Professional Documents
Culture Documents
Mythosa Comp V1
Mythosa Comp V1
Mythosa Comp V1
0
Mythosa Compendium, Volume I
By Bruce Gulke
Table of Contents
Chapter I: The World of Mythosa 2
Additional Credits ©2007 by Bruce Gulke. All Rights Reserved. “d20 System” and the “d20
System Logo” are Trademarks owned by Wizards of the Coast and are
used according to the terms of the d20 System License version 3.0. A copy
Editorial Assistance of this license can be found at www.wizards.com/d20. Dungeons &
Teri Gulke Dragons® and Wizards of the Coast® are Registered Trademarks of
Wizards of the Coast, and are used with Permission.
Cover Illustration
Artwork ©2007 by Bruce Gulke, with the following exceptions:
Bruce Gulke
• Artwork with the “Elmore” logo is ©2002 by Elmore Productions,
Inc.
Interior Illustrations • Artwork on pages 4, 6, 8, 11, 16, 22, 28, 31, 36, 50, 52, and 57, which
Bruce Gulke, Teri Gulke, Larry are the property of Dover Publications, Inc.
Elmore • Artwork on pages 20, 21, 24, 37, and 39, which are the property of
Politically Incorrect Games.
This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the artwork or non-
OGL material herein is prohibited without the express written permission
of Bruce Gulke. This document is a work of fiction. Any similarity to
First Printing April 2007 actual people, organizations, places, or events is purely coincidental. This
document is not affiliated with any other commercial publication.
w w w . m y t h o s a . n e t
r The World of Mythosa s
Chapter I:
The World of Mythosa
This chapter covers myriad topics about the
world – calendars, language, and other general
religious meaning to someone; otherwise, for them
each day is no different from the next.
noteworthy elements. The contents of this chapter
are as follows: With the Ambian calendar, years are counted since
the founding of the Ambian Republic (0 AR).
• Mythosan Calendars
Imperial (Ulthian)
• Nomenclature
Though the Ulthian calendar was originally adapted
• Birth Tables from the Ambian calendar, its only recognizable
• Languages similarity is that it has the same number of total days
• Languages by Region (364). The Imperial calendar consists of twelve
• Top Ten Lists months of thirty days each, and each month is
divided into six five-day weeks. The names of the
months come from the names of the first twelve
Mythosan Calendars emperors of Ulthia: Scordelos, Theres, Toresk, Agahst,
There are a variety of calendars used in Ryh’ardha. Halember, Klas, Darfell, Vesmer, Malruik, Lyhtan, Jynval,
The most common is the Ambian, but it is by no and Ramas. The names of the weekdays are simply
means universal. Other popular methods for numerical: Firstday, Seconday, Thirdday, Fourthday, and
marking time include those used by the Skalnir, the Fifthday. Weeks are five days long as the number five
Khazrani, Syrhaat, Ulthia, and the people of the is sacred to Azakhar.
Varghani Desert.
The equinoxes and solstices are Imperial holidays
Ambian that are considered “outside” the normal calendar.
A legacy of the fallen republic, the Ambian calendar Rather than make Theres, Halember, Vesmer, and
is the most widespread form of reckoning. Its Jynval thirty-one days long, each month “pauses” for
popularity can be attributed to Zeldoran traders who a day after three weeks, then resumes for another
have spread its use through Ryh’ardha as they have three weeks afterward. As they are “outside” the
the Altaevian language. The Ambian calendar is normal calendar, these special days are not assigned
based on the equinoxes and solstices. A season is weekday names either. The holidays are:
delineated by an equinox or solstice and forty-five
days before and after, resulting in a length of ninety- Feast of the Iron Legions (Spring Equinox): A celebration
one days. A season is then further divided into three of the Ulthian armies, the Feast of the Iron Legions
months, the first and last being thirty days long with marks the official start of the empire’s military
the middle being thirty-one. campaigns.
In addition, the Ambian calendar divides its 364 days Triumph of the Flame (Summer Solstice): This day is
into fifty-two seven-day weeks. These days have marked by feasts and revels throughout the empire.
been assigned special significance, from a day It is the second most holy day of the year, venerating
focused on commerce and trade to one the fire aspects of the Azakhari religion. The
concentrating on learning and knowledge. These culmination of the festivities is marked in each town
special meanings are generally ignored by rural and city by the immolation of an enemy of the
populations as well as the commoners within urban empire, usually a prisoner taking during an earlier
areas. Significance is attached to a day if it has military campaign.
2
r The World of Mythosa s
Day of the Exalted (Autumnal Equinox): This holiday is doesn't concern itself with time the same way other
celebrated in a rather solemn manner. Traditionally, cultures do.
it marks the end of the Imperial campaigns before
the onset of winter. It is used to laud the victories of Skalnir
the empire’s Iron Legions as well to mourn those The Skalnir of the North Realms reckon time by two
who have fallen in service to the Imperium. These seasons – winter and summer. They recognize the
folk are known as the “Exalted” and are believed to solstices, but they do not celebrate the equinoxes.
continue their service to Azakhar in the afterlife. Each season is divided into twenty-six seven-day
weeks. Each week has its own name which
Night of the Emperor (Winter Solstice): The Night of the corresponds to one of the twenty-six letters in the
Emperor is the holiest day of the year in the Ulthian Skalnir runic alphabet. The days of the week are
Empire (since it is the highest holiday in the named Duridag, Balodag, Noridag, Thoradag, Helgadag,
Azakhari faith). On this day, all non-essential work Validag, and Aesidag. The meanings of the days are
and commerce in the Imperium ceases, and the similar to those used in the Ambian calendar.
faithful pray and sacrifice to Azakhar for good
fortune during the remainder of the winter as well as Syrhaat Dominion
in the year to come. Gifts are made to the emperor The Syrhaati calendar is probably the most unusual
in the hopes that his prosperity will be reflected of the civilized kingdoms. It is neither lunar- or
throughout the country. solar-based, nor is it seasonal. It has no months or
days of the week. Rather, each day of the 364 in the
The Imperial calendar starts counting from the year year has an individual, extravagant name, derived
Scordelos I consolidated the principalities of Ulthia from some important event, person, or item which
and established the country as an empire. has great significance to the Dominion. In effect,
every day of the year is a holiday to some degree,
Varghani though how they are honored varies greatly.
The Varghani calendar is lunar-based, revolving Examples of some of the days include:
around the phases of Ralos. It is 364-days long, with
thirteen months of twenty-eight days each. The Day of the Ever-Blossoming Jasmine Lotus: The rare
months are named Atayar, Qashad, Taradah, Omam, jasmine lotus was once a lucrative export of Syrhaat.
Khetmad, Shadah, Naza, Hasiq, Dhamwa, Shafur, Hasik, Found only on the banks of the Bajar River where it
Usik, and Farus. Days of the week are unnamed; for flows through the Silverwood forest, it contributed
that matter, there is no concept of a “week”. Rather, for many years to Syrhaat’s robust economy. With
when divisions smaller than a month are required, the southern Syrhaat peninsula virtually abandoned
the Varghani generally refer to the phase Ralos is in the jasmine lotus is no longer harvested, but the
during a particular time. A meeting may be scheduled plant is still honored in the Dominion’s calendar.
for the “first day of the full moon in Taradah” or the
“last night of the lesser [waning] crescent in Shafur”. Day of the Glorious Breaking of the Siege of Tamras: In 102
BAR, a dark host of aberrations and their enslaved
Various tribes have their own holidays and Viss’takh minions burst forth from the Uhntari
traditions, but the Varghani as a whole do not Jungles and attempted to seize the southern city of
recognize the solstices or equinoxes as other cultures Tamras. The people of the city kept the evil army at
often do. bay, but the sheer number of invaders was such that
it took the Syrhaati armies eight months to finally
Khazrani break through to Tamras and drive the aberrations
The Khazrani have no formalized calendar, though back into the jungle. This day commemorates that
they reckon time greater than days by “winters” event.
(years) and “moons” (months). “Moons” refers to
the phases of Ralos, particularly when it is full. Thus, Day of the Eternally-Radiant Amaranthine Primarch:
if a Khazrani states that something will occur “three There are many days dedicated to the Primarch, the
moons from now” he’s essentially referring to a time Empress of Syrhaat. This is the most important of
roughly three months into the future. There are no those days, and corresponds to the Summer Solstice
names for months or days; the Khazrani culture on the Ambian calendar.
3
r The World of Mythosa s
4
r The World of Mythosa s
5
r The World of Mythosa s
Primary
Region Roll Alignments Languages
Den’tharas 1-13 LE/NE The languages recognized in Mythosa are
Nalithara 14-28 NE/LE summarized in the table below:
Rath-Kaelin 29-39 LE/LN
Shaansu’ul 40-55 NE/CE Language Typical Speakers Alphabet
Shaithalial 56-66 LE Aanese Sages, sorcerers, Aanese
Varlolth 67-84 LE/NE wizards
Zhaure 85-97 NE/CE Abyssal Demons, chaotic evil Gehennish
Elsewhere 98-99 - outsiders
Roll on Human table 100 - Aesyrian Asyra, Al’Sharaq Ardhani
Birth Table: Drakari (Dark Elves) Altaevian People of Ambia, Hassitic
(Trade merchants, travelers,
Common) explorers
Aquan Kyree, water-based Kyree
creatures
Auran Air-based creatures Ari
Auroni Tauroks Sirylic
Celestial Good outsiders Elysian
Dhazyni Dhazyra None
Draconic Kobolds, dragons Draconic
Drakdriel Drakari, Underworld Ari
Druidic Druids (only) Druidic
Ghassani Barbarians of the Khadratic
Ghassan tribes
Giant Ogres, giants Runic
Goblin Goblin, hobgoblins, Runic
bugbears
Gnoll Gnolls Hassitic
Ignan Fire-based creatures V’stalic
Iltanese People of Greater Hassitic
Ulthia
Infernal Devils, lawful evil Dissene
outsiders
Isenati Varghani Ardhani
Kalumesh Barbarians of the Khadratic
Kalumesh clans
Khazrani Khazrani Khadratic
Orc Orcs Runic
Runic Runir Runic
S’seric Sith’aal Sirylic
Sylvadriel Sylvari, some half- Ari
elves
Syrhaati Syrhaati Ardhani
Taracian People of the Emerald Ardhani
Coast, Amaristan
Tarinic Ulthian nobility Hassitic
Terran Xorns, earth-based Runic
creatures
Underspeak Underworld Runic
Varinian Skalnir Khadratic
V’stalic Viss’takh V’stalic
6
r The World of Mythosa s
Primary Secondary
Languages by Region Region
Language Languages
The table below may be used to determine the Maraada Taracian Abyssal (20%)
language (or languages) known by the inhabitant Altaevian (50%)
of a particular region of Ryh’ardha. The first Draconic (10%)
language listed will be spoken by the character. Infernal (20%)
The other languages listed may be known if the Miradel Taracian Altaevian (55%)
given percentage is rolled (and their intelligence Sylvadriel (20%)
allows for it). Novaskora Orc Giant (30%)
Goblin (50%)
Primary Secondary Old Irathia n/a Gnoll (20%)
Region
Language Languages Orc (50%)
Aelorea Iltanese Altaevian (40%) V’stalic (30%)
Tarinic (10%) Qet Isenati Altaevian (35%)
Al’Sharaq Isenati Aesyrian (40%) Taracian (20%)
Altaevian (30%) Ralynia Taracian Altaevian (60%)
Orc (30%) Sahar Isenati Altaevian (35%)
Aldanor Taracian Altaevian (65%) Taracian (20%)
Giant (10%) Sarenland Altaevian Iltanese (20%)
Amaristan Taracian Altaevian (45%) Isenati (20%)
Syrhaati (15%) Taracian (35%)
V’Stalic (5%) Shesada Isenati Altaevian (45%)
Essengard Varinian Altaevian (45%) Taracian (50%)
Auroni (15%) Spÿre Altaevian Aanese (15%)
Giant (5%) Draconic (20%)
Free Cities of Iltanese Altaevian (30%) Taracian (10%)
Calythir Auroni (15%) Syrhaat Syrhaati Altaevian (45%)
Ghassani (20%) Taracian (40%)
Khazrani (65%) Talîsmarr Taracian Altaevian (75%)
Gharakaag n/a Altaevian (35%) Aquan (15%)
Giant (15%) Tarrvik Giant Altaevian (30%)
Goblin (25%) Varinian (25%)
Orc (50%) Tauron Auroni Altaevian (20%)
Taracian (35%) Mountains Giant (35%)
Greyspire Varinian Altaevian (40%) Tazadir Isenati Altaevian (35%)
Draconic (5%) Taracian (20%)
Harrstad Auroni Altaevian (15%) Tyr Aegas Sylvadriel Altaevian (45%)
Ilmara Taracian Altaevian (65%) Taracian (55%)
Isenati (40%) Uhntari Jungles n/a S’seric (40%)
Ivenmir Varinian Altaevian (45%) Syrhaati (15%)
Kharazgar Runic Altaevian (45%) Taracian (10%)
Varinian (65%) V’stalic (30%)
Khazrani Khazrani Altaevian (40%) Ulthia Iltanese Altaevian (45%)
Steppes Ghassani (35%) Infernal (20%)
Iltanese (20%) Tarinic (35%)
Kalumesh (35%) Underworld n/a Drakdriel (30%)
Lhyrna Altaevian Iltanese (40%) Orc (40%)
Taracian (20%) Underspeak (50%)
Maar Altaevian Taracian (30%) Valdahar Taracian Altaevian (55%)
Malcythia Varinian Giant (30%) Syrhaati (75%)
Gnoll (75%) Valnysia Iltanese Altaevian (20%)
Goblin (25%) Khazrani (10%)
7
r The World of Mythosa s
8
r The World of Mythosa s
9
r The World of Mythosa s
The Ten Most Wanted Criminals in the The Ten Greatest Conflicts in Ryh’ardha
Emerald Coast 1. Continuous skirmishes between Malcythia and
1. Rakzurr Blackclaw, a half-orc Anarchista: their southern neighbors: Essengard,
Wanted for the desecration of numerous Greyspire, and Ivenmir
temples and shrines, as well as the murder and 2. Aelorea pursuing the destruction of magic
defilement of dozens of priests, primarily through its naval “Inquisition Fleets” and
female Lifebringers their land-based “Missionary” counterparts
2. Maelia the Ebon Dancer, a Yarrish priestess 3. Perpetual battle between the Ulthian
of Shaarizad: Wanted for numerous Imperium and the humanoid tribes of
assassinations Novaskora
3. Antonius Malor, head of head of the evil 4. Slow, steady incursions of the Sith’aal from
Great House: Wanted for various evil acts the Uhntari Jungles into Syrhaat
orchestrated in places such as Ilmara and 5. Skirmishes between the cities of Calythir and
Lhyrna the Khazrani barbarian tribes
4. Arvo of the Steel Eye, an infamous pirate 6. Recurrent clashes between the navies of
captain: Wanted for numerous acts of piracy, Talîsmarr and Gharakaag pirates and slavers
and murder 7. Marauding humanoids from Gharakaag
5. Malinos Sinistral, an ex-Wayfarer priest of attacking Aldanor, Ilmara, and Miradel
Shaarizad: Wanted for spreading and 8. Maraadan war parties regularly striking at the
furthering the worship of Shaarizad outskirts of Valdahar
throughout the Emerald Coast 9. Tarrvish raiding bands harrassing their
6. Conner the Cruel, an evil ranger: Wanted for neighbor kingdoms
the wanton slaughter of innocent villagers in 10. Valnysian Raiders harrassing northern and
Ilmara, Aldanor, Miradel, and Ralynia eastern Ulthia
7. Haramis the Desert Viper, a bandit leader:
Wanted for acts of banditry and murder in the
eastern Varghani Desert
8. Alister the Wanton, a rogue: Wanted by
numerous noble houses for acts of theft, both
of valuable possessions and daughters’ virtues
9. Grazia Dorran, a half-elven master thief:
Wanted for the theft of numerous goods,
mainly rare, unique, and expensive art objects
and magic items
10. The White Raven, a bandit leader: Wanted for
acts of banditry from Newhelm to Northgate
10
r People of Mythosa s
Chapter II:
People of Mythosa
The wizards were able to determine that the ruined
T his chapter covers the races of Mythosa and
information pertaining to their chosen professions.
