mystara player's handbook
TRANSCRIPT
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Places and Times......................................................4
Nations......................................................................5
Cties........................................................................7
Centers of Learning..................................................8
Locations of Ill Repute.............................................9
Crime and Punishment........................................... 10
Calendar and Holidays...........................................11
Dread Creatures.....................................................20
Money of Mystara................................................. 21
Factions of Mystara................................................22
Races and Heroes.................................................. 25
Races of Mystara....................................................26
Casses of Mystara.................................................38
Archetypes of Mystara.............................................43
Backgrounds...........................................................64
New Feats...............................................................70
Immortals and Priests.............................................71
Immortals................................................................72
Domains of the Spheres..........................................91
Spels and Runes.....................................................96
Secret Crafts of Gantri..........................................97
Nordic Runes..........................................................106
New Spels...............................................................109
Goods and Services..................................................119
Magic ItemAvailability............................................120
Major Imports and Exports.......................................121
Markets, Guilds and New Equipment........................123
Captain Quinns Nautical Emporium......................127
Tarlas Epicurean Deights......................................132
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This star ted as a labor of love for catching up on the earl iest years of my gaming hobby, and i t
just exploded in to the massive labor of l ove you are now readin g. I had no idea it was going to
get thi s big, but thi ngs just kept coming up and I had to put them i n to be inclusive. I didn 't get
it r ight on the fir st tr y, th is is at least the 40th ver sion. I even had to change the progr am I w as
using because it r apidly outstr ipped the wor d pr ocessor I had been using. It w asn't cheap, I
was told early to use all or iginal ar t and to keep it f ree to download. Whil e I handled the
wr it ing fr ee of charge, the art had to be contr acted out, thank fu lly several of you helped
alleviate the cost. I tur ned thi s over to Reddi t for playtesting, and after that f iasco to 5th
Edi ti on D&D facebook page along w ith the var ious Mystara Fan Pages. Together w e
hamm er ed out all the archetypes, feats and m iscellaneous rules. I hope you enjoy i t and
maybe Mystar a one day w il l m ake a come back off iciall y.
This work is not a challenge to any copyr ight or tr ademarks held by any indivi dual or
company. This is a conversion fr om BECMI Dungeons and Dragons to 5th Edi ti on Dungeons
and Dr agons. This handbook is fr ee for any w ho wi sh to download it . Many thanks to Bruce
Hear d and the other author s of Mystara for giv ing us the greatest setti ng for our adventu r es.
All art is fil ler except w orks by M ischa Jones, I w il l r eplace it as she fi ni shes. This is a fan
work and is not for sale.
Wr it ing and Layout: Glen Welch
Im mor tals Section: Mar co Delm onte
Il lustr ations: Mi scha Jones ht tps://w w w.facebook.com/tehphr 33k, Heather Holcomb
Supr eme thanks to Bruce Hear d Dave Arneson and Gar y Gygax, w ithout which thi s would
have never happened.
Special Thanks To: Glen Butcher , W'raa But ler , Daniele Cuocci, David Fin ch, Giu li ano
Michelon, Giovanni Pani ccia, Robin Smit h, Pieter Spealman, Sam Stockdale
If anybody can help out fund new ar t please go here: http://w w w.gofundm e.com/Mystara
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Places and Times
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Nations and Peoples of Mystara
dom of Al fh eim
ompr ised enti rely of the gr eat for est of
anolbar th, Alfheim is the resettl ed homeland
e Sylvan elves. Steeped in mystery, the
keep to themselves w ith the exception of a
ingle tr ading city.
guage: Elven
m pir e of Alphati a
d on the continent of the same name,
atia is a power fu l magocracy where
izards contr ol all aspects of gover nm ent and
ose w i thout the art are second class citi zens.
e: Alphatian, Nith ian
uaghi n Clans
lated from the r est of the Know n Wor ld, the
ve tri bes of Atruaghin ar e content to be left
to their hunts. A deeply spir itual people,
lans r evere the Im mor tals mor e than any.
epubl ic of Dar oki n
ne of the two major tr ading power s of
stara, Darokin is a functional plu tocracy
d by an extr emely hard worki ng
Wh i le possessin g a mighty army,
rokin pr efers diplomacy.
guage: Darokin
t hengar Khanates
li ke people now r euni ted under a Golden
, the Ethengar people ar e ski ll ed horsemen,
onsummate war r ior s. When un ited they
esent a ter r if ying foe.
guage: Ethengar
Five Shi r es
The homeland of the hi n, the Shi res are r ich in
agr icul tur e and cul ture. The population enjoy
their pastoral l ife, but w il l defend to the death
provoked.
