: Medium Target: 1 creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You speak a harsh pronouncement against the target and suddenly the might of Kagyar falls upon them in the shape of a great ghostly hammer. This spell is used by the dwarven clerics of the Immortal Kagyar. It conjures a massive hammer made of ethereal force to unerringly strike its target, dealing 1d8 damage per two caster levels (max. 5d8). The damage is considered bludgeoning damage for purposes of immunities or vulnerabilities, but is not subject to any form of damage reduction or energy resistance (since it is not an energy effect). Against dwarven racial enemies and undead the damage is increased to 1d6 per level (max 10d6). Leoban’s Logical Fault Enchantment (Compulsion) [Mind-Affecting] Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. +5 ft./2 levels) Target: One creature of intelligence greater than 2 Duration: 1 round/level Saving Throw: Will negates, see text Spell Resistance: Yes You point at your target and mutter an insult beneath your breath. Momentary confusion grips your target as he begins to battle his inner voices. This spell instills upon the target thoughts of utter worthlessness, questions of their own ability to commit to their actions, and an overall sense of overanalyzing everything. In short, it turns them into a self-doubting pile of futile worthlessness. Upon casting the spell the subject makes a Will save; failure indicates the subject can take no actions his following round. The subject is not penalized except for the fact they can take no actions, and do not threaten any squares. They can still defend themselves and take no penalties to their AC. The subject must continue to make a save for every round until the duration expires, or be

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unable to act. Success on any save means the subject can act normally for that round, though it does not end the spell prematurely. This spell will not work on creature who are not intelligent enough to have thoughts of self-doubt. (IE, anyone with an int of 2 or lower.) Mindless creatures are obviously unaffected. Spell Knife Abjuration Level: Sor/Wiz 5 Casting time: Immediate action Duration: Instantaneous Range: Close (25 ft. + 5 ft./2 levels) Target: One spell being cast Save: None Spell Resistance: None You reach out your hand as a nearby caster begins to intone a familiar spell. Reaching into your own mind, you quickly pull out the necessary counterspell and exert the energies necessary to slice through the magical connection, preventing the caster from finishing his spell. You can attempt to counterspell a spell that is currently being cast as an immediate action, instead of having to ready an action to counterspell. As normal, you must first identify the spell being cast, and you must be able to cast the appropriate counterspell. (Normally, you counterspell using the same spell or a dispel magic; however several other combinations exist that expand these options.) When you cast spell knife, you use up the slot for spell knife as well as for the spell used in the counterspelling. Spell knife can counterspell spells of up to 5th level. Spell Knife, Greater Abjuration Level: Sor/Wiz 8 Range: Medium (100 ft. +10 ft./level) As spell knife, except as noted above, and you can counterspell spells of up to 8th level. Spell Knife, Lesser Abjuration Level: Sor/Wiz 2 As spell knife, except as noted above and you can only counterspell spells of up to 2nd level. True Dispelling Abjuration Level: Clr 9, Sor/Wiz 9 Components: V Casting time: Standard action

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Range: Close (25 ft. + 5 ft./2 levels) Area: 40 ft. burst Duration: Instantaneous Saving Throw: Will Special (see text) Spell Resistance: No As greater dispel magic , except that it has two types of dispelling: an area dispel, and an individual disjunctioning effect. This area dispel works as a targeted dispel against all targets caught in the radius. The maximum cap to the dispel check is +40. The caster can also choose to target the spell on one single individual. That individual is severely cut off from the Radiance of magic. All of the spells currently active on the target are affected as if by a targeted dispelling, with the maximum effective caster level cap being +40. Additionally, the target's magical equipment must make a will save (roll individually for every piece of equipment) or be suppressed for 1d4 minutes. Every item makes this save at the same time, so there is no need to alter the Will save bonus should the target lose a resistance item or a Wisdom enhancement item, etc. Unholy Weapon Evocation [Evil] Level: Blackguard 4 Components: V, S Casting Time: 1 action Range: Touch Target: Weapon touched Duration: 1 round/level Saving Throw: None Spell Resistance: No You pass your hand over your blade as you whisper an unholy prayer to your dark gods. The light dims around the weapon as it takes on a devious blackness. This spell allows you to channel unholy power into your weapon. The weapon acts as a +5 magic weapon and deals double damage against good opponents. It emits a magic circle against good (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand for any reason. You cannot have more than one unholy weapon at a time. If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way. This spell does not work on artifacts. Note: a masterwork weapon’s bonus to attack does not stack with an enhancement bonus to attack. This spell is a blackguard version of the paladin spell holy weapon.