city was quite ancient, pre-dating any known
civilization. They also found that it was located
Topics include: hundreds of miles to the east on an entirely different
continent. This led to speculation that the city had
been built by one of the original Nine Tribes of
• Return of the Sylvari
Humanity, the tribe which had built ships and sailed
• Return of the Runir east, never to be heard from again. However, while
• Class Demographics the architecture of the city supported the theory that
• Class Titles it once housed humans, further study determined
• Monastic Orders that it had been altered to accommodate human
• New Feat: Elven Ancestry habitation. In other words, the city had not been
built by humans but pre-dated their arrival and they
had altered the place to fit them.
Return of the Sylvari
Long thought to have been destroyed by the The wizards named the new continent Atharys,
Marasinian Empire in 450 AR, the Sylvari have which was Aanese for “eastern wilderland. They
returned to the continent of Ryh’ardha. Initial named the city Iremzha, drawing upon a name in a
sightings that were generally disbelieved have well-known passage from a Aanese scroll in the
evolved into the quite visible establishment of elven Spÿrran library. The passage speaks of “…Iremzha
embassies in the kingdoms of Miradel and Talîsmarr of the Elders, where their magic turned against
and the city-states of Ilmara, Lhyrna, and Zeldora. them…” Who (or what) the Elders are and whether
While the Sylvari are by no means a common sight in they were actually associated with the ruined city are
the Emerald Coast their numbers are slowly growing. still points of speculation to this day.
What follows is the true history of the elves after
their supposed destruction. Unfortunately for the wizards of Spÿre, the threat of
Marasinia forced them to put their explorations on
A Runegate to a Distant Land hold to deal with the sorcerous empire.
Around the time of the Marasinian ascendancy,
Spÿrran wizards discovered a runegate about thirty
miles north of their city in the Grey Mountains.
Exploring the Runemaze beyond they found no
dangers in the immediate vacinity; more importantly
they found another gate mere minutes away. This
gate opened into a ruined city of unknown origin.
11
r People of Mythosa s
Sylvari never challenged that belief. Beside the fact Eventually, the Sylvari were able to settle their new
they weren’t in a position to do so, it was more homeland. In a woodland near Iremzha they built a
advantageous to them to have as many people as city they called Isilendel. Isilendel and the surrounding
possible believe that none of them survived. forest became home to the remaining Sylvari, who
numbered around 60,000.
When the Mystarchs struck at the elves, they initially
unleashed their disease against the three great Sylvari Over time, the elves expanded and were able to
cities: Rel Eldara, Lor Elesna, and Tyr Aegas. There carve an entire kingdom out of the new wilderness.
was then a delay before they struck at further elven This new kingdom was dubbed Elthanamir and at
settlements. Most believe this owed to the sorcerers present is roughly the size of Aldanor.
needing to acquire more resources and components
to continue their attack. Fortunately for the Sylvari, The Sylvari population has also increased
this gave them some room to maneuver. substantially as they became rather promiscuous
after settling in to replenish their numbers; as a
Around this time, the elven archmages in Spÿre – result, many of the elves of Elthanamir are quite
knowing of the runegate to Atharys – devised a plan young, having been born within the last 190 years.
to allow the Sylvari to escape from the Marasinian There are a few humans and half-elves in Elthanamir
genocide. With the help of those human wizards as well; wizards and others who were helping the
who could be spared from the war effort, the elves and were trapped when the runegate was
Spÿrran elves contacted Sylvari leaders and destroyed. Many of them inter-married with the elves
spellcasters in the smaller cities and settlements that so their numbers have dwindled; there are roughly
had not yet been hit and plotted to bring as many 1,000 humans in the kingdom and about twice that
elves as they could to and through the runegate. The many half-elves.
three great cities, sadly, were not included in the
arrangement, nor were any of the elven settlements The people of Elthanamir continue to study the
in close proximity to them due to the risk of a bearer ruins of Iremzha as well as similar ruins they’ve
of the disease being brought along. discovered on Atharys. All are very old and of an
origin they are still unable to discern. Like Iremzha,
Journey to the Unknown there is evidence that they were inhabited and altered
Through the use of a great deal of teleportation at a later time by humans (or humanoids), but they
magic, tens of thousands of elves were saved and still do not know what happened to these
passed through the runegate; they brought as much “secondary” inhabitants.
with them as they could safely carry but the majority
of elven culture – their art, literature, etc. – had to be Return of the Sylvari
abandoned in their cities. Eventually, some Sylvari wanted to travel back to
Ryh’ardha to see the outcome of the wars with
The Marasinians eventually learned of the exodus Marasinia. Many also wanted to recover things that
and attacked the throngs at the runegate; in the battle had been left behind in the cities and palaces,
that followed a number of elves sacrificed assuming they had not been entirely looted in the
themselves to destroy the gate to save the rest of past 200 years. Ships were built, crewed, and set sail
their people. Almost all of the remaining elves on for Ryh’ardha.
Ryh’ardha that didn't make it through died later,
either from the disease or by being hunted down by The elves that returned traveled by ship over 1600
the Mystarchs. miles across the Boundless Sea. They first arrived at
the Ulthian Imperium, but chose to proceed farther
The New Elven Homeland down along the coast to find a more amicable
It is estimated that around 100,000 elves made it to kingdom. They knew Ulthia from history; despite
Atharys. However, in the months and years having fought against the Marasinians, the Sylvari
following their arrival, multitudes perished due to the knew they couldn’t be trusted. Aelorea was the next
dangers of the new continent – alien diseases, kingdom they encountered, but their meeting with
predatory beasts, and myriad other hazards. the theocracy did not go well. Finally, they landed at
12
r People of Mythosa s
13
r People of Mythosa s
Unbeknownst to those outside the Runir cities, the The Runir Today
dwarves had become imprisoned inside the Today, the Runir are a small but growing people.
Hearthstones. How this happened, no one knows, Unfortunately, most of their race’s wisdom and
though there is rampant speculation; most believe knowledge was lost with the death of the adult
that the cause was the dwarves themselves, tinkering population as well as the raiding and destruction of
with the stones to perhaps increase their power. various dwarven cities. A wealth of dwarven lore had
Some believe that an enemy did something to the been plundered by Marasinia, but the majority of
Hearthstones and imprisoned the Runir, while a few that was destroyed with the fall of Kyrantheum. As
see a link between the construction of Aan and the such, like the Sylvari, one of the collective goals of
disappearance since both happened roughly at the the Runir is to recover as much of their lost lore and
same time in history. Whatever the case, the dwarves culture as they can.
that had bonded with the Hearthstones and were
within one or two days travel from their cities were The Runir of today lack the special abilities of their
drawn bodily into the magical rocks and placed into forebears, though they still possess traits such as
a kind of stasis. This situation would last for the next darkvision and a knack for mining and
two thousand years craftsmanship. They also still maintain a sense of
community, but it isn’t quite as strong as in the past.
The Release This can be seen in the morality and ethics of
The Runir were released from the Hearthstones modern dwarves; in the past, the Runir almost
around 25 years ago as a result of the Aaduan universally where lawful good, whereas the Runir of
Devastation. The massive release of the Chaos Orbs’ today are more likely to deviate from these beliefs.
malevolent energy shattered the Hearthstones Most are still lawful good, but there are a sizable
throughout the ancient dwarven cities. While this did number who are neutral good, chaotic good, or
grant the Runir their freedom, it came at a horrific lawful neutral. There are even a few Runir who are
cost. The more heavily bonded a dwarf was to a neutral or lawful evil, but virtually none that are
Hearthstone, the deeper they had been drawn into it. neutral evil, chaotic neutral, or chaotic evil. Modern
Unfortunately, the only Runir to survive the Runir are also far more promiscuous than their
shattering of the Hearthstones were those who were ancestors, who would undoubtedly disapprove of
farther from the center – those who had weaker their descendants’ activities despite understanding
bonds to the hearts of the stones. In other words – their obvious necessity.
only the children. The bonded adults and the
community elders – who likely were even deeper in The goblinoid races have always been – and yet
the Hearthstones – were killed. remain – enemies of the Runir. However, the
dwarves consider the followers of Aadu to be an
The surviving Runir did their best to protect one even greater adversary, as they were able to
another, with the older children protecting the accomplish something far beyond what any other
younger and the eldest taking on the adult roles of racial enemy had ever done – annhilation of the
leadership. Unfortunately, many fell prey to the entire adult dwarven population. Despite the fact
dangers of the Underworld as well as hostile that this was not the goal of the Anarchista (as far as
creatures and humanoids that had since occupied the anyone knows), the dwarves still harbor a burning
ruined dwarven cities. A sizable number managed to hatred against them since their Chaos Orbs were
survive, however, either by finding fellow dwarves responsible for the catastrophe.
and banding together to establish new strongholds
or by escaping to human territories. The latter soon Game Information: Dwarves gain a +2 racial bonus to
learned that their best hopes lay with the people of attack and damage rolls against priests and worshippers of
Essengard, Greyspire, and Calythir (particularly Aadu.
Essengard, which today boasts the largest population
of dwarves outside of Kharazgar), while they learned The Duergar
to avoid Ulthia, Malcythia, and Tarrvik, which While the Runir disappeared and were unseen for
offered only death or enslavement. two millenia, such was not the case for their evil
counterparts – the Duergar. However, there are no
records of Duergar activity prior to 3500 BAR,
14
r People of Mythosa s
which suggested – among other things – that the (regardless of class or multi-class). The numbers are
Runir had become the Duergar. This was a derived from the following assumptions:
moderately popular belief for some time, only
disproved with the return of the “good” Runir. But • The total population in the civilized realms of
that still left the questions of how the Duergar humans, Sylvari, and Runir is roughly
originated and why their appearance seemed to 80,000,000. This includes half-elves as well as
coincide with the disappearance of the Runir. half-orcs living in human communities.
• Slightly more than half of the people who are a
Human and dwarven sages studying the matter have given level advance to the next level. Lack of
concluded that the original theory was partially advancement is usually due to death, but
correct – the Duergar were Runir, but not all Runir retirement is not uncommon.
became Duergar. Rather, when most of the dwarves • Roughly one person per ten is a first-level
were pulled into the Hearthstones, some were too character.
far away and avoided the fate of their brethren.