Language: Hin
Pr in cipali t i es of Glantr i
A spli ntered magocracy, Glant r i is home to a
vari ety of cul tur es and peoples, all devoted to
improving their positi on thr ough magic.
Extr emely powerf ul, but hi ghly fr actious.
Languages: Thyatis, Alphatian, Belcadiz, Elven
Averoigne, Flaemish, Ethengar , Klantyr e
Kingdom of Ier endi
A peacefu l mari time nation, th is chain of islan
has become one of the most popular tour ist
attractions for the wealthy. Their love of
adventur ers goes a great way to keep their
nation safe.
Languages: Makai
Gr and Duchy of Kar ameik os
The newest nation, amicably split fr om Thyati
Kar ameikos is an untamed land stil l being
settl ed. Scarcely popu lated, it i s fi ll ed w ith
thr eats both known and un known .
Languages: Traladaran, Thyatian
Min r othad Gui l ds
The second great tr ading power, Mi nr othad i s
an elven island nation that w elcomes humans
dwarves and hin in to their business. The
undisputed powerhouse in over seas tr ade, w it
a bit of pir acy for f un.
Language: Patois
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gdom of Ostl and
t power fu l of the Northern Reaches,
stland i s the most aggr essive as well. Though
eaker than they used to be, they li ke to remind
ther Nor thern nations of their power.
e: Heldann ic
gdom of Rockhom e
ound deep undergroun d, the Dwarves run
ockhome as they alw ays have. Slow to change,
low to progress Rockhom e has few f r iends and
es. Just the way the dwar ves li ke it.
guage: Dwar ven
oder fj or d Jarl doms
s a nation than a group of alli ed mi nor
es, Soder fjord i s a land tr apped i n the past.
oli ti cally w eak and hopeless divided,
oder fjord is lookin g for a str ong leader to un ite
e: Heldann ic
Em pi r e of Thyati s
The most power ful empi re on the mainland,
Thyatis' in fl uence is felt thr oughout the
conti nent. Though weakened by stagnation, it
stil l the most powerfu l mi li tary for ce
Language: Thyatian
Kingdom of Vest l and
The most modern of the Nor thern Reaches,
Vestland has put behind its r aiding history an
has settl ed on becoming an economic pow er
once it has secured i ts own borders.
Language: Heldanni c
Em ir ates of Ylar uam
A deeply r eli gious desert ki ngdom, Ylar uam h
thr own off the yoke of two empi res and is in th
mi ddle of a spir itual debate on its ow n futu re.
Language: Ylar i
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Centers of Learning
oll ege of Wi zar dr y
is not as impressive as it
ounds. Shadow Elf shaman do not allow
izards any for mal education, this small school
the Cit y of Star s is in the back of a magic
upply shop.
ollegiu m Ar canum
is the offi cial school of
agic in Thyatis. Wh il e not as impressive as
ts type, it is sti ll one of the largest.
r okin Dipl omati c Cor ps
r un a ser ies of
es to teach i ts new of fi cer s how to negotiate
ith outsiders. It focuses heavil y on languages,
sin ess and for eign cul tur e. It also teaches
um ancer s spells related to f in ance.
dr ecor t' s Academy of Thaum atur gical
is an Alphatian run school in Alhheim
ity. It is run as a ser vi ce by i ts Master w ho spli ts
s time between h is appr ent ices and diplom acy.
r eat Libr ary of Ser r aine is the gr eatest
epositor y of knowledge in the worl d. Not just
crol ls and books, but magical fonts of memor ies,
lusions of histor ical events. Though expansive,
ir undead li brari an is a bit pi cky w ith visitors.
r eat School of Magic in Glant r i City i s possibl y
t famous school i n the Known Wor ld.
il led wi th w izards of all sort s, fr om appr enti ces
es, wi th r umors of hidden lore
Ier endi Publ ic School
is the where the islande
go for a basic education. It i s the only publi c
school for the enti r e nation, but m ore than
adequate for the enti re population.