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Epic Spells

10TH LEVEL SPELLS: Ench. Suicidal Tendencies: Target who fails saving throw commits a

coup de grace against himself next turn. Necro. Dark Blast: Ray deals 4 negative levels and 1d6/level negative

energy damage. (Max 40d6) Trans. Burning Ruination: Orb deals 1d6/level fire damage and

1d6/level disintegration damage. (Max 40d6/40d6). Orden’s Oblivion: Targets within burst take 2d6/level points of disintegration damage, ortitude save for 5d6. (Max 60d6)

11TH LEVEL SPELLS: Evoc. Sword of the Elves: Epic sword of force attacks on its own,

dealing massive damage. Burning Ruination Transmutation Level: Clr 10, Drd 10, Sor/Wiz 10 Components: V, S, M Casting Time: Standard action Range: Medium (100 ft. +10 ft/level) Effect: Glowing orb of fire and blackness Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes As you speak the words of power, a black spark flies from the metal and flint you hold in your hands. An orb of black flame envelops you and focuses on your hand, shooting out towards your chosen target. This spell sends a ball of orange and black flames at the target. The target is allowed a Reflex saving throw for half damage. The target takes 1d6 points of fire damage and 1d6 points of pure destructive damage that are not subject to any form of resistance or damage reduction. Maximum damage is 40d6 of either Material Component: A rusted piece of steel and flint. Dark Blast Necromancy Level: Clr 10, Sor/Wiz 10 Components: V, S Casting Time: Standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous (24 hours for the negative levels) Saving Throw: Fortitude half Spell Resistance: Yes

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You point your hand and speak the words of power, sending a black bolt of dark energy streaking towards the target. The ray covers the target like an oil slick before the energy dissipates. A black bolt of energy shoots out of your hand and towards your target. You must succeed on a ranged touch attack against the target. The target then takes 1d6 points of negative energy damage, as well as gaining 1 negative level for every 4 caster levels (maximum 40d6 and 10 negative levels at 40th caster level). A Fortitude save halves the damage and the negative levels. The negative levels last for 24 hours, at which point the target must make a Fortitude save at the same DC of the spell to remove the negative levels or face permanent level loss. Orden’s Oblivion Transmutation Level: Sor/Wiz 10 Components: V, S Casting Time: Full round action Range: Medium (100 ft. + 10 ft./level) Area: 20 ft. burst Duration: Instantaneous Saving Throw: Fortitude partial (see text) Spell Resistance: Yes You fire a mote of dust from your outstretched hand that expands into a cloud of rust pellets over your target area. You fill the chosen area with deadly energies of destruction. All targets in the burst radius take 2d6 points of damage per caster level (maximum 80d6). This damage is disintegration damage, and cannot be resisted in any way. Targets who succeed on a Fortitude saving throw take 5d6 points of damage instead. Objects in the area take 2d8 points of damage per caster level, and the damage ignores the object’s hardness. Magical, carried or worn objects receive saving throws – objects that save take no damage. Suicidal Tendencies Enchantment (Compulsion) [Mind Affecting] Level: Sor/Wiz 10 Components: V, S Casting Time: Standard action Range: Close (25 ft. +5 ft./2 levels) Target: 1 creature of intelligence greater than 2 Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes You speak a harsh word of judgment against the target, focusing your will upon their internal rage.

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You fill the target with feelings of intense self-hate and worthlessness. If the subject fails his saving throw, the target automatically commits a coup de grace with its most effective weapon against himself on their following turn. If the target should survive the suicide attempt, it gets a saving throw every round thereafter to shake off the spell. Should these second saves fail, the target continues taking suicidal actions every round. The target does nothing except seek his own death for that turn – it does not attack (this includes casting spells, unless the spell is meant to kill the caster), does not threaten squares (can’t take attacks of opportunity), does not defend himself (is flat footed and denied his dexterity bonus to AC) and will fail any save he is subjected to. Sword of the Elves Evocation [Force] Level: Clr 11, Sor/Wiz 11 Components: V, S, F Casting Time: Full round action Range: Medium (100 ft. +10 ft./level) Effect: 1 Large Greatsword of Force Duration: 1 rd/level Saving Throw: None Spell Resistance: Yes (see text) You call upon the ancient powers of the Elven Bladesingers, bringing forth the greatest elven blade ever forged to assist you in the battlefield.