However, the same event also resulted in the Level One per... Total
severing of their bonds with the stones. This loss 1 10 8,000,000
drove those dwarves to despair as the link to their 2 19 4,240,000
communities and extended Runic families 3 36 2,247,200
disappeared. They became a dark, brooding folk who 4 67 1,191,016
abandoned their old ways for the path of evil. 5 127 631,238
Eventually, these “grey” dwarves came together and 6 239 334,556
formed a new culture, markedly different from the 7 451 177,315
old. 8 851 93,977
9 1,606 49,808
10 3,030 26,398
11 5,718 13,991
12 10,789 7,415
13 20,356 3,930
14 38,406 2,083
15 72,463 1,104
16 136,752 585
17 258,064 310
18 478,805 164
19 919,540 87
20 1,739,130 46
15
r People of Mythosa s
Monastic Orders
There are dozens of monastic orders in Ryh’ardha.
Most of them are small groups with a handful of
members and (ironically) little stability and less
longevity. There are a few orders, however, that
Class Titles boast hundreds or thousands of members and have
Titles and forms of address are generally a product the power to influence events across entire
of social rank or membership in an organization kingdoms. These orders are detailed below.
rather than a product of one’s profession. However,
some of the adventuring classes have official titles, Note: Most Mythosan monks may multiclass on a limited
or forms of address that are “unsanctioned” but are basis, depending on the nature of their order. Those below list
universally acknowledged. These are detailed below.
16
r People of Mythosa s
the classes with which multiclassing is allowed. Orders not faithful and are working to establish that belief as
listed here should be addressed by the DM. fact.
17
r People of Mythosa s
Silk Lightning
Alignment: Lawful Neutral
Monasteries: Altesh (primary), Laharu, Immazu
Membership: 800
Multi-classing: Fighter, ranger
Benefit
While not a half-elf, a character with this feat has
some elven traits due to having elven relatives
somewhere in their ancestry. One benefit from the
list below may be selected when this feat is chosen:
• Immunity to sleep spells and similar magical
effects, and a +2 racial bonus on saving throws
against enchantment spells or effects.
• Low-Light Vision: Same as a half-elf.
• +1 racial bonus on Listen, Search, and Spot
checks.
• +2 racial bonus on Diplomacy and Gather
Information checks.
Special
A human with Elven Ancestry is still considered a
human for all effects related to race unless otherwise
noted.
18
r Treasures of Mythosa s
Chapter III:
Treasures of Mythosa
19
r Treasures of Mythosa s
Tahku
While the brutish Orcs do not recognize the goddess
Alyara, some tribes honor a minor deity they call
“Goru-Tahk”. Shamans of Goru-Tahk periodically
Skahzim brew a vile ale dubbed “Tahku”, which they
Skahzim is also known as “Gladiator’s Grog”. It is a distribute to Orcish warriors before major battles.
thick, heavy drink with a nutty smell and a most Tahku is a yellowish-green in color, and has a
repugnant taste. Skahzim temporarily increases the nauseating smell which resembles the odor of stale
drinker’s combat abilities, but at the cost of leaving sweat. Orcs and their kin savor this ale, while others
them exhausted after the effects of the drink wear find it repulsive.
off. The “Gladiator’s Grog” originated in Ulthia’s
fighting pits, with competitors using it to gain an Game Information: When a pint of this ale is quaffed by
edge in their battles. Its use in gladitorial combat was a bugbear, goblin, hobgoblin, kobold, ogre, half-orc, or
banned in the Imperium, but it has since found its orc, they gain a +2 enhancement bonus to CON, and a -2
way to other kingdoms. In these realms it tends to be enhancement penalty to WIS and INT. These effects last
purchased by warriors, adventurers, and other people for 1 hour. If drunk by another type of being, they must
in violent professions. make a Fortitude save (DC 20), or be blinded for 1 hour
and nauseated for 3d6 rounds.
Market Price: 40 gp/keg
Game Information: A person who drinks a pint of this
grog is affected in the same manner as a barbarian who
has gone into a rage. This state is the same as that Thorgar Ale
described in the PHB, except that the drinker is exhausted Thorgar ale is a heavy, rich drink, sometimes called
rather than fatigued at the end of the rage. Drinking “Delver’s Brew” by its original Runir makers.
another bottle while the first is still in effect does not Thorgar has a hearty taste, thick and full-bodied,
confer additional bonuses, but it can be used to prolong
though it seems rather harsh until one has grown
the duration of the rage.
Market Price: 600 gp/keg
used to it. The ale is supposed to be very nutritious,
and was used by dwarves on extended explorations
of the Underworld for sustenance. The Runir of
20
r Treasures of Mythosa s
Kharazgar are slowly starting to make new batches, will happen within the next week (similar to a divination
but there is still a fairly ample supply of it available, spell). Note that this effect is only similar to the listed
most of it coming from plundered dwarven cities spells and is not the same thing (spells cannot be cast
and strongholds. through the “vision” as can be done with scrying, for
instance). Again, it is up to the DM to decide exactly what
the person sees. The divinatory vision need not be
Game Information: Drinking a pint of this ale foregoes something that relates to the character drinking the mead.
the need for food and water for a period of one week. A Market Price: 1000 gp/bottle
second pint consumed within seven days of the first yields
no benefit. A third pint consumed within the same period
results in the drinker being nauseated for 1d4+1 hours.
Market Price: 200 gp/keg
Gems and Ores
Most people are familiar with the typical gems and
Val’Suul
metals of the world: rubies, diamonds, iron, silver,
Val’Suul is an addictive Drakari brew, crafted from
etc. There are some earthen treasures, however, that
fungi found in the Underworld. The dark elves do
are substantially rarer or more unusual than these.
not drink it themselves; rather, they make it
specifically for sale to surface-worlders. Drinking
Val’Suul makes a person more agile and more Iryx
charismatic for a short time, but leaves them feeling Iryx, a porous and opaque type of quartz, is an
weak and exhausted afterwards. For some, this trade- extremely rare gem. It is a source of magic-negating
off is acceptable, and they continue to purchase the power; a piece of iryx will nullify magical effects used
drink. Val’Suul is illegal in most kingdoms, but it is against it or which come near it. Because of this, the
easily obtainable on the black market. gem is not particularly valuable to most people. The
anti-magic Aeloreans, however, prize iryx and use it
Game Information: A pint of this potable grants the
to protect their cities, fortresses, and soldiers.
drinker a +2 enhancement bonus to DEX and a +4
enhancement bonus to CHR for 2 hours. Afterwards, the Game Information: An average-sized iryx gem projects a
enhancement bonuses disappear and the drinker suffers a field around itself that is equivalent to the spell antimagic
-6 enhancement penalty to CON. The brew also has a field, though the duration is permanent. Larger gems
medium addiction rating. project a larger field.
Market Price: 2400 gp/keg Market Price: 1000 gp (average-sized and assuming a
buyer can be found)
21
r Treasures of Mythosa s
Orichalcum
The rare ore orichalcum, more commonly known as
“mana dust”, is extremely useful in the creation of Soulstone
magic items. Without this mineral, enchantments A soulstone is a magical gemstone that looks
placed on weapons, armor, rings, and other items virtually identical to a diamond but which emanates a
costs their creator a measure of his life force. faint luminescence. It has the power to trap the soul
Powdered orichalcum allows a wizard to avoid this of one who dies near it. This can be a boon, as it
cost as it is consumed in the crafting rather than the prevents the soul from passing on to the Far Realms.
wizard's experience. However, evil spellcasters can also tap into the
power of a spirit trapped in a soulstone and drain it
For the most part, the orichalcum trade in Ryh’ardha for their own nefarious purposes.
is controlled by House Zelradas. The artificers of
Zelradas have tried to maintain a monopoly on the Game Information: If a character dies while having a
creation of magic items over the years, primarily with soulstone on his person, his soul is trapped within until
control of who could be taught Item Creation feats. the gem is shattered, used in a resurrection, or drained by a
This has proven to be somewhat difficult so they spellcaster. A soulstone has hardness 8, 10 hp, and a Break
have focused their efforts on orichalcum; it is easier DC of 25. If it is destroyed, the soul is released and goes
for Zelradas to control the distribution of a physical on to the afterlife in the standard fashion.
product rather than contain the proliferation of
No roll is necessary for raising or resurrecting a character
knowledge. This hasn’t stopped mages from making whose soul is in a soulstone as it is not being returned
magic items, but it discourages wanton creation due from the afterlife. No time limit applies either, though the
to the inherent cost when orichalcum is unavailable. condition of the body is still a factor.
Most orichalcum deposits and reserves are in the A spellcaster may drain the life energy from a soul trapped
hands of Zelradas. In recent years, however, their in one of these gems to power their magic. While a spell is
monopoly has been threatened. The church of being cast, character levels may be drained from the gem
Aeryandris, once a customer of the House Zelradas, to make the spell more difficult to avoid. For each level
has become more proficient in locating and drained, the DC of the spell increases by 2. To
exploiting the ore. In addition, House Argentus has successfully accomplish this, the caster must make a
Spellcraft check against DC 10 + 5 per level drained;
used some of their resources to develop orichalcum failure indicates that the levels are not drained and the
mines. Zelradas still dominates the market, spell DC is unaffected. Levels drained from a spirit in a
controlling an estimated 80% of the known soulstone that is later raised or resurrected are lost and
orichalcum deposits and reserves, but they are not cannot be regained with a restoration spell. If all the levels
content with the growing threat of the Aeryandrites of a trapped soul are drained, the stone crumbles into
and House Argentus. powder. Draining levels from a trapped soul is an evil act.
Game Information: Orichalcum may be used as a A soulstone has an aura of faint conjuration when empty;
“power component” to offset or neutralize the XP cost of when it contains a soul, the strength depends on the level
magic item creation. Every dram of orichalcum used in of the entity inside: moderate for 1-10 levels or HD,
the item creation process is equivalent to one experience strong for 11-20, and overwhelming for 21 or higher.
point. The orichalcum is consumed in the creation Soulstones occur naturally and cannot be crafted with
process. Item Creation feats.
Market Price: 5 gp per dram (average) Market Price: 1500 gp (empty); value varies if a soulstone
is “filled”, though the buyers will generally be restricted to
evil spellcasters.
22
r Treasures of Mythosa s
23
r Treasures of Mythosa s
Agate, banded: Sleeping for a full night (eight Chalcedony: Provides a +1 sacred bonus to AC for
hours) with a banded agate touching the head will its bearer against skeletons and zombies. After a
restore one additional hit point beyond the standard character is attacked by such creatures, the gem
one hit point per character level. crumbles into worthless dust (regardless of whether
the attack hit).
Agate, eye: An arcane spellcaster who sleeps with
an eye agate touching his head only needs seven Chrysoberyl: Grants a +1 circumstance bonus to
hours of sleep to be rested enough to cast his spells. Will saves against possession attempts, such as being
Upon the caster’s awakening, the agate fades to the target of a magic jar spell. Regardless of success or
nothingness. failure, the chrysoberyl shatters into worthless
fragments when the saving throw is rolled.
Agate, moss: If added as a material component, will
make one additional berry magical in the casting of a Chrysoprase: If swallowed while under the effect of
goodberry spell. an invisibility spell will extend the spell’s duration by
twelve seconds (two rounds). Only one such gem
Alexandrite: Changes color if a shapechanger will grant this effect per invisibility casting.
comes within 15 feet while not in its natural form
(the stone changes to red in daylight, green in
magical light or the light of a flame). The third time
this happens, an alexandrite loses all tint and
becomes a worthless piece of glass.
Bloodstone: If someone is casting a cure or heal spell Corundum, fiery yellow: When worn next to the
on a character suffering from an “infernal wound” skin (as an earring or a ring), provides a continual +1
(such as that inflicted by a bearded devil’s glaive), insight bonus to Knowledge checks.
adding a bloodstone as a material component will
grant a +2 circumstance bonus to the caster level Corundum, rich purple: If the names of the sun
check (the bloodstone is consumed in the casting). and moon are carved into it and it is worn around
Using a powdered bloodstone in a Heal check to the neck, provides a +1 resistance bonus to saves
stop the wound’s blood loss will garner the same against spells and spell-like abilities.
bonus.
Diamond, blue: When worn on a ring, confers a
Carnelian: If added as a material component, will continual +2 circumstance bonus on Fortitude saves
extend the duration of a protection from evil spell by against poison.
twelve seconds (two rounds).
24
r Treasures of Mythosa s
Diamond, blue-white: When worn as an earring undead are immune to this effect, as are creatures
(considered in the same group as hats or helmets), greater than 10 HD.
grants electricity resistance 5.
Jade: Provides its bearer a +1 circumstance bonus to
Diamond, brown: If set into a drinking vessel, saving throws versus the spells or spell-like abilities
moisture will form on its surface if poison is present of evil creatures or NPCs when the wearer is a
in the vessel’s contents. target. After the first such time the bonus applies,
the jade vaporizes.
Diamond, canary: Provides a continual +2 insight
bonus to skill checks based on Intelligence when Jasper: Drinking tea in which a jasper stone has
worn in an amulet or necklace. been steeped adds a +1 circumstance bonus to the
Fortutide save for avoiding a poison’s secondary
Diamond, pink: When worn on a ring, confers a damage. The tea must be consumed between the
continual +3 competence bonus to Perform skill initial and secondary saves, and the jasper dissolves
checks. in the process.