Meali dor Libr ary Tr ee
is an actual tr ee, fi ll ed
w ith scrolls and books dating back thousands o
years. Exclusive to Clan Meali dor , few outside
elves and even fewer humans are allowed entr
School of Ar t
in Ierendi is the largest bardic
school in the Know n World. Whil e it teaches
other arts, it is the main sour ce for classically
tr ained bards. Painters, w r iter s and sculptor s
also fl ock to the school as well.
Thyatis Gr eat Libr ar y is the largest collection
books and scroll s known. Wh ile not a magical
school, all thi ngs mundane and histor ical can b
learned here. It is open to the nobles of Thyatis
and those w ith enough coin to gain ent r y.
Tutor ial Gui l d is the largest school in Mi nr otha
Wh il e it teaches many nauti cal t rades, it is mos
famous for being the sour ce of many
Aur um ancer spells r elated to nauti cal tr ade.
Univer sit y of Sundsvall at twenty city blocks is
the unquestionably the largest u niversity know
Ever y w izard in Alphatia receives their tr ainin g
here, w ith enti re w ings devoted to magical
research.
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l ack Eagle Bar ony at the western edge of
os is home of For t Doom. Ther e Baron
icks ter rori zes all that live in hi s
ith the help of the evil w izard Bargle.
lackhear t in the middle of Alphatia is a place
here w izards gather to per form dark
xper im ents. Nothing is for bidden her e, and
of the wor st sor t ar e comm onplace.
Br oken Lands
are an area of Badlands
ng Darokin and Glantr i. Her e the orc
ng Thar plots what to do w ith hi s vast legions
vil hum anoids.
in the Empi r e of Thyatis is known for
fanati cal hatr ed of outsider s. Beli evi ng
emselves to be superi or to all others, Hatt ians
ing the lesser races under their r ule.
sland is one of the two forbi dden
in Ier endi. Home to eni gmatic fi r e
izards, they tur n away all v isitors and enforce
solation wi th their unsinkable fi r e ships.
It heldown Castl e in the midd le of Lake
Amsor ak, is a cursed place. None in Darokin
know what caused the keep to tw ist and bend,
but all ther e hear d the scr eams fr om w ith in .
The Land of Black Sand in Ethengar is a cur s
place. Nothin g grow s there, no animals cross
the blackened desert. When the wind blows
str ong though, madness foll ows in it s wake.
Mal pheggi Swam p
betw een Daroki n and the
Shi r es is a fetid marsh home to count less
monsters and unspeakable horr ors. Rum ored
be the sour ce of a great cur se from long ago.
Thornbrush in Al fheim i s Bad Magic Spot
where the plants grow gnar led and blackened
Mon sters spontaneously appear here and a
constant vi gil must alw ays be kept.
Whi te Island i s the other forbidden i sland of
Ierendi . Home to insane monks and whi te ap
the island causes madness to all t hat l and ther
No one know s the cause, or how to stop i t.