You conjure forth a blade of pure force to attack your enemies. The sword attacks on its own on your turn, using your caster level as its Base Attack Bonus, plus your primary spellcasting attribute (Intelligence for Wizards, Wisdom for Clerics, Charisma for Sorcerers) and a +8 enhancement bonus to the attack. The sword threatens an area as if it had 10 ft. reach, and can take attacks of opportunity. It has a critical threat range of 19-20, and acts as if it were vorpal. Additionally, the blade acts as if it had the Bane (Humanoid: Orc) enhancement. The sword fights independently, and you can direct it to change targets. If its target dies, you need to pick a new target as a swift action. The sword deals 5d8+8 points of damage, plus your primary spellcasting attribute. It bypasses damage reduction as if it were Epic and made out of Adamantine. When the sword first strikes a target with spell resistance, the caster must make his check to bypass SR – once this check succeeds once he need not recheck against the same target. If the SR check fails, the sword winks out of existence, the spell disrupted.

The sword moves at 30 ft./round. It can flank and is intelligent enough to move to do so on its own. Should the sword move further than the range of the spell, the sword winks out of existence.

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ChChChChapter Four: The Known Worldapter Four: The Known Worldapter Four: The Known Worldapter Four: The Known World The nations of Mystara are scattered across the Known World, a small piece of land that is the majority of the continent called Brun, and some lands in the continents of Davania and Skothar. Traditionally, “Known World” is used to refer to Brun – this usage is more taken to mean “Understood” World, rather than simply “Known” – though it is proper to use the term “Known World” to refer to any land discovered in the current era. The Known World is seen largely through Thyatian eyes, for it was the Thyatian Empire, at its height, that covered most of it. It is a land dominated by Humans, and populated with all other manner of beings and beasts. It is a rough land, a land tamed only on the surface, and contested heavily by adventurers and warriors and defenders of civilization.

The Nations of the Known World

The nations of the Known World are all delineated by Human borders. This is because before the rise of humanity, the concept of nations and borders didn’t quite exist in humanoid society. Demihumanoids – as non-human humanoids were referred to – tended to band together in more “primitive” structures of clans and tribal lands. It was not until the arrival of the Alphatians that the concept of a nation-state came to being. All humans in the Known World are descended from one of four originating ethnicities of humans: Oltecs, Milenians, Antalians, or Alphatians. The Oltecs occupied much of middle and south-central Brun; the Milenians ruled the east and south-eastern coastlines; the Antalians hailed from the frozen north; and the Alphatians actually arrived from another plane of existence to settle on the island archipelago east of mainland Brun. Through trade and interbreeding, these four tribes gave birth to the Nithians, Heldanner, Nordmen, and Thyatians then eventually the people and tribes that exist in the Known World today.

AENGMORE

Alignment: True Neutral Population: 2.8 million (95% shadow elf, 5% others) Capital: Rafielton Current Ruler: Princess Tanadaleyeo Coat of Arms: A withering tree beneath a curve of seven stars. A nation of Shadow Elves, Aengmore was, less than fifty years ago, the thriving elven nation of Alfheim. It was taken over by the Schattanelfen during the War of the Immortals, at the behest of the Immortal Atzanteotl. The elves that lived in Alfheim fled, seeking refuge in neighboring countries. Now, without the elven druids to protect and feed it, the forest of Aengmore is slowly dying. There is little trade between the humans of the neighboring kingdoms and Aengmore, although it does serve as a suitable waypoint into the Underdark that lies beneath Brun.

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Though formerly an enemy of the surface dwelling folk, Aengmore has been peaceful since the end of the Black War, as the followers of Atzanteotl have been forced into the underground and worship of Rafiel has become the backbone of Shadow Elven culture. Schattanelfen and surface elf still dislike each other greatly, but not enough to drive Aengmore out of the Brun Defense Compact.

BROKEN LANDS

Alignment: Chaotic Evil Population: Unknown. Estimated in the high millions, composed of goblinoids, orcs, giants, and other unsavory types. Capital: None. Current Ruler: None. Occasionally, a ruler might break out and unite the various hordes into a single force, by force and intimidation alone. These reigns are typically bloody, lead to devastation for the surrounding areas, and thankfully short-lived. The last such leader was Hingzhou Fel, a rakshassan warlord who managed to devastate much of southern Glantri before being driven into the World’s End desert, where he was defeated by BDC forces. Coat of Arms: Whichever emblem the strongest of the hordes chooses. Typically something animalistic and brutal. As the name implies, the Broken Lands are a jungle of unwanted lands, festering landfills. Unfertile, blasted terrain pocks the Broken Lands, making life here a harsh and undesirable existence. However, it proves an able proving ground for the fertile, roiling masses of goblinoids, orcs, giants and savage humanoids which roam the Known World.