Emerald: Provides a continual +1 competence Jet: If added as a material component, will add 2
bonus to skill checks based on Wisdom. Clear, bright points of damage to any spell with the “electricity”
green emeralds (those worth 5,000 gp) bestow a +2 descriptor.
bonus.
Lapis lazuli: Grants a +1 morale bonus for one
Garnet, brown-green: Will cause an extra point of attack roll and then crumbles to dust. If the bearer is
damage on a successful hit if used as a sling bullet. a noble with land holdings, the bonus increases to
The garnet is destroyed whether it hits or not. +2.
Garnet, red: When worn around the neck as a Malachite: Provides a continual +2 sacred bonus to
talisman or necklace, grants darkvision (as the spell) AC when worn by a child or a pregnant woman.
for one hour. At the end of this time, the garnet
loses its luster and becomes a worthless stone. Moonstone: Provides a +2 circumstance bonus to
bearer’s AC if attacked by a lycanthrope and then
Garnet, violet: If placed in the mouth of someone vaporizes. If the possessor was given the moonstone
who is paralyzed, a violet garnet will dissolve and act by his lover, the circumstance bonus is +4.
as a remove paralysis spell. It will also restore 1d8+3 hit
points in the process. Obsidian: If added as a material component to the
keen edge spell, increases the number of projectiles
Golden yellow topaz: The first time fire is used affected to 55.
against the bearer, a topaz provides them with fire
resistance 15. One hour later, the topaz vaporizes. Onyx: If added as a material component to the song
of discord spell, increases an affected creature’s chance
Hematite: Can be used in the same manner as to attack its nearest neighbor to 55%.
bloodstone, but only provides a +1 circumstance
bonus. Opal, black: Provides its bearer a +4 circumstance
bonus to saving throws versus the spells or spell-like
Iolite: Provides the bearer with electricity resistance abilities of outsiders when the wearer is a target.
1 (this resistance doesn’t stack). After the first time After the first such time the bonus applies, the opal
the iolite’s resistance is used, it shatters into dust. shatters into dust.
Jacinth: Striking a creature with a jacinth (requires a Opal, fire: Grants a +2 circumstance bonus to
touch attack roll, either melee or ranged) causes it to Reflex saves versus spells with the “fire” descriptor.
fall into a catatonic slumber for 3d6 X 10 minutes if This bonus begins the first time the bearer is subject
it fails a Will save against DC 20. Constructs and to a “fire” spell and lasts for 2d6+2 rounds. After
this time the opal turns to ash.
25
r Treasures of Mythosa s
Opal, white: If powdered and added to a liquid, will dematerialize but grant the bearer the effects of an
restore the eyesight of the drinker (as the remove endure elements spell.
blindess spell).
Quartz, rose: Grants a +1 circumstance bonus to
Pearl, black: Possessor receives a +3 circumstance Diplomacy checks made towards someone the
bonus to saving throws against spells or spell-like bearer has a romantic interest in. The quartz
abilities from the compulsion subschool (compulsion vaporizes after its use.
is a subschool of enchantment). After the first such
time the bonus applies, the black pearl loses its Quartz, smoky: Grants a +1 circumstance bonus
ebony hue and becomes a normal freshwater pearl against fear effects. Crumbles into worthless dust
(value 10 gp). after use.
Pearl, freshwater: Provides a +1 circumstance Quartz, star rose: Same as rose quartz above, but 2
bonus to Will saves against enchantment spells or in 6 chance of granting a +2 bonus.
spell-like abilities for people or creatures with less
than 2 levels or hit dice and who are good or neutral. Rhodochrosite: Grants a +1 competence bonus to
Deteriorates into dust after the first such use. one Diplomacy check. After the bonus is used, the
stone transforms into a worthless piece of granite.
Pearl, golden: If swallowed, grants a +1
circumstance bonus to the next Fortitude save made Sapphire, black star: If touched to an item
within the next four hours. The save must be made illuminated by light, continual flame, daylight, or a similar
while the character is in sunlight. spell, will dispel the magic and return the item to its
normal state. This can be done three times, after
Pearl, pink: If crushed and the powder put into a which the gem turns to worthless dust.
drink, the drinker receives a +1 circumstance bonus
on his next Fortitude save against a poison that was Sapphire, blue: Grants a continual +1 resistance
delivered through ingestion or inhalation. bonus against hold spells and spell-like abilities.
Pearl, silver: If swallowed, grants a +1 circumstance Sapphire, blue star: Grants a continual +1
bonus to the next Fortitude save made within the resistance bonus against spells and spell-like abilities
next four hours. The save must be made while the with the “evil” descriptor.
character is in moonlight.
Sard: If added as a material component, will extend
Pearl, white: If crushed and the powder put into a the duration of a protection from good spell by twelve
drink, the drinker receives a +1 circumstance bonus seconds (two rounds).
on his next Fortitude save against a disease that was
contracted through ingestion or inhalation. Sardonyx: Confers the effects of a sanctuary spell if
swallowed (standard action). The spell effects last for
Peridot: If a person suffering from cackle fever, three rounds and the Will save DC is 12.
demon fever, or filth fever drinks tea in which a
peridot has been steeped, he will receive a +1 Spinel, red: Makes up to one gallon of water
circumstance bonus on their next Fortutide save potable if crushed and sprinkled into it. The spinel
against the disease. The peridot is dissolved in the doesn’t neutralize any poison in the water but will
process. negate any non-magical disease it may contain.
Quartz, blue: If added as a material component, will Spinel, red-brown: See Spinel, Red.
extend the duration of a lullaby spell by one round.
Spinel, deep green: If powdered and added to a
Quartz, clear (rock crystal): If a rock crystal is held liquid, the drinker heals one point of damage.
in the right hand, covered with desert sand or melted
snow, and then squeezed between both hands, it will Spinel, deep blue: Acts as a knock spell when
struck against a door or portal sealed with an arcane
26
r Treasures of Mythosa s
lock spell. The spinel is crushed into powder in the weapon or shield may be wielded in the hand
process. holding the banner.
Ruby, star: Becomes darker in hue if someone or A more powerful version of this item, the Balturic
something of opposite alignment to the bearer War Banner, is often carried into battle by the Shields
comes within 15 feet (this function does not of Baltur. The War Banner works in the same
manifest for bearers who are completely neutral and manner, but doubles the bonuses and penalties (+2
is blocked by 1 foot of stone, 1 inch of common and -2) and extends the effect to a 60’ radius.
metal, a thin sheet of lead, or 3 feet of wood or dirt).
If powdered and consumed, provides a +2 This item will not function if the bearer is not good-
circumstance bonus to saving throws against aligned.
necromancy for one hour.
Moderate enchantment and necromancy; CL 7th; Craft
Tiger eye: Provides a +1 dodge bonus to AC Wondrous Item, prayer, death ward; Price 36,000 gp (battle
against creatures that have the “earth” type. After the standard), 70,000 gp (war banner); Weight 15 lb.
first attack by an “earth” creature, regardless of
whether or not the bearer is actually hit, the tiger eye
shatters into dust. The Gold Codex
Ages ago, the god Aeryandris gave a great tome to
Tourmaline: Adds a +1 circumstance bonus to each of the four priests who founded his church.
saving throws against energy drain. The tourmaline Each of these books is known as a Gold Codex and
turns to powder after it is used. contains the essential prayers and myths of the
Aeryandrite faith as well as a variety of magical
Turquoise: Will turn white (and worthless) if placed powers.
against the skin of a person who has contracted a
disease, even if the disease is still in its incubation The Gold Codex is a large book measuring sixteen
period. inches by twenty-four inches by three inches. Its
pages are plates made of gold, hammered to 1/32
Zircon: Grants a +1 circumstance bonus to Reflex inch thickness. The text on each page appears to be
saves versus spells with the “fire” descriptor. Zircon silver etched into the plate. The covers of the Codex
turns to ash after being used in this fashion. are slabs of mahogany covered with stretched blue
dragon hide (the “gold” adjective refers to the
book’s contents). Ornate silver corner pieces and an
elaborate silver clasp adorn the outside of the book,
Magic Items and Artifacts and the front cover is inlaid with the symbol of
Aeryandris, formed of powered diamond and
Balturic Battle Standard turquoise.
This item is an azure gonfalon, emblazoned with a
gold Balturic Cross and attached to a 12’-tall pole. While four Codices are known to exist, only the
When raised, the standard grants a +1 morale bonus locations of two are known. One is in the Golden
on attack rolls, weapon damage rolls, and saves to Athenaeum in Zeldora, while the other is in the
the bearer and all allies within a 30' radius who can Aeryandrite temple in Hadira. Of the other two, one
see the banner. Enemies of the bearer suffer a -1 had been held by the Loremasters of Stalis, but it
penalty on similar rolls. When held by a paladin, the was stolen from them in 498 AR. The other was lost
banner confers the effect of a death ward spell to her in 516 AR when Shukara raiders from the Skesgart
allies as well. Sea attacked and pillaged Celigast; the city’s temple
of Aeryandris was looted and burned, and its
The standard bearer can move at one-half speed if treasures stolen by the raiders.
the banner is held in one hand, at full speed if held in
two. The bearer can take a double move if the The Gold Codex is a minor artifact, with the powers
banner is held in two hands, but they cannot run. No listed below:
27
r Treasures of Mythosa s
28
r Treasures of Mythosa s
The aura acts identically to a hallow spell, with a bless dwarven runelore, Njorask crafted a large maul-like
effect for creatures of good alignment. It may also be weapon which was intended to be a prototype for
used to create potions. Ordinary water can be many others to use against the Marasinians’ devices.
poured into the cup and turned into potions once Unfortunately, the effort of creating the Hammer
per week. Up to five levels of cure spells may be was too much for Njorask and his team and they
created, up to and including cure critical wounds were unable to make another before the Mystarchs’
(normally not possible as it’s a 4th level spell). assassins struck them down.
Possible combinations include five cure light wounds
potions (1d8+1), a cure serious wounds potion (3d8+5) Fortunately for Alabrinun, a hero whose name is lost
and a cure moderate wounds (2d8+3), a cure critical wounds to history had the Hammer – given to him before
(4d8+7) potion and a cure light wounds potion the assassins arrived – and used it to great effect
(1d8+1), etc. In addition, if water is drunk directly when the main Alabrine army met the Marasinians
from the cup, it will act as a remove disease spell on the forces. In the ensuing battle, the hero was able to
drinker, curing diseases even if a normal remove destroy the device the Mystarchs’ were using to
disease spell is ineffective against them. This power control the fiendish elements of their soldiery. The
will also make the drinker immune to whatever ensuing chaos forced the evil mages to retreat. While
ailment they were afflicted with for one year. If the they always intended to return to Alabrinun to finish
drinker was suffering from multiple diseases, they are what they started, concerns elsewhere kept them
cured of all of them, but they will gain immunity occupied and subsequently kept the small northern
only to one, either the most severe or one selected at kingdom free of their yoke (given that the Hammer
random. This power will not work again for a could only destroy an item of great power once a
drinker until a year’s time has passed. century, the Alabrines were lucky they need not face
Marasinia a second time).
29
r Kingdoms & Empires of Mythosa s
Chapter IV:
Kingdoms, Empires, & Other Realms
the Mythosa Gazetteer, as well as other regions of the Calythir: Legal but uncommon. Most Calythirrans
world. Included are the items below: find slavery distasteful and don’t engage in it
themselves, but they don’t work to stop it either.
• Slavery
Essengard: Legal but uncommon. Those who
• Ulthian Emperor Trivia worship Azakhar often have slaves, but most Essens
• Alignment Map do not.
• Gazetteer of the Underworld
• Expanded Rules for Economics Gharakaag: Legal and rampant. The slave trade is a
• Town and City Demographics lucrative business in Gharakaag, and slavers are not
discriminatory when it comes to those they seize or
sell.
Slavery
Slavery is common throughout Ryh’ardha, though its Gothmoor: Legal but only common in Vasterrak.
implementation varies from region to region. The The vampire Zeldros maintains a large contingent of
lists below describe how slavery is viewed and slaves for servile work; they also double as a handy
practiced by the major kingdoms and states, various food supply.
non-human races, and the major religions.
Greyspire: Slavery is legal in Greyspire, but
Kingdoms and City-States indentured servitude is more commonly practiced.
Aelorea: Legal and common. Most Aelorean slaves
are captured enemies, people perceived to be Ilmara: Slavery is illegal in Ilmara. Indentured
heretics, and those serving some sort of penance for servitude is legal but strongly discouraged.
the church. Captured wizards are never enslaved –
they are always executed. Ivenmir: Legal but uncommon.
Aldanor: Legal but uncommon. Most inhabitants of Khazragar: Slavery is illegal in the dwarven city.
Aldanor lack the resources to buy or maintain slaves. Indentured servitude is legal but monitored closely
Temporary indentured servitude is more common to prevent abuse.
than actual slavery.
Lhyrna: Same as Khazragar.
Al’Sharaq: Legal and rampant. The economy is
based on a foundation of slavery, and slaves are one Maar: Legal and common.
of the country’s primary exports.