Locations of Ill Repute
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Crimes and Punishment
Nation
Assau lt Inci ti ng
Riot
Fraud
Alfheim
Fine Fine Fine
Alphatia
Fine Slavery Fine
Atruaghin
Censure Not a Crime Censure
Mur der Slander Tax
Evasion
Theft Rape Tr easo
Exile Fine Exile Fine Exile Exile
Fine or
Death
Fine Fine or
Slavery
Fine or
Slavery
Fine or
Death
Death or
Cursed
Exile or
Death
Censure Not a Crime Not a
Crime
Exile Exile or
Death
Darokin
Fine Fine Fine Death Fine Fine Fine Death Death
Ethengar
Caning Death Caning Death Caning Death Caning Death Death
Five Shi r es
Quest Quest Quest Quest or
death
Quest Quest Quest Quest or
Death
Quest or
Death
Glantri
Maiming Maiming Maiming Death Public
Flogging
Up to t en
years
Maiming Sex
Change
Death
Ierendi
Up to 3
years
Up to 3
years
Up to 4
years
Up to 30
years
Up to 4
years
Up to 4
years
Up to 4
years
Up to 30
years
Up to 30
years
Karameikos
Up to 1
year
Up to 1 year Up to 6
years
1 year up to
death
Up to 6
months
Up to 6
years
Up to 6
years
1 year up
to death
Death
Minrothad
Loss of
hand
Loss of
tongue
Up to 20
years
Death Pilloried Flogging Loss of
Hand
Death Death
Ostland
Slavery Slavery Slavery Slavery or
Death
Beating Slavery or
Beating
Slavery or
Beating
Slavery
or death
Death
Rockhome
Exile Exile Exile Life, Exile or
Death
Inactivity Inactivity Inactivity Life, Exile
or Death
Life, Exile
or Death
Soderfjord
Beat ing Beat ing or
Conscript
Beat ing Beat ing or
Death
Beating Beating or
death
Beating Beating
or Death
Death
Thyatis
Public
Flogging
1 month up
to death
Public
Flogging
1 month up
to death
Public
Flogging
1 month up
to death
Public
Flogging
Public
Flogging
Death
Vestland
Fine or
Conscript
Fine or
Conscript
Fine Death or
Conscript
Public
Flogging
Public
Flogging
Fine or
Conscript
Death or
Flogging
Death
Ylaruam
Public
Flogging
Censure or
death
Censure Death Censure Death Public
Flogging
Death Death
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Mystara Calendar
Nuwmont (Nyxmr)
Lunadain Gromdain Tserdain Moldain
1 See Below 2 Spring Equinox 3 4
8 9 10 Ylaruam
Ashura' Shi 'a
11
15 16 17 18
Nytdain Loshdain Soladain
5 6 7
12 13 14 Glantri Spri
Break
19 20 21
22 23 24 25 26 27 28
1 See Below 2 3 4
8 9 10 Minrothad
Feast of the
Silver Purge
11
15 Alphatia
Closing Day
16 17 18 Glantr i
Mon sters Fair
22 23 Darokin
Chancellor's
Day
24 25
5 6 7 See Below
12 13 14
19 20 21 Pear l Island
The Drowni ng
26 27 28 Alphatia
Extra Day
1 See Below 2 3 4
8 9 10 Glantr i
Spring Break
11
15 See Below 16 17 Rockhome
Caravan Day
18
22 23 24 25 Glantr i
Arcanum
5 6 7Alphatia
Landfall Day
12 13 14
19 20 21
26 27 28 Karameiko
Day of the De
mont- Var ious New Years, Glantr i Good Spr ite Day
Vatermont (Amphimr)
aterm ont- Alphatia New Year , Ethengar Win ter Festival
aterm ont- Alphatia Land Fall Day, Ethengar Day of the Golden Khan
Thaumont (Alphamr)
ont- Fir st Day of Spr ing, Ylar uam Independence Day, Shadow Elves Discovery Day, Ier en
Thaumont- Alphatia Openi ng Day, Ethengar Wh ite Hor se Ceremony
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Flaurmont (Sulamr)