EMIRATES OF YLARUAM

Alignment: Lawful Neutral Population: 4.68 million (46% human, 22% dwarf, 14% gnome, 14% elf, 4% other) Capital: Ylaruam. Current Ruler: Sultan Al’Arak ir’Noben Coat of Arms: A half moon over a desert landscape The Emirates of Ylaruam represents the most efficient bureaucracy in all of the Known World. A proud, desert people, the Ylari are renowned for their racing steeds and for their calm, placid demeanors. That being said, they are not to be trifled with, and continue to withhold vast enmity for the Thyatians (recent developments have not helped much in this relationship.) Formerly a Thyatian colony, the Ylari overthrew their masters following a long and bloody rebellion, whose leader has now grown to Immortality. The Ylari are a stable and balancing force in the BDC, helping to ease some of the bureaucratic affairs with their centuries of experience in running an efficient divided government.

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EMPIRE OF THYATIS

Alignment: True Neutral Population: 13.6 million (60% human, 20% elf, 12% halfling, 8% other) Capital: Thyatis City Current Ruler: Emperor Eusebius II Coat of Arms: The Great Eagle of the Imperial house Constantly on the edge of disintegration, the Empire of Thyatis is only a mockery of the power it once held. For the past fifty years, the Empire has been wrecked by war, internal discontent, famine, poverty, and political bickering. It has lost most of its external holdings, and currently threatens to collapse from dissent. Following the Black War, the Imperial Senate, which held power in Thyatis for over seven centuries, was disbanded, power being given directly to the Emperor and the Dukes that rule the various provinces. This has helped slow the stem of dissolution, but has allowed internal corruption to run rampant. Its military, however, remains the largest in the world, despite being formally disbanded following the Black War. Those soldiers and officers which formed the Thyatian Praetorian Guard became mercenaries for private hire, which were quickly picked up by the newly appointed Dukes who were given the reigns of the individual territories following the war. As such, while Thyatis maintains a sizeable national army, much of its internal defense has been handed over to hired swords, loyal only to the pocketbooks of their employers.

THE FIVE SHIRES

Alignment: Chaotic Good (the current military government is Lawful Neutral, however) Population: 2 million (70% halfling, 22% human, 6% gnome, 2% other) Capital: Shireton Current Ruler: Since the end of the Black War, the Five Shires has been controlled by a military governorship. The current governor is General Humphrey Lombardi, for the BDC. The current Shireiff of the hin is Jeb Constancy. Coat of Arms: Five strands of golden wheat on an orange background. The Five Shires has received the short end of the stick – no pun intended – in recent memory. During the Black War, the relatively undefended Shires became a training ground for the pirates and scallywags of the Sea of Dread. It was taken over by the Pirate Waters Alliance, and the halflings there forced into slave labor for much of the war. When the war ended, the alliance between the pirates dissolved, but the pirates themselves remained. The Brun Defense Compact saw no other way to ensure a peace but to install a military garrison. The BDC military has continued to remain to this day, dealing with the endless pirate hunt. The hunt is not made easy due to the prevalence of rivers and peninsulas which dot the countryside and which the pirates use to hide their presence. This abuse by pirates and government officials alike has led to much resentment among the Hin community, which chafes under the strict guidelines of military rule.

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HOLY VANYAN EMPIRE

Alignment: Lawful Neutral Population: 2.31 million (90% human, 7% elf, 3% other) Capital: Freiburg Current Ruler: Emperor Frederic von Huferstein Coat of Arms: A Hippogriff flanked by two spears on the sides and two swords on the top and bottom. The Holy Vanyan Empire was born from the ashes of the Black War. After centuries of oppression by the Heldannic Knights, the people of the Heldannic Territories finally managed to overthrow their rule following the defeat of the Thyatian Empire (the Heldannic Knights were a Thyatian order of Knights). For years after the war, the various rebel groups struggled for internal control. It was a former Heldannic Knight by the name of Frederic of the house of Huferstein which convinced a number of rebel leaders to back him in his ploy. Using religious imagery and philosophy as his primary weapons of culture, von Huferstein gained the support of much of the rest of the rebel leaders, forcing the others to go underground. He created a new empire forged on a new Vanyan ideal, calling it the Holy Vanyan Empire and naming himself as bearer of the burden of empire. In order to cement his power, von Huferstein pledged his forces to the Brun Defense Compact, and has managed to hold control of the Holy Vanyan Empire for the two decades of its existence. Despite the fact he was a former Heldannic Knight, von Huferstein’s vision has thus far been less of pure conquest and more of unified victory.