Malcythia: Legal and common. Malcythian slaves
Amaristan: Legal and common. The noble houses are a mixed lot of humans, orcs, and goblins.
here are notorious for cutting out the tongues of Gnollish slaves are extremely rare.
their slaves to prevent them from revealing
information to political rivals. Maraada: Legal and common.
30
r Kingdoms & Empires of Mythosa s
Ralynia: Legal and common. Due to the lawlessness Ulthia: Legal and common.
that dominates Ralynia, slave escape attempts are
common. This has led to the rise of a rather lucrative Valdahar: Slavery is illegal in Valdahar. Indentured
business in “slave hunting”. servitude is commonly practiced, however.
Sarenland: Legal, though indentured servitude is Valnysia: Legal and common. A clan’s slaves are
more common. Many of Sarenland’s mercenary always captured members of other clans or the spoils
companies have members who sold themselves for a of raids against other regions like Calythir and Ulthia.
short period of time (usually one or two years) in
order to provide for the well-being of their families. Yar: Legal and common.
Shesada: Legal and common, though strongly Zeldora: Legal and common. The slave trade is a
discouraged by the White Temple. sizable part of the city-state’s economy.
Syrhaat: Legal and common. Despite their station, Dragons: The draconic attitude towards slavery
Syrhaati slaves have a number of rights. They may generally depends on each individual. The good
marry freely within their station, they may be dragons tend to oppose it, though they generally
landowners, and they may own slaves themselves. don’t go out of their way to stop it. The evil dragons
usually don’t keep slaves; they’d rather eat people
Talek Pharos: Legal and common, at least in the than enthrall them. The dragon types that do keep
Foreign Quarter. It is unknown if the Pharosseans slaves tend to be the green and blue.
practice slavery within the confines of the rest of
Talek Pharos. Drakari: Slaves are common in Drakari settlements.
They are usually captives of other races or Drakari
Talîsmarr: Slavery is illegal in Talîsmarr, though from rival cities or houses.
indentured servitude (usually on a ship’s crew) is
common. Dràs: The Dràs are not opposed to slavery but they
do not engage in it themselves. They usually just kill
Tarat City-States: Legal and common. Slaves, their enemies outright rather than placing them in
particularly pleasure slaves, are a major export of fetters.
Sahar.
Giants: Slaves are commonly kept by giant tribes
and are usually from man-sized races.
Tarrvik: Legal and common. Slaves are generally not Kragharim: The gnolls commonly keep slaves,
taken from the frost giant populace, though short- though such enslavement is usually temporary as the
term indenture is not an uncommon punishment for beast-men have a tendency to eat their thralls before
lawbreaking. long.
Tyr Aegas: Slavery is forbidden in Tyr Aegas and is Kylithians: These aberrations are notorious for their
an offense punishable by death. Indentured servitude large collections of slaves. The “master-to-slave”
is illegal, though with less severe penalties. ratio tends to be higher among the Kylithians than
31
r Kingdoms & Empires of Mythosa s
the other races due to the mental control these goddess does not actively seek to abolish it, however;
creatures are able to exert over other beings. she would prefer that those who engage in the
activity stop of their own accord. How her faithful
Orcs: Slavery is commonly practiced by orc tribes. deal with it is left to their discretion.
Life as an orc slave is short and unpleasant due to
the orcs’ abusive and brutal treatment of their thralls. Azakhar: Azakhar claims that slavery is not only
acceptable, but it is necessary for a civilized society
Runir: The dwarves find slavery distasteful but to function. The Infernal Emperor has stated that
generally do not try to stop it if it is done in every person has a role in society and for many that
accordance with a kingdom's laws. They do not keep role is to be the property of others. Slave trading is a
slaves themselves, hower. lucrative venture for most Azakhari temples.
Sahuagin: These aquatic folk do not make slaves of Baltur: The Sacred Champion states that if a society
others, only meals. finds slavery acceptable and a person enters into it
willingly and with full knowledge of what they are
Sith’aal: The snakemen do not employ slaves. They doing, then it is tolerable. However, since this is
use prisoners as subjects in their vile experiments. rarely the case – particularly with regards to the latter
condition – Baltur and his clergy oppose slavery and
Sylvari: The elves cherish freedom above all else and actively work against it.
neither keep slaves nor permit others to keep them if
they can prevent it. Dynera: Dynera claims that no intelligent being may
truly own another intelligent being and thus is
Tauroks: The Tauroks are vehemently opposed to opposed to the concept of slavery. She does not
slavery. Their resentment stems from having been fervently seek to eradicate it, but her clergy and
created centuries ago to be a race of slave warriors. worshippers are free to act as they see fit in regards
to slaves.
Tritons: Tritons abhor slavery and actively work to
thwart those who would support it. Stories about Jhadara: The goddess of debauchery has no
tritons attacking slaveships in the Ambian Sea and inclination for or against slavery. In her eyes,
liberating their captives are not uncommon. whatever befalls you – being enslaved, enslaving
others, or neither – is immaterial. What happens to
Viss’takh: The Viss’takh keep slaves of other races. you and how you deal with it is your concern, not
They will never enslave a lizardman for any reason, hers.
even if they are a hated tribal enemy. In such cases,
Viss’takh captives are simply executed. Lyranis: Lyranis is vehemently opposed to slavery
and actively works through his clergy to eradicate it
wherever they can.
Religions
Aadu: Aadu doesn’t condone slavery but he doesn’t Shaarizad: The Profane King ardently supports
condemn it, either. The Mad God would prefer slavery. Some priests of Shaarizad engage in slave
captives to be sacrificed to him rather than forced trading almost to the same degree as the
into servitude. Bloodknights of Azakhar.
32
r Kingdoms & Empires of Mythosa s
Alignment Map
The map on the following page is a general overview
of regional orientation as regards alignment.
33
r Kingdoms & Empires of Mythosa s
34
r Kingdoms & Empires of Mythosa s
35
r Kingdoms & Empires of Mythosa s
36
r Kingdoms & Empires of Mythosa s
state harvests some of the fungi and uses them for gems and precious metals, promising great wealth to
the production of various drugs. those who can extract them. Unfortunately for them,
the lake and the surrounding caves and tunnels are
R. Fire Giant Caves: The caverns beneath the filled with dangerous creatures that have effectively
southern Varghani Mountains are home to large prevented the exploitation of the mines for all but
concentrations of fire giants. Though their distrust the bravest, toughest, or quickest.
of one another is quite high, the giant tribes have
managed to maintain a loose alliance over the years, X. The Ossuaries: The caves and passages under
increasing their danger to the surrounding area. They northern Syrhaat are filled with Undead, the results
are currently at war with the dark elves of Nalithara. of Shaithal’s necromancers and their magic. The
numerous openings to the surface in this area may
S. Swarmlands: “Swarmlands” is the name given to be contributing to the decline in the Dominion’s
the southern half of a large cavern complex west of population.
Amaristan. This region is infested with the bizarre
creatures that survived the destruction of Letheshar Y. Vault of the Ancients: This immense cavern
and bred out of control. network was named and partially mapped by the
Ambian explorer Farquhar Verger, who claimed to
T. Maanzethar Territory: This large cavern have found a surface entrance on a small island off
beneath the northern Ambian sea is controlled by the southern coast of Az’gotha. Verger claimed that
the kylithians of Maanzethar. The lake in the northern the caverns contained riches beyond compare from
part of the cavern is populated with aboleths who the Second Age – and possibly earlier. The treasure
are currently in league with the city’s mind lashers. he brought back from his expedition appeared to
validate his claims, but before he could organize a
U. Great Fungus Cave: While fungus is common return trip to the Vault he mysteriously disappeared.
in the Underworld, it is generally found in relatively Others that followed after Verger verified what he
small patches. However, this large cave beneath the said, but all those who survived the Vault and
Lhyrnic coast is completely covered by what may be returned to speak of it disappeared shortly thereafter.
a single colony. The walls, floor, ceiling, and even the Enough people consider the Vault cursed that it is
stalactites and stalagmites of this cave are carpeted generally avoided today.
with a semi-phosphorescent, greenish-yellow fungus.
Whether this phenomenon is natural or was Places of Interest
somehow caused by the kylithians of nearby 1. Ruined City of Labyrinths: Located under the
Maanzethar is a mystery. northwestern wilderlands are the ruins of a huge,
sprawling city. This underground metropolis consists
V. The Viper’s Den: Explorers have thus dubbed of countless towering spires and minarets
this area due to its high population of Sith’aal. The interconnected with multitudinous stairs, arches,
serpentmen are found throughout the tunnels and bridges, and walkways. The layout of the city seems
caves in this part of the Underworld. There are also to be drawn from a madman’s nightmares; it has no
numerous entrances to the surface world here. obvious design but appears to have sprung from an
architectural chaos. The original inhabitants are long
gone, but aberrations and Undead have infiltrated
the ruins over the years since their departure.
37
r Kingdoms & Empires of Mythosa s
the Pit was formed by something that fell from the are NE and CE). The ruler of Zhaure is a powerful
sky. The cavern ice nearest the pit is so dark as to be dark elven wizard named Xantrin. It is a rival of
indistinguishable from obsidian; further from the pit Rath-Kaelin, but so far the two cities have not
the ice lightens in color and is merely a light grey at engaged in open warfare. Warbands from Zhaure are
the far reaches of the cavern. fond of traveling to the surface to skirmish with the
knights of Essengard.
4. Minos Aegias: This is a large city complex built
ages ago by the Tauroks after they arrived in the 8. Varlolth: With a population of 10,000 (Drakari
Tauron Mountains. It is considered the de facto 82%, Other/slaves 15%, Other/non-slaves 3%;
“capital” of the Tauroks of the region and has dominant alignments are LE and NE), Varlolth is
subterranean connections with the Harrstad outpost. the largest of the major Drakari cities. It is ostensibly
ruled by a council of nobles from various houses,
5. Tomb of the First: The Tomb is a gargantuan but the council always acts according to the wishes
mausoleum found in the Wyrmvault. The white of the powerful House Da’Maer. It is rumored that
dragons of the Wyrmvault claim that the tomb the Shadaran cult Noctus Serpentis makes its home in
contains the bones of “the First”, a five-headed Varlolth and that many members of House Da’Maer
multi-hued dragon that was the progenitor of the are part of the cult.
chromatic dragons. The treasure of the Tomb is said
to rival the combined hordes of all of dragonkind, 9. Duglakh: Duglakh is a ruined city found on the
but the truth of this is yet to be determined. southern shore of the Nethersea. The city’s
construction predates the Runir, though it is unclear
6. Rath-Kaelin: A Drakari city with a population of who originally built it or why. In any case, the ruins
7,000 (Drakari 90%, Other/slaves 9%, Other/non- are currently occupied by large tribes of orcs, ogres,
slaves 1%; dominant alignments are LE and LN). It and trolls. When they aren’t fighting each other, they
is governed by a council with members from the attack Den’tharas to the east or raid ships from
noble houses Vrynn, Liaal, and Ol’ress. The city is an Shaansu’ul using vessels they’ve seized from the
enemy of Zhaure but for the most part the cities have Drakari.
kept their conflict limited to small skirmishes rather
than full-scale war. Rath-Kaelin actually engages in 10. Shaansu’ul: Shaansu’ul is a larger Drakari city,
some trade with Essengard and Greyspire; the having a population of about 9,000 (Drakari 88%,
Drakari of the city are not as evil as most of their Other/slaves 10%, Other/non-slaves 2%; dominant
brethren. alignments are NE and CE). The ruler of Shaansu’ul
is Mal’Ur Valmijin, a powerful dark elven warlord
who maintains his control over the city through the
backing of a powerful circle of Drakari magi.
Shaansu’ul maintains a large navy to protect against
attacks from orcish raiders out of Duglakh and other
hostile creatures inhabiting the Nethersea. Despite
trade agreements with Den’tharas, the navy
occasionally clashes with pirates from that city as
well.
38
r Kingdoms & Empires of Mythosa s
occupied with repelling attacks from Duglakh, an Underworld but they conduct a fair amount with the
orcish city to the west. Tarat city-states.
12. City of the Dràs: The half-human/half-demon 17. Letheshar Ruins: Letheshar was once a Drakari
Dràs have established an extensive settlement in this city. Centuries ago, some of Letheshar’s wizards
part of the Underworld. Little is known about the opened a gate to a previously-unknown plane. A
city as almost all who have come upon it have strange species of extraplanar parasites poured out of
perished at the hands of the inhabitants. the gate, overwhelmed the wizards, and infested the
rest of the city. To prevent their further spread, the
13. Obelisk of the Ancients: When the explorer Drakari wizards who survived used their magic to
Farquhar Verger was searching the Vault of the obliterate Letheshar. Though they believe the gate
Ancients, he came upon an obelisk in the center of was destroyed, some of the creatures apparently
the cavern complex. In his notes, he described the survived. They have been breeding rapidly and
obelisk as being 100-150 feet tall, carved from a currently infest a large area of the Underworld
single piece of obsidian, and covered in glyphs. surrounding the ruins.