Lunadain Gromdain Tserdain Moldain
1 Vari ous Day of
Adulthood
2 3 Glantr i
Parl iament Day
4
8 9 10 Minrothad
Merchant Prince
Day
11
15 Ethengar Day
of Blessings
16 Shi res Fir st
Flowering
17 18
Nytdain Loshdain Soladain
5 6 7 Rockhome
Arrangement
Day
12 13 Alphatia
Eriadna's
Birthday
14
19 20 Glantr i
Parade Day
21 Darokin
Masked Ball
22 Thyatis
Emperor's
Birthday
23 24 25 26 27 28
1 Alphati a Day
of Magic
2 3 4
8 9 10 11
15 See Below 16 17 18
22 23 24 25
5 6 7
12 Ylaruam
Mawli d an Nabi
13 14 Glantr i
Gondola Gam
19 20 21 Rockhome
Cler ic's Forum
26 27 Minrothad
Min rothad Day
28
1 See Below 2 3 4
8 9 10 11
15 See below 16 17 18
22 Shi res
Unsheathing
23 24 25
5 6 7 Rockhome
Weddin gs Day
12 Shadow Elves
The Rejection
13 14
19 20 21
26 27 See Below 28 See below
Flaur mont- Shi r es Fir st Floweri ng, Ethengar Day of Par ti ngs
Yarthmont (Sudmr)
arthmont- Alphati a Howli ng Day, Ethengar Day of Bir th Blessings
Klarmont (Vertmr)
ont- Fir st Day of Sum mer , Ierendi Freedom day and Crown Tourney, Karameikos Day of t
tr aw M en, Alfheim Il sundal Day, Soder fjord Thing
Klar mont- Thyati s Days of the Hoof, Glantr i Night of the Red Moon, Ylar uam Laylat Al -Baraa
Klarmont- Ylaruam Lailat al Mir aj, Minr othad Minroth Day
Klarmont- Glant r i, Karameikos Night of Fir e
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Felmont (Islamr)
Lunadain Gromdain Tserdain Moldain
1 Karameikos
Beast's Day
2 3 4
8 9 10 11
15 See Below 16 Rockhome
Batt le of Sardal
Pass
17 18
Nytdain Loshdain Soladain
5 6 Hattias Vanya's
Dance
7
12 13 14 See Below
19 20 21
22 23 24 25 Glantri
Beggar's Hope
26 27 See Below 28 Minrothad
Day of Silence
1 See Below 2 3 4
8 9 10 11
15 Glantr i
Vyonnese
Carnival
16 17 18
22 Ethengar
Great Hor se Fair
23 24 25
5 6
12 13 Darokin Day 14
19 20 21
26 27 28
1 See Below 2 Ierendi
Celebr ation of
the Sea
3 Rockhome
Show ing day
4
8 9 10 11
15 16 17 Shadow
Elves Mu steri ng
Day
18
22 23 24 25
5 6 7
12 13 14
19 20 21
26 27 Minrothad
Bask Day
28
elmont- Karameikos Beast Day, Ier endi The Rebir th
elmont- Glant r i Fer ia de Toros, Shadow Elves Cor nerstone Day
Felmont- Thyat is Days of Valer ias, Alphatia Doggerel Days, Shi r es High Sum mer, Ethengar
Felmont- Ylar uam Lai lat al Qadr , Min rothad All 's Reckless Day
Fyrmont (Andrumr)
1 Fyr mont- Shi r es Day of Heroes, Ylar uam 'Id al Fit r
Ambyrmont (Cyrpimr)
yr mont- Fir st Day of Fall , Shi r es Fast and Feast, Ethengar Fir st Day of Riding
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Sviftmont (Hastmr)
Lunadain Gromdain Tserdain Moldain
1 2 3 4
8 See Below 9 10 11
15 Darokin Great
Reckoning
16 17 18
Nytdain Loshdain Soladain
5 6 See Below 7
12 13 Shadow Elves
Tarasfi r Birt hday
14 Glantri
Raising of the
Walls
19 20 21
22 23 Ethengar Day
of Counting
24 Ethengar Day
of Naming
25 26 27 28 Karameikos
Stef an's Birt hd
1 Ethengar
Cretia's Day
2 3 4
8 9 10 11
15 Ethengar
Night of Spir its
16 17 18
22 23 24 25
5 Glantri
Necromantia
6 Daroki n
Harvest Day
12 13 14
19 20 21
26 27 28
1 First Day of
Winter
2 3 Ier endi , Days
of Right
4
8 9 10 Ylaruam'Id al
Adha
11
15 See Below 16 17 18
22 23 Minrothad