KHANATES OF ETHENGAR

Alignment: Neutral Evil Population: 6 million (98% human, 2% other) Capital: Wherever the ur’Khan happens to set up camp. Current Ruler: ur’Khan Goshra Moohn Coat of Arms: A Horse The Khanates of Ethengar are a loose confederacy of khanates, clans of humans led by a khan. These clans come together under an il’Khan, who oversees the several clans, and the il’Khans are in turn overseen by an ur’Khan. Notably, the position of ur’Khan is relatively new, and serves only for the BDC to have someone to hold accountable, as the Khanates have bowed to foreign pressure to join the BDC, much to their population’s chagrin. Despite being nominal members of the BDC, however, the Khanates have done very little to aid in the effort. The number of soldiers that have been sent to battle on behalf of the Khanates was surprisingly small. However, the BDC remains content, as they also provide the BDC with fine Ethengari horses, which are said to be the best steeds in all of Brun.

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KINGDOM OF IERENDI

Alignment: Chaotic Neutral Population: 33,600 (Human 40%, elf 22%, halfling 18%, other 20%) Capital: Ierendi Current Ruler: The last winner of the Contest of Kings was the adventurer Queen Ilia Yannas. She has another three years left to her reign. Coat of Arms: A Sea Serpent riding on the waves The Kingdom of Ierendi is actually a loose confederation of island kingdoms which traditionally ban together against external threats. The islands are beautiful and exotic, and have been renowned the world over for the feeling of adventure that they possess. Note the use of the word feeling, however – while Brun remains a continent of adventure, where danger lurks but a few miles from most cities, nobles and aristocrats actually pay to visit Ierendi because of its exotic nature. Ierendi is still dangerous, like most of Brun, but in a way it feels more adventurous. The island kingdom is also notable for its Contest of Kings. Every eight years, adventurers from all around the world come to Ierendi to compete in a series of challenges over the span of a week. The winner of the contest is crowned King of Ierendi, nominally ruling the islands and serving as the island’s primary ambassador (though holding no political power at all.)

KINGDOM OF KARAMEIKOS

Alignment: Lawful Good Population: 5.4 million (40% human, 22% elf, 18% halfling, 20% other) Capital: Mirros Current Ruler: Queen Adriana Karameikos-Hyraksos Coat of Arms: A Galleon over a longsword The Kingdom of Karameikos has risen over the forty-odd years of its inception as a world leader and power. Formerly a Thyatian duchy, it declared independence under the leadership of Stefan Karameikos during the War of the Immortals. The Kingdom quickly took steps to cement diplomatic relationships with Thyatis’ enemies – Darokin, Alphatia and Glantri – which served to anchor the fledgling kingdom’s power early on. Since the end of the War of the Immortals, Karameikos has only risen in prosperity, being seen by the rest of the world as an exemplary nation of chivalry and adventure. Karameikan adventurers are renowned the world over, thanks largely to the fact that most of the Champions of Mystara were of Karameikan nationality. It was Karameikos that led the charge against the Order of the Blackguard, and it was Karameikan ideals which led to the foundation of the Brun Defense Compact. Still, not all has been golden for Karameikos. The current ruler, Queen Adriana, has proven to be easier to break than her steel-willed father. Since the outbreak of the War with the Demon King, she has become increasingly distressed and withdrawn. She withdrew Karameikan support during the worse of the Desert Plague, closing off her kingdom entirely by declaring a long

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quarantine. Things were not helped by news that her brother had recently fallen captive to the forces of the Demon King.

MINROTHAD GUILDS

Alignment: True Neutral Population: 1.5 million (40% human, 20% elf, 15% gnome, 15% halfling, 10% other) Capital: Minrothad City Current Ruler: Guild Master Oran Meditor Coat of Arms: A scale upon a background of stars above a blue sea. The Minrothad Guilds are a coalition of islands ruled by a number of guilds. Each guild is primarily mercantile in nature, and is overseen by a sea prince. The Minrothad Guilds oversee a lot of the trade that occurs in the Sea of Dread, making them very powerful. Their mastery of trade is followed by a close mastery of magic, which they use to facilitate their trading. The Minrothaddan navy has proven very effective in combating the piracy that remains following the Black War. However, they have managed to keep out of the War with the Demon King, thanks largely to the fact that the Demon King has not yet reached coastal lands. As such, Minrothad has only supported the BDC in economic matters.