Verger copied a number of the glyphs to parchment
for later study but his scrolls concerning the obelisk 18. Aasithi: The entirety of a short, wide tunnel in
disappeared at the same time he did. the western Viper’s Den has been made into a
permanent settlement by the Sith’aal. Aasithi has a
14. Maanzethar: Twisted architecture and the population of about 5,500 serpentmen as well as a
screams of experiment subjects mark the kylithian few hundred creatures of various races used for
city of Maanzethar. The city has an estimated torture and experimentation. The city appears to be a
population of about 5,500, though less than half of regional capital of sorts for the Sith’aal.
the inhabitants are kylithians. The rest are prisoners,
guests or visitors, or thrall warriors and servants who 19. Valdengard: Located on the shore of a large
have been subjugated to the will of the mind lashers. subterranean lake are the ruins of a huge, sprawling
city built centuries ago by the Runir. Valdengard was
15. Nalithara: Nalithara has a population of 8,500 built deeper in the Underworld than was typical for
(Drakari 80%, Other/slaves 18%, Other/non-slaves Runic cities, but most sages believe the location was
2%; dominant alignments are NE and LE). This selected for its proximity to the lake as well as the
number used to be much higher – Nalithara was abundance of metals and gems in the cavern.
once the largest known Drakari city. Their numbers
have dwindled in recent years, however, due to what 20. Shaithal: This is the smallest of the known
had been a losing war against the fire giant tribes to Drakari cities, with a population of 5,500 (Drakari
the south. A military coup by Zias Veldrin – the 40%, Other/living slaves 19%, Other/non-living
city’s top general – deposed the ineffectual ruling slaves 38%, Other/non-slaves 3%; dominant
houses responsible for Nalithara’s heavy losses. alignment is LE). Though small, Shaithal is highly
While Veldrin hasn’t turned the tide of the conflict, feared, even by other Drakari. It is ruled by a cabal
he has managed to drive back the fire giant forces of dark elven necromancers known as the Seven
and prevent further destruction to the city and its Shards of Night, of which three (at least) are liches.
territories. Many of the city’s inhabitants are also necromancers
and Shaithal is replete with mindless Undead who
16. Deephaven: Perched on the shore of Lake serve the Drakari.
Umbras, Deephaven is a trading town (population:
1,000) known for dealing in things that can’t be
found in places like Zeldora or even Blackport.
Though filled with all matter of ruthless and brutal
folk, Deephaven is quite orderly as a mercenary
company known as the Silver Crescent is paid
handsomely to maintain peace in the town. Most of
Deephaven’s trade is with the denizens of the
39
r Kingdoms & Empires of Mythosa s
40
r Kingdoms & Empires of Mythosa s
Attempts Maximum Offer If the value of the item exceeds a town's GP limit
1-3 100% there will generally be no one in town who can
4-6 80% appraise an item’s true value. Also, roughly 25% of
7-8 50% those appraising items will undervalue them (usually
9+ 10% by 25-50%) in the hopes of buying them directly
from the PCs and turning a tidy profit for
Example 1: The party has found a platinum chain themselves. PCs would be advised to seek a second
necklace that is worth 100 gp. They have incorrectly opinion if an appraisal seems too low, or simply have
assessed it to be worth 120 gp. They ask 120 gp, and someone with a good Appraise skill in their group.
do not find a buyer. They lower their asking price to
110 gp and try again, though again they are Wands, Staves, and Scrolls
unsuccessful. They lower their price once more to Scrolls, wands, and staves are double the cost they
100 gp and this time they find a buyer and get 100 gp normally are in the DMG. In towns where a temple
for their gem. or magical order has a presence, members may
purchase those items at their normal cost.
Example 2: The party has found a tourmaline that's
worth 120 gp. They have no idea what its actual
41
r Kingdoms & Empires of Mythosa s
• LT (Large Town)
• SC (Small City)
• LC (Large City)
• M (Metropolis)
42
r Kingdoms & Empires of Mythosa s
GP
Name Type Pop. Limit Assets Guard Militia Magical Presence
Abbala LT 4,300 3,000 645,000 43 215 • Jhadara Temple (9)
• Alyara Shrine (5)
Aeldmont LT 4,500 3,000 675,000 45 225 • Lyranis Great Temple
(Sacred Lodge) (14)
• Adonhim Great Temple
Aelor LC 19,270 40,000 38,540,000 193 964 (Cathedral of the One Truth)
(n/a)
• Aeryandris Shrine (5)
Aethewell LT 4,892 3,000 733,800 49 245
• Jhadara Temple (9)
• Aadu Temple (10)
Akeron SC 8,510 15,000 6,382,500 85 426 • Jhadara Shrine (4)
• Shaarizad Shrine (5)
• Aeryandris Temple (9)
Aldenmark LT* 4,115 3,000 617,250 412 1,372 • Alyara Shrine (3)
• Baltur Temple (10)
• Aadu Temple (9)
Alesunn LT 3,383 3,000 507,450 34 169 • Jhadara Shrine (5)
• Shaarizad Shrine (3)
• Alyara Shrine (5)
Altesh LT 4,350 3,000 652,500 44 218
• Jhadara Shrine (4)
• Alyara Temple (9)
Aranmor LT 2,098 3,000 314,700 21 105
• ITS Guildhouse
• Alyara Shrine (4)
Aris Point LT 3,150 3,000 472,500 32 158
• Jhadara Shrine (5)
Beren LT 4,215 3,000 632,250 42 211 • Baltur Temple (9)
Blackport LT 3,584 3,000 537,600 36 179 • Azakhar Temple (9)
• Alyara Shrine (5)
Bladeport LT 4,270 3,000 640,500 43 214
• Jhadara Shrine (4)
• Aeryandris Shrine (4)
Calstan LT 2,240 3,000 336,000 22 112 • Alyara Shrine (3)
• Baltur Shrine (3)
Caros LT 2,280 3,000 342,000 23 114 • Lis Monastery (Sepluchurum)
(20)
• Aeryandris Shrine (5)
Carsus LT 2,597 3,000 389,550 26 130
• Jhadara Shrine (4)
• Aeryandris Shrine (4)
• Alyara Shrine (5)
Celigast SC 6,100 15,000 4,575,000 61 305
• Azakhar Shrine (4)
• Jhadara Temple (9)
• Aeryandris Temple (9)
Coreth SC 6,070 15,000 4,552,500 61 304 • Alyara Temple (10)
• Baltur Temple (9)
43
r Kingdoms & Empires of Mythosa s
GP
Name Type Pop. Limit Assets Guard Militia Magical Presence
• ITS Guildhouse
• Lyranis Shrine (5)
Crucible LT* 2,040 3,000 306,000 204 680 • Azakhar Shrine (5)
• Alyara Shrine (5)
Dassa LT 2,322 3,000 348,300 23 116
• Jhadara Shrine (5)
• Aeryandris Temple (9)
• Alyara Temple (9)
Essenmoor SC 7,670 15,000 5,752,500 77 384 • Baltur Temple (9)
• Lyranis Shrine (4)
• OOT Guildhouse
• Alyara Shrine (5)
• Azakhar Shrine (4)
Esteria LT 3,281 3,000 492,150 33 164
• Baltur Shrine (5)
• Jhadara Shrine (5)
• Aadu Shrine (4)
Gharkhaz LT 2,900 3,000 435,000 29 145 • Azakhar Shrine (5)
• Shaarizad Temple (9)
• Alyara Shrine (4)
Greyriver LT 3,630 3,000 544,500 36 182
• Lyranis Temple (9)
• Aeryandris Temple (9)
• Alyara Shrine (5)
Greyspire SC 9,260 15,000 6,945,000 93 463
• Baltur Temple (9)
• OOT Guildhouse
• Aadu Shrine (4)
Greywall LT* 2,660 3,000 399,000 266 887
• Jhadara Shrine (5)
• Alyara Shrine (4)
Griffin's Keep LT* 2,810 3,000 421,500 281 937
• Baltur Temple (10)
• Alyara Shrine (4)
Grimhel LT 2,774 3,000 416,100 28 139
• Lyranis Shrine (4)
• Aadu Shrine (5)
Haadarat SC 10,440 15,000 7,830,000 104 522 • Alyara Temple (9)
• Jhadara Temple (10)
Haarghul LT 2,899 3,000 434,850 29 145 • Azirakesh Shrine (n/a)
• Aeryandris Temple (9)
• Alyara Temple (10)
Hadira M 33,670 100,000 168,350,000 337 1,684 • Azakhar Shrine (4)
• Jhadara Temple (10)
• Lyranis Shrine (5)
• Aadu Shrine (5)
Halldor SC 6,750 15,000 5,062,500 68 338 • Azakhar Temple (9)
• Shaarizad Shrine (4)
44
r Kingdoms & Empires of Mythosa s
GP
Name Type Pop. Limit Assets Guard Militia Magical Presence
Halykos LT 3,600 3,000 540,000 36 180 • Azakhar Shrine (5)
• Aadu Shrine (4)
Harrstad LT* 3,520 3,000 528,000 352 1,173 • Jhadara Shrine (5)
• Lyranis Shrine (5)
• Aeryandris Shrine (5)
• Alyara Temple (9)
Haven LT* 3,880 3,000 582,000 129 776 • Baltur Shrine (4)
• Jhadara Shrine (4)
• Lyranis Shrine (5)
• Aadu Shrine (4)
Helgard LT* 4,860 3,000 729,000 486 1,620 • Jhadara Shrine (4)
• Shaarizad Shrine (5)
• Alyara Temple (5)
Highwood LT 3,710 3,000 556,500 37 186
• Lyranis Shrine (5)
• Aeryandris Shrine (5)
• Alyara Temple (9)
Ilidar SC 9,112 15,000 6,834,000 91 456 • Azakhar Temple (9)
• Lyranis Temple (9)
• OOT Guildhouse
• Aeryandris Temple (10)
• Alyara Great Temple
(Sanctuary of Light and Love)
(17)
Ilmara M 36,640 100,000 183,200,000 366 1,832
• Baltur Temple (10)
• ITS Guildhouse
• Jhadara Shrine (5)
• Lyranis Temple (10)
• Alyara Temple (10)
• Azakhar Shrine (4)
Immazu LT 3,598 3,000 539,700 36 180
• Baltur Shrine (5)
• Jhadara Temple (10)
• Aeryandris Temple (9)
• Alyara Shrine (5)
Ivenmir LC 19,400 40,000 38,800,000 194 970 • Azakhar Shrine (4)
• Jhadara Temple (9)
• Lyranis Shrine (5)
Kaheri SC 7,160 15,000 5,370,000 72 358 • Unknown
• Aadu Shrine (4)
• Aeryandris Shrine (4)
Khamir SC 9,260 15,000 6,945,000 93 463 • Alyara Shrine (5)
• ITS Guildhouse
• Jhadara Temple (9)
45
r Kingdoms & Empires of Mythosa s
GP
Name Type Pop. Limit Assets Guard Militia Magical Presence
• Lyranis Shrine (5)
• Aeryandris Shrine (4)
Kharazgar LC 23,500 40,000 47,000,000 235 1,175
• Baltur Shrine (5)
• Aadu Shrine (4)
Kharkuum SC 11,900 15,000 8,925,000 119 595 • Azakhar Temple (5)
• Shaarizad Shrine (9)
• Aadu Shrine (4)
• Azakhar Shrine (5)
Khemal SC 8,970 15,000 6,727,500 90 449
• Jhadara Temple (10)
• Shaarizad Temple (9)
• Shaarizad Shrine (5)
Kherash LT 3,750 3,000 562,500 38 188
• Aadu Shrine (4)
• Aadu Shrine (5)
Kyraal LT 2,270 3,000 340,500 23 114
• Shaarizad Shrine (4)
• Alyara Temple (10)
Laharu SC 9,580 15,000 7,185,000 96 479 • Jhadara Temple (10)
• Lyranis Temple (9)
Lanelar LT 3,191 3,000 478,650 32 160 • Adonhim Temple (n/a)
• Aeryandris Temple (10)
Lhyrna LC 22,850 40,000 45,700,000 229 1,143 • Alyara Temple (9)
• Baltur Great Temple (Hall
of the Righteous) (17)
• Alyara Shrine (5)
• Baltur Temple (10)
Lionsgate LT* 4,580 3,000 687,000 458 1,527
• Lyranis Temple (10)
• OOT Guildhouse
• Aadu Shrine (4)
• Jhadara Temple (10)
Maar LC 15,570 40,000 31,140,000 156 779
• OOT Guildhouse
• Shaarizad Shrine (5)
Meravax LT 4,805 3,000 720,750 48 240 • Azakhar Temple (9)
• Azakhar Temple (10)
Myridia SC 11,602 15,000 8,701,500 116 580
• OAI Guildhouse
• Aeryandris Temple (9)
• Alyara Shrine (4)
Newhelm SC 6,150 15,000 4,612,500 62 308
• Baltur Temple (9)
• Lyranis Shrine (5)
Noriya LT 3,720 3,000 558,000 37 186 • Azakhar Shrine (5)
• Aeryandris Temple (10)
Northgate LT* 3,150 3,000 472,500 105 630 • Alyara Shrine (5)
• IND Guildhouse
46
r Kingdoms & Empires of Mythosa s
GP
Name Type Pop. Limit Assets Guard Militia Magical Presence
• Lyranis Shrine (5)
• Aeryandris Shrine (4)
• Jhadara Temple (9)
Qet SC 10,470 15,000 7,852,500 105 524
• Lyranis Shrine (5)
• Shaarizad Temple (9)
• Aeryandris Temple (9)
• Alyara Shrine (4)
Queensport SC 10,653 15,000 7,989,750 107 533 • ITS Guildhouse
• Jhadara Temple (9)
• Lyranis Shrine (5)
Ravillus LT 2,160 3,000 324,000 22 108 • Azakhar Shrine (5)
• Azakhar Shrine (5)
Rusav LT* 2,930 3,000 439,500 293 977
• OAI Guildhouse
• Jhadara Great Temple
(Sanctum of Fortune and Flesh)
Sahar SC 11,330 15,000 8,497,500 113 567 (17)
• Sel’Naga Shrine (n/a)
• Shaarizad Shrine (4)
• Shaarizad Temple (5)
Sahzarem LT 4,900 3,000 735,000 49 245
• Aadu Shrine (4)
• Aadu Shrine (4)
Samora LT 3,870 3,000 580,500 39 194 • Jhadara Shrine (4)
• Shaarizad Shrine (5)
• Aeryandris Temple (10)
• Alyara Shrine (4)
Sarenton SC 7,284 15,000 5,463,000 73 364 • Azakhar Shrine (4)
• Baltur Shrine (5)
• OOT Guildhouse
Sathamon LT 4,350 3,000 652,500 44 218 • Unknown
• Aeryandris Shrine (4)
• Alyara Shrine (4)
Seagate SC 8,200 15,000 6,150,000 82 410
• Jhadara Shrine (5)
• Lyranis Shrine (5)
Sevasolta LT 3,704 3,000 555,600 37 185 • Adonhim Temple (n/a)
• Aeryandris Temple (9)
• Alyara Temple (10)
• Baltur Temple (10)
Shesada LC 22,460 40,000 44,920,000 225 1,123
• ITS Guildhouse
• Jhadara Shrine (5)
• Lyranis Temple (10)
• Alyara Shrine (5)
Silvenwater LT 2,752 3,000 412,800 28 138
• Lyranis Shrine (4)
47
r Kingdoms & Empires of Mythosa s
GP
Name Type Pop. Limit Assets Guard Militia Magical Presence
Sindal LT 2,977 3,000 446,550 30 149 • Azakhar Temple (9)
• Azakhar Temple (10)
Sinytus SC 6,570 4,927,500 66 329
• OAI Guildhouse
• Aeryandris Temple (10)
• Alyara Shrine (4)
Spÿre SC 9,751 15,000 7,313,250 98 488 • Azakhar Shrine (4)
• Jhadara Shrine (5)
• OOT Guildhouse
• Aeryandris Shrine (5)
• Alyara Shrine (5)
Stalis LC 18,590 40,000 37,180,000 186 930 • ITS Guildhouse
• Jhadara Temple (9)
• Lyranis Temple (10)
• Aadu Shrine (5)
Stormgard LT 3,803 3,000 570,450 38 190 • Jhadara Shrine (5)
• Lyranis Shrine (4)
• Aeryandris Shrine (5)
Talek Pharos SC 10,344 15,000 7,758,000 103 517 • Alyara Temple (9)
• Azakhar Shrine (5)
• Aadu Shrine (5)
• Aeryandris Temple (9)
• Alyara Shrine (5)
Tazadir SC 11,845 15,000 8,883,750 118 592 • Azakhar Shrine (4)
• IND Guildhouse
• Jhadara Temple (10)
• Lyranis Temple (9)
Terrantia LT 3,830 3,000 574,500 38 192 • Azakhar Shrine (5)
• Azakhar Temple (10)
Tetrigrad SC 9,552 15,000 7,164,000 96 478
• OAI Guildhouse
• Aadu Shrine (5)
Thornrift LT 3,510 3,000 526,500 35 176 • Jhadara Shrine (4)
• Shaarizad Shrine (5)
• Aeryandris Shrine (5)
Tir Naroth LT* 3,690 3,000 553,500 369 1,230 • Alyara Shrine (4)
• Baltur Shrine (4)
• Jhadara Shrine (5)
Tyr Aegas LC 19,000 40,000 38,000,000 190 950
• Lyranis Shrine (5)
• Aeryandris Temple (10)
• Alyara Temple (10)
Ulem SC 9,239 15,000 6,929,250 92 462
• IND Guildhouse
• Jhadara Temple (9)
Ulthanium M 37,830 100,000 189,150,000 378 1,892 • Azakhar Great Temple
48
r Kingdoms & Empires of Mythosa s
GP
Name Type Pop. Limit Assets Guard Militia Magical Presence
(Citadel of Blood and Iron)
(16)
• OAI Guildhouse
• Azakhar Temple (10)
Urnsk LC 19,527 40,000 39,054,000 195 976
• OAI Guildhouse
• Jhadara Shrine (5)
Vagir LT* 2,500 3,000 375,000 250 833
• Lyranis Shrine (4)
• Aeryandris Temple (10)
• Alyara Temple (9)
• Baltur Temple (9)
Valdahar LC 19,750 40,000 39,500,000 198 988
• ITS Guildhouse
• Jhadara Shrine (5)
• Lyranis Temple (9)
• Aeryandris Temple (9)
• Alyara Shrine (5)
Vanira SC 9,050 15,000 6,787,500 91 453
• Jhadara Temple (9)
• Lyranis Shrine (5)
• Aadu Shrine (5)
• Azakhar Temple (9)
Vasterrak SC 7,168 15,000 5,376,000 72 358
• Pazaretu Shrine (n/a)
• Shaarizad Temple (10)
• Azatharu Shrine (n/a)
Vedal LT 2,870 3,000 430,500 29 144
• Azirakesh Shrine (n/a)
Westfaire LT 3,328 3,000 499,200 33 166 • Azakhar Temple (9)
• Jhadara Shrine (5)
Wulfhold LT* 2,660 3,000 399,000 266 887
• Lyranis Shrine (4)
• Aeryandris Shrine (4)
Yidra SC 7,025 15,000 5,268,750 70 351 • Alyara Temple (9)
• Jhadara Temple (10)
• Aadu Shrine (4)
• Aeryandris Great Temple
(Golden Athenaeum) (15)
• Alyara Temple (10)
• Azakhar Temple (9)
Zeldora M 35,000 100,000 175,000,000 350 1,750 • Baltur Temple (9)
• Jhadara Temple (9)
• Lyranis Temple (10)
• OOT Guildhouse
• Shaarizad Shrine (5)
•
• Azirakesh Shrine (n/a)
Z'haar SC 11,350 15,000 8,512,500 114 568 • Shaarizad Shrine (5)
49
r Realms Beyond s
Chapter V:
Realms Beyond
50
r Realms Beyond s
god’s domain in the Far Realms; those that did not The bastion of law on Elysium is the city of Vigilis. It
have a patron are relegated to the Soul Vault. Spirits is also known as the Crystal City since it was built
in the Vault are eventually re-forged and returned to from a single, immense crystal. It is a beautiful,
new bodies in the Material Realm. fragile-looking metropolis, and home to countless
numbers who serve good and order. There are
Though it seems like a relatively short time on the portals to the Nexian city of Myrias to be found in
Astral Plane, a soul remains in the Hall of the Dead Vigilis as well.
for 100 years as judged by those in the Material
Realm. It is during this time that a spirit can be Far from the Crystal City is the huge, sprawling
retrieved with a raise dead, resurrection, or true resurrection wilderness of Avadaen. Avadaen is to chaos and
spell. After the 100 years are over, Lis sends the soul freedom as Vigilis is to structure and conformity.
on to its final destination. If this destination is in the Those who served good in life but disdained
Far Realms, the spirit may still be recovered with a authority and organization generally find their way to
true resurrection spell. Souls in the Vault, however, are Avadaen after death. Like Vigilis, there are portals to
lost forever. Nexia here; in Avadaen, some caves and wooded
glades lead to Magannwyn on the neutral plane.
The living may enter the Astral Plane as well, of
course. Many do so through magic, but some Nexia is the plane of the balance, where neither good
occasional project their spirits into the plane while nor evil hold sway. It is a place very much like the
they sleep. Some believe that dreams are actually an Material Realm. It has areas that are scenic as well as
unconscious shaping of reality in the Astral Plane. areas that are unsightly, and places that are safe and
Sages also claim that small, self-contained realities – places that are dangerous. Nexia is home to a great
known as demiplanes – can be found in the Astral variety of otherworldly beings as well as the gods
Plane as well. It is quite possible that dreams and Aeryandris and Jhadara.
“demiplanes” are related.
The core of lawfulness on the plane is the city of
The Far Realms Myrias. Myrias is neither beautiful like Vigilis, nor
The Far Realms are the outermost reaches of the ugly like Dis in Maledicium – it is simply practical.
planes. Lying beyond the Astral Plane, they represent Everything in the city, from lanes to buildings, has
the epitome of good, evil, and that which lies been built to exacting standards according to their
between. There are three planes that make up the function, with an effort to make every construction
Far Realms: Elysium, the plane of goodness, contribute to the efficiency of the city’s populace. In
Maledicium, the plane of evil, and Nexia, the plane of the places that are most practical for them, portals
balance and neutrality. Within each plane are areas of can be found to the cities of Vigilis and Dis.
order and areas of chaos, found in varying locations
and with diverse intensities. There are also self- The wilderness realm of Magannwyn is the chaotic
contained regions within each Far Realm which may counterpart to Myrias. Magannwyn is a wilderland,
be altered by powerful beings who dwell there, such though unlike Avadaen on Elysium, this wilderness
as deities or demon lords. Visitors from the Material can be dangerous (as dangerous as the wild places in
Realm generally enter a Far Realm via the Astral the Material Realm). It is also a disquieting place,
Plane, though certain spells and rituals permit surrounded and permeated by mists, and playing
bypassing the Astral altogether. host to everchanging forests, hills, and mountains.
Those few who have visited Magannwyn say that it is
Elysium is the realm of ultimate good. It is a home to many fey. Certain caves and pools have
beautiful, bountiful place, with rolling meadows, portals that provide transport to Avadaen in Elysium
majestic mountains, crystal-blue oceans, and verdant and Gehennim in Maledicium.
woodlands. This plane is home to the gods Alyara,
Baltur, and Lyranis, as well as hosts of angelic beings, The greatest evils of the planes are found in
celestial creatures, and the spirits of those who died Maledicium. The plane is the ultimate stronghold of
serving the causes of good. evil, and is home to all manner of dark creatures, the
51
r Realms Beyond s
Nexia
• Good clerics have access to spells of levels 0 to
6.
The center of chaos in Maledicium is comprised of • Neutral clerics have access to spells of all levels.
the Abyssal Pits of Gehennim. Gehennim is a series of • Evil clerics have access to spells of levels 0 to 6.
chasms, rifts, and caverns found amidst a broken,
volcanic mountain range. The demons of Maledicium
Maledicium can be found here, constantly warring • Good clerics have access to spells of levels 0 to
amongst themselves or with neighboring regions. 3.
Their numbers are virtually infinite, but fortunately • Neutral clerics have access to spell levels 0 to 6.
they spend most of their time fighting each other. As • Evil clerics have access to spells of all levels.
such, there is little use of the portals here that lead to
• Spells with the “evil” descriptor are
Magannwyn in Nexia.
automatically maximized.
• Spells with the “good” descriptor are impeded (a
While most people would argue that the Far Realms
caster must succeed at a Spellcraft check DC 20
comprise the outer reaches of the planes, something
+ spell level when casting, otherwise the spell
does lie beyond them. This area is known as the
fails and the slot is used).
Outer Void. It is only accessible from the Far Realms
(Astral travel cannot reach it), though few ever seek • Undead are treated as having turn resistance
to go there, and fewer still return. As such, almost +10. They cannot be turned but they can be
nothing is known about the Outer Void, and it is rebuked.
said to be no more than a vast, empty darkness,
devoid of anything of interest. There is speculation
that other realms exist within the Void or even
farther beyond, but no being from any of the planes
has yet to verify that.
52
r Realms Beyond s
Appearance
Runegates vary little in appearance. They are large,
stone archways, big enough to easily accommodate
the passage of Large creatures. Some are built into
walls or passageways, while others are free-standing.
Numerous runes and glyphs are carved into the sides
of the gates; their purpose has yet to be determined,
though when a gate is active the runes are suffused
with a red or green glow. What the colors mean is
unknown.
53
r Realms Beyond s
more evil outsiders were encountered to the point • About 50 miles northwest of Bladeport, there is
that the ancient sorcerers decided to abandon their a runegate found among the ruins of a forgotten
use of the runegates. wizard's tower. The gate appears to have been
sealed on the other side. Efforts to penetrate the
Additionally, the wizards of the time developed seal have thus far been unsuccessful.
magic that would “seal” the runegates, effectively • Southern Gharakaag is home to a cavern
preventing anything in the runemaze from exiting network known as the Abyssal Stair. Deep within
from a sealed gate. They sealed as many runegates as the bowels of the Stair is said to be a runegate
they could to prevent the chance of a demonic that opens on its own to a room in the
incursion into the world. They stayed sealed until the Runemaze that contains another gate which is
Age of Chaos, when the Aetheric Collector shattered permanently open to Maledicium. Fortunately,
the seals. The gates weren’t opened, but they could the gate appears to open only sporadically for
be from within the runemaze if the proper magic brief periods…unfortunately, this is long enough
was used. for plenty of fell creatures from the dark plane
to cross over into the Stair.