NORTHERN REACHES

Alignment: Chaotic Neutral Population: 13 million (65% human, 20% dwarf, 15% other) Capital: Soderfjord Current Ruler: King Bullifjen of Soderfjord Coat of Arms: The White Dragon The Northern Reaches were, until recently, the separate kingdoms of Ostland, Vestland, and Soferfjord Jarldoms. They were united by the warrior-king Bullifjen, who led his army across all of the Jarldoms to convince the local rulers to follow him. Those who resisted he bested in combat. Soon, local leaders flocked to his side to avoid the loss of warfare. His conquest of the Northern Reaches took a few years, but now in the summer of 1039 it is nearly complete, with only a few hold outs remaining in Ostland. These rebels are expected to fall soon, and Bullifjen’s rule over the Northern Reaches to be complete. Such a union would mean the Northern Reaches could be drawn into the BDC, an alliance which would benefit the Compact greatly as it suffers to recover from the desert plague. However, should Bullifjen decide against alliance, having to protect against two borders could prove devastating for the Compact.

PRINCIPALITIES OF GLANTRI

Alignment: True Neutral

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Population: 12.2 million (35% humans, 25% elves, 19% halfling, 18% gnome, 3% other) Capital: Glantri City Current Ruler: Grand Magister von Drachenfells Coat of Arms: Golden cups upon a red background The Principalities of Glantri are Brun’s primary magocracy, and has suffered much in the last fifty years. From involuntarily setting off the War of the Immortals, to suffering the fate of being targeted for conquest by the Blackguard during the Black War, to actually being conquered by the Broken Lands humanoids, Glantri can barely stand on its own two feet anymore. Still, it is a testament to their magical might that the Glantrians still stand with the BDC today despite the numerous setbacks. Glantri is a treacherous land of magic and politics. Those with the most magical power make the rules, so political enemies often duke it out in the realms of politics and magical research, forming a labyrinth of Byzantine schemes and corruption. The most powerful of the mages rules each of the principalities, and have a seat on the Council of Magisters. The most powerful of the magisters is the Grand Magister, and rules all of Glantri. Glantri is the BDC’s primary source of all things magical. From magic weapons to magical artillery, the Glantrians can be counted on to bring their arcane might against the BDC’s enemies. Grand Magister Drachenfells, a veteran leader during the Black War, is intimately familiar with magical tactics, having learned much during the Black War in utilizing arcane tactics in combat. He brings this brilliance to the battlefield, a commission which has earned him the spot of Grand Magister in these times of crisis.

REPUBLIC OF DAROKIN

Alignment: True Neutral Population: 10 million (35% human, 25% elf, 19% halfling, 18% gnome, 3% other) Capital: Darokin City Current Ruler: Councilor Corwyn Mantua Coat of Arms: A large gold coin over a black background The Republic of Darokin is a republic in name only. In truth, it serves the interests of the rich mercantile class that sits well above Darokin’s lower class (the “coppers”, as they’re called) and Darokin’s upper crust old-money nobility (the “golds”). It is a place where money makes the rules, and those who don’t have money must scrounge and scrabble to attain it. Darokin has remained an economic powerhouse throughout all of modern history. Before the rise of the Thyatian Empire, Darokin was a series of independent kingdoms (populated by a pleasant Traldar, Milenian, Hin, and Elven people.) When Thyatis came to conquer, however, the separate kingdoms unified under one ruler to fight the invaders. The previously independent people chafed under a unified scheme, and this eventually was relaxed into a more tolerant republic. With the eventual slowdown of Thyatian growth, Darokin’s middle class began to rise, as the republic found itself as the

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crossroads of the Known World. A strong mercantile class arose, which meant Darokin’s economy exploded, catapulting the Republic into the stratosphere of international superpower. This manifested itself in the creation of Darokin’s Diplomatic Corps, which serves as mediator for the world’s conflicts. The DDC first proposed the creation of the Western Defense League, to protect Brun from the Thyatian outreach during the War of the Immortals. The WDL was comprised of Darokin, Glantri, Rockhome, and Karameikos. When Thyatis rose again during the Black War, the alliance between Darokin, Glantri and Karameikos remained strong, although Rockhome abandoned the WDL because the League refused to assist them in their war to take the city of Oenkmar in the Broken Lands. This rupture between dwarf and men precipitated the failure of the WDL, despite the fact that the WDL powers eventually led the way to victory in the Black War. Following the Black War, the DDC again came up, backing the ideals of the Brun Defense Compact, a treaty which would provide mutual defense to all of the nation-states of Brun. Most of the nations of the Known World joined in the BDC, forming a strong international community, much stronger than the Western Defense League ever was. It is the Brun Defense Compact which has spearheaded the efforts against the Demon King. Darokin’s economic might has also allowed it to become an engineering powerhouse. This has led to the creation of firearms, a new type of weapon which threatens to revolutionize warfare, granting even the lowliest peasant firepower similar to a well trained wizard. The Darokinan Rifle Corp has proven indispensable in battle, evening the odds between the supernatural forces of the Demon King’s hordes and the beleaguered BDC warriors.

ROCKHOME

Alignment: Lawful Good Population: 4.35 million (70% dwarf, 20% gnome, 6% human, 4% other) Capital: Dengar Current Ruler: King Everast XVI Coat of Arms: The Axe and Hammer on a red background The dwarven kingdom of Rockhome is a mountainous land that exists mostly in the tunnels underneath the mountain range. The land is hostile to anyone but the dwarves and gnomes who are used to these territories, and who daily strip the earth of her minerals, metals, and precious rocks, to trade with the rest of the world. Until recently, Rockhome has also been the most militarily powerful nation in the Known World, being one of the first to respond to requests of assistance from Glantri. When the desert plague hit, however, this meant many of their soldiers in the front lines were caught unawares, and brought the plague home to devastating effects, especially when confined to the tunnels of lower Rockhome, which turned in many instances into abattoirs of death. The plague has now been contained, however, and a new generation of dwarven soldiers is stepping in to training to fill the breach.

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STATE OF OENKMAR

Alignment: Neutral Good Population: 19,387 (35% dwarf, 55% shadow elf, 10% other) Capital: Oenkmar Current Ruler: Oenkmar has a dwarven ruler and a shadow elven ruler who share the duties of governance between them. Prospector Darvis Burhodar has recently acquired governship of Oenkmar for the dwarven citizens, while High Priest Isoliel Sundha leads the shadow elven contingent. Coat of Arms: A gold hammer with a silver coiled serpent around its handle set on a red background. The first step in achieving lasting peace between dwarf and shadow elf, the State of Oenkmar was a creation of the Burhodar senator Krogoth of Rockhome. Oenkmar had long been contested territory between the shadow elves – who regarded the city as a religious mecca – and the dwarves – who wanted access to the city’s bountiful natural resources and adamantine veins. Oenkmar was ultimately captured by the dwarves of Rockhome during the Black War. After the war, however, Senator Krogoth convinced the Rockhome senate to extend an olive branch towards the shadow elves as a measure of peace. To ensure dwarven ownership of the mines and metal veins around Oenkmar, the dwarves would allow the shadow elves to return to Oenkmar and worship freely and peacefully. Eventually, an accord was set, and Oenkmar was declared an independent city-state with economic ties to Rockhome. The peace between dwarves and shadow elves has lasted over the years, though relations between the two races remains cool, as dwarven interests in mining often conflict with shadow elven desires to maintain and preserve the mysteries of Oenkmar intact.

SIND

Alignment: True Neutral Population: 12 million (70% human, 18% halfling, 12% other) Capital: Saur Ulan Current Ruler: Caliph Hulean Ator Coat of Arms: A single tower upon a dark brown background Sind is an exotic land that lies at the edge of the world. Northern Sind is covered in blasted rock and desert, southern Sind is swamp and marshes, and much of middle Sind is plains and sweltering jungle. In truth, very little of Sind is particularly pleasant, making Sindhi communities packed into small spaces and tight communities. Sind is notable for being the target of intense invasion by the Demon King. Their recent alliance with the Brun Defense Compact has assisted the Sindhi greatly, and most of the war’s battles by the BDC have been fought in the northern Sindhi border which faces the World’s End desert. The people of Sind, though isolationist and xenophobic by nature, have been friendly to the new come strangers, who are just beginning to discover the hidden secrets of this exotic land.

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THE WASTELANDS

Alignment: Neutral Evil Population: Unknown. No real civilization exists in the Wastelands anymore, and those that survive are monstrous or undead in nature. Capital: None. Nothing has been heard from the Wastelands since the disaster that created them during the Black War. Only the horror stories of adventurers who have attempted to delve in have survived, and those do not speak of good things. Current Ruler: None. Coat of Arms: None. The Wastelands were formerly a land of rolling plains and low forests, a place where humans and halflings hunted and gathered in peace and relative harmony. During the Black War, however, the Diablerists unleashed one of their creations in the plains, an extension of their dark obelisk project which would serve to amplify the necromantic energies by sucking the life from prisoners of war and feeding it to the obelisks. The Atruaghin spirit brother Lightning Claw was sent out into the Known World to find allies who would help the Clans fight the Blackguard. The fight was brutal, and was one of the worst magical disasters of the Black War. When the dark obelisk, brimming with necromantic energies, was destroyed, all of that dark power was unleashed into the surrounding countryside. The Diablerist’s creations were released unto the wild to reproduce uncontrollably, further draining the land of all life-bearing capacity. The Wastelands is now a barren, dusty, land where no life can grow. Anything with an ounce of life that wonders in is quickly set upon by the life-draining monsters of the Nebaran brood. The Atruaghin people, unable to hunt or grow food, were forced to abandon their homelands. The wastelands are now a scar on the face of Brun, a horrible reminder of the fate of the world should magic be misused once more.

WENDAR

Alignment: Chaotic Good Population: 3.8 million (90% elves, 8% half-elves, 2% other) Capital: Wenethorlen Current Ruler: The wizard-king Gylharen Coat of Arms: A white evergreen tree on a green backdrop With the fall of Alfheim, Wendar now remains the last of the great elven kingdoms. It is a land of enchanted trees and forests, a land hostile to anyone not used to the ideals of elven life. For years, Wendar stood quiet, separated from world affairs by ideology and physical distance. When Alfheim fell, however, Wendar stepped forward in world affairs, bidding welcome to all children of Ilsundal. Little is still known of Wendar. Life is traditionally elven in the forest kingdom, and this makes it both mysterious and indescribable to non-elven eyes. They’ve kept to themselves politically, although more and more elven

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adventurers are traveling the world now claiming to hail from Wendar. Where their loyalties ultimately fall is yet to be tested.

Beyond the Known World

There remain a few lands that lie beyond the Known World. While these lands still contain many mysteries, they teem with sentient life that stands at the ready to join the nations of the Known World in forging a bright future for humanity together.

THE HOLLOW WORLD

Most infamous among the lands beyond the Known World are the lands within the Hollow World. Here, the civilizations and societies of ages past have found a refuge, recreated by the Immortals to remain in perfect isolation for all of eternity. In truth, the Hollow World is a reservation, a preservative safari of bygone days. Whenever a group threatens to become extinct in the surface world, a tiny microcosm of that society is recreated somewhere in the jungles of the Hollow World. Most notable among the denizens of the Hollow World is New Alphatia, a replica of the island of Alphatia which sank to the seas at the end of the War of the Immortals. The New Alphatians lived in isolation until the arrival of Sir Aramil Korrelin and Krogoth of Rockhome, when they discovered the floating continent and Alphatia’s ultimate fate. The New Alphatians surfaced again during the Black War, assisting General James Korrelin during the Siege of Glantri, and providing the surface world with schematics to build their famed magical airships, the secrets of which had been feared lost following the Alphatian disaster.

THE RED COAST

Located in the deep southern continent of Davania, the Red Coast holds a score of colonies from the Known World in an attempt to colonize a new world and exploit its material riches. The colonies are currently struggling to survive on their own two feet, cut off from the rest of civilization due to the ravages of the War with the Demon King. The colonies represent a joint Darokinian and Karameikan effort. The Darokinian merchants would provide the ships, materiel and guns for defense, while the Karameikans (mostly Traladarans) provide the colonists. The deal will eventually result in Darokin reaping the economic benefits, with Karameikos gaining the political capital of the colonies in the new continent. Due to the heavy Traladaran presence in the new colonies, they tend to have very traditional Traladaran names, such as New Halav and South Marilenev.

THE DRAGON COAST

Thyatis answered the Darokinian/Karameikan expansion south with their own expansion, this time across the Alphatian Ocean to the east. They settled on

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the far west coast of Skovar, in an area they called the Dragon Coast. The Dragon Coast colonies have fared a little better than the Red Coast colonies, thanks largely due to Thyatian experience in dealing with expansionism, as well as superior airship technology in the hands of the Thyatians.

ROKUGAN

A hidden kingdom of elves and humand far to the east, Rokugan has remained a mysterious, golden jewel in Mystara. An empire of golden palaces and exotic magic and practices, Rokugani influence remains far from Brun. Rokugan is visited only by the most powerful wizards capable of traveling there, or daring adventurers who mount sea and air travel expeditions to reach its golden, fabled shores.