Limited runegate use resumed in the Fourth Age
after magic returned to the world. For the most part, Physical Details
those who used the gates did so relatively safely, but Runegates can be physically destroyed, though not
about a quarter of those who went into the without great difficulty. A runegate has a hardness of
Runemaze did not return. Demons and devils did 25, 1620 hit points, and a break DC of 50. Spell
indeed roam the halls of the labyrinth, heavily in effects that destroy objects will not affect a runegate,
some places, lightly or not at all elsewhere. Usage though a successful dispel magic against DC 28 will
stopped after the Demongate Wars of 658 AR as suppress an active gate for 1d4 rounds. Disjunction
closing the gates the Ulthians had opened became a will “break” a runegate’s connection if it fails a Will
higher priority. save (+10 Will save bonus) – the gate will not be
destroyed or become non-magical, but it must be re-
Today, most of the known runegates have been directed to be used again. Since this is a feat which
closed or sealed. The magic to seal a runegate is has yet to be realized, a failed save effectively renders
known to a select group of Spÿrran wizards who the gate useless. Anything crossing the threshold of a
have taken it upon themselves to seal as many gates runegate when it is destroyed or subject to a
at they can. They keep the knowledge of this power successful disjunction is cast into the Astral Plane (no
secret to prevent anyone from using it to learn the save).
reverse (i.e.; to “unseal” gates).
Regardless of the methods that can be used, most
Known Runegates people consider runegates to be too valuable to
For obvious reasons, the locations of most runegates destroy. At best, steps may be taken to seal a gate to
are kept secret. There are a few places, however, prevent any unwanted visitors from appearing.
where runegates are known to exist: Generally, those aware of a runegate expect to reap
their benefits at some future point when more of
• The worst-kept secret of Zeldora is the link their secrets are revealed.
between it and Haven. Heavily-guarded
runegates exist in the city-state and its southern
outpost and are used to facilitate commerce
between Ambia and the Southern Kingdoms.
• In 675 AR, Ilmaran and Shesadan spies
confirmed the existence of a runegate in the
Maraadan outpost of Ankhara. Gathering
scattered talk from the Maraadans in the
outpost, they determined Ankhara’s companion
gate is in the southern Demonhaunt Forest, a
few miles north of the city of Z’harr.
54
r Gods and Religion s
Chapter VI:
Gods and Religion
place known as Sepluchurum, a small monastery in the
T he Divine and the Devoted sourcebooks cover the
specifics of each of the major religions. This section
Amari town of Caros. Sepluchurum is a cloistered
temple, staffed by a small order of about fifty clerical
provides general information about the gods and monks known as Gatherers. The Gatherers are lead by
religion, including: a single high priest (a level 20 cleric) who is Lis’s
voice on the mortal plane. This high priest is also the
only cleric in the world who may cast true resurrection.
• The Elder Gods
• Shrines and Temples Unfortunately for those seeking true resurrection, they
• Death and Resurrection sometimes are denied, or forced to wait a
considerable length of time. When the Lissene high
priest dies, his soul does not travel on to the afterlife,
but rather is reincarnated into the body of a newborn
The Elder Gods child. An order within the Gatherers seeks out this
In addition to the nine gods described in the Divine child and returns it to Sepluchurum. It then takes
and the Devoted series, there are two other gods worth five years or so for the child to gain self-awareness as
noting: Lis and Rahl, the Elder Gods. to their nature. At this time, they are able to call
upon the powers of their previous incarnation.
Countless aeons ago, the Elder Gods created
Panthea, the world that preceded Mythosa. They
populated it with various races, including the Rahl
Myraphum – the beings that would eventually The Elder God Rahl is Lis’s counterpart. Rahl is said
become Baltur, Azakhar, and the other deities to represent birth, disorder, immortality, masculinity,
worshipped throughout the world. As such, they are and activity (among other things). Unlike Lis, who
recognized as the most powerful entities in existence. has a group of people acting on her behalf on
Mythosa, Rahl is represented by a single individual,
Unlike the deities they created, however, the Elder who may or may not be the actual god himself. In
Gods seem to see no need for worshippers or addition, Rahl does not have a fixed residence – he
priests, at least not to any great degree. They do not wanders about constantly, traveling from town to
actually govern over any particular aspect of the town and village to village, never staying too long in
world. Rather, Rahl and Lis represent opposition – a single spot. Because of this, he is commonly
the ultimate balance between two antithetical referred to as “the Stranger”.
concepts. While some aspects are attributed to each
god, this is more of a mortal impression of them Rahl’s transience has given rise to innumerable
rather than what they actually represent. stories and myths detailing encounters with the god,
usually involving travelers meeting an unknown
Despite their power and suspected disinterest in the stranger on the road or at a wayside inn. The general
world, Rahl and Lis both maintain a temporal theme is that those who treat Rahl well are rewarded,
presence on Mythosa. The nature of their residence and those who treat him poorly suffer some ill
in the mortal world is detailed below. fortune. It has also led to a not uncommon custom
of treating any strangers in a town very well if a
pregnant resident is due to give birth. Because of
Lis Rahl’s association with birth and his habit of
Though such concepts are not directly applicable to rewarding those who treat him well, it is hoped that
the Elder Gods, mortals associate Lis with death, if he happens to be in their town at the time, the
order, ephemerality, feminity, and passivity (among newborn will receive the god’s blessing.
other things). Her resprentation in the world is at a
55
r Gods and Religion s
56
r Gods and Religion s
57
r Appendix A: New Spells s
This variant on detect poison allows the caster to This spell allows you to inscribe an elven glyph on
determine whether a creature has traces of elven a living being. The glyph is invisible and causes no
blood in them. The strength of the creature's harm to the being it is being placed on. It cannot
ancestry will be detected as high if the creature is a be seen with a detect magic spell. The choice of
half-elf, moderate if one of their parents was a glyph to be inscribed may be one of those listed
half-elf and weak if one of their grandparents was below under “Background”.
a half-elf. Ancestry further back than that is not
enough to register. Note: The spell can penetrate If a person adorned with an elfmark is within sight
barriers, but 1 foot of stone, 1 inch of common of someone with elven blood (a full-blooded elf, a
metal, a thin sheet of lead, or 3 feet of wood or half-elf, or someone with the Elven Ancestry feat),
dirt blocks it. the presence of the mark can be detected. Make a
Spot check against the DC listed below:
Background
This spell was developed by the sorcerers of • Full-blooded elf: DC 10
Maraada to help them in their nefarious quest to • Half-elf: DC 15
stamp out all traces of elven ancestry in
• Elven Ancestry feat: DC 20
Ryh’ardha.
See invisibility, true seeing, a gem of seeing, or a robe of
eyes likewise allows the user (of any race) to see an
elfmark, though they will not understand what it
means without prior knowledge of elven glyphs.
The mark cannot be dispelled, but it can be
removed by the caster.
Background
This spell is a variant of arcane mark, developed by
the Sylvari to allow them to easily identify their
friends and occasionally their enemies. The glyphs
that may be used are listed below:
58
r Appendix A: New Spells s
59
r Appendix B: Open Gaming License and Designation of Open Gaming Content s
OPEN GAME LICENSE Version 1.0a that Product Identity. You agree not to indicate compatibility or co-
adaptability with any Trademark or Registered Trademark in conjunction
The following text is the property of Wizards of the Coast, Inc. and is with a work containing Open Game Content except as expressly licensed
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights in another, independent Agreement with the owner of such Trademark
Reserved. or Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that
1. Definitions: (a)"Contributors" means the copyright and/or trademark Product Identity. The owner of any Product Identity used in Open
owners who have contributed Open Game Content; (b)"Derivative Game Content shall retain all rights, title and interest in and to that
Material" means copyrighted material including derivative works and Product Identity.
translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement, 8. Identification: If you distribute Open Game Content You must clearly
compilation, abridgment or other form in which an existing work may be indicate which portions of the work that you are distributing are Open
recast, transformed or adapted; (c) "Distribute" means to reproduce, Game Content.
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)"Open Game Content" means the game mechanic and 9. Updating the License: Wizards or its designated Agents may publish
includes the methods, procedures, processes and routines to the extent updated versions of this License. You may use any authorized version of
such content does not embody the Product Identity and is an this License to copy, modify and distribute any Open Game Content
enhancement over the prior art and any additional content clearly originally distributed under any version of this License.
identified as Open Game Content by the Contributor, and means any
work covered by this License, including translations and derivative works 10 Copy of this License: You MUST include a copy of this License with
under copyright law, but specifically excludes Product Identity. (e) every copy of the Open Game Content You Distribute.
"Product Identity" means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures characters; 11. Use of Contributor Credits: You may not market or advertise the
stories, storylines, plots, thematic elements, dialogue, incidents, language, Open Game Content using the name of any Contributor unless You
artwork, symbols, designs, depictions, likenesses, formats, poses, have written permission from the Contributor to do so.
concepts, themes and graphic, photographic and other visual or audio
representations; names and descriptions of characters, spells, 12 Inability to Comply: If it is impossible for You to comply with any of
enchantments, personalities, teams, personas, likenesses and special the terms of this License with respect to some or all of the Open Game
abilities; places, locations, environments, creatures, equipment, magical Content due to statute, judicial order, or governmental regulation then
or supernatural abilities or effects, logos, symbols, or graphic designs; You may not Use any Open Game Material so affected.
and any other trademark or registered trademark clearly identified as
Product identity by the owner of the Product Identity, and which 13 Termination: This License will terminate automatically if You fail to
specifically excludes the Open Game Content; (f) "Trademark" means comply with all terms herein and fail to cure such breach within 30 days
the logos, names, mark, sign, motto, designs that are used by a of becoming aware of the breach. All sublicenses shall survive the
Contributor to identify itself or its products or the associated products termination of this License.
contributed to the Open Game License by the Contributor (g) "Use",
"Used" or "Using" means to use, Distribute, copy, edit, format, modify, 14 Reformation: If any provision of this License is held to be
translate and otherwise create Derivative Material of Open Game unenforceable, such provision shall be reformed only to the extent
Content. (h) "You" or "Your" means the licensee in terms of this necessary to make it enforceable.
agreement.
15 COPYRIGHT NOTICE
2. The License: This License applies to any Open Game Content that Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. •
contains a notice indicating that the Open Game Content may only be System Reference Document Copyright 2000-2003, Wizards of the
Used under and in terms of this License. You must affix such a notice to Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
any Open Game Content that you Use. No terms may be added to or Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
subtracted from this License except as described by the License itself. based on original material by E. Gary Gygax and Dave Arneson. •
No other terms or conditions may be applied to any Open Game Character Portraits: Fantasy Heroes copyright 2003, Mongoose
Content distributed using this License. Publishing • Character Portraits: Fantasy Heroines copyright 2003,
Mongoose Publishing • Mythosa Gazetteer, Copyright 2002-2007 Bruce
3. Offer and Acceptance: By Using the Open Game Content You A. Gulke, from http://www.mythosa.net • The Divine and the Devoted
indicate Your acceptance of the terms of this License. - Aadu, Copyright 2006, Bruce A. Gulke • The Divine and the Devoted -
Aeryandris, Copyright 2006, Bruce A. Gulke • The Divine and the
4. Grant and Consideration: In consideration for agreeing to use this Devoted - Alyara, Copyright 2006, Bruce A. Gulke • The Divine and the
License, the Contributors grant You a perpetual, worldwide, royalty-free, Devoted - Azakhar, Copyright 2006, Bruce A. Gulke • The Divine and
non-exclusive license with the exact terms of this License to Use, the the Devoted - Baltur, Copyright 2006, Bruce A. Gulke • The Divine and
Open Game Content. the Devoted - Dynera, Copyright 2006, Bruce A. Gulke • The Divine and
the Devoted - Jhadara, Copyright 2006, Bruce A. Gulke • The Divine
5. Representation of Authority to Contribute: If You are contributing and the Devoted - Lyranis, Copyright 2006, Bruce A. Gulke • The Divine
original material as Open Game Content, You represent that Your and the Devoted - Shaarizad, Copyright 2006, Bruce A. Gulke • Mythosa
Contributions are Your original creation and/or You have sufficient Compendium Volume 1, Copyright 2007 Bruce A. Gulke, from
rights to grant the rights conveyed by this License. http://www.mythosa.net
6. Notice of License Copyright: You must update the COPYRIGHT DESIGNATION OF PRODUCT IDENTITY
NOTICE portion of this License to include the exact text of the The name “Mythosa” and all proper names used here are designated as
COPYRIGHT NOTICE of any Open Game Content You are copying, Product Identity and are not Open Game Content.
modifying or distributing, and You must add the title, the copyright date,
and the copyright holder’s name to the COPYRIGHT NOTICE of any DESIGNATION OF OPEN CONTENT
original Open Game Content you Distribute. Text not claimed as Product Identity is designated as Open Game
Content. No artwork is Open Content with the following exceptions:
7. Use of Product Identity: You agree not to Use any Product Identity, The illustrations of “Almira Zayan” (page 9), “Haramis the Desert
including as an indication as to compatibility, except as expressly licensed Viper” (page 10), and the elf on page 13.
in another, independent Agreement with the owner of each element of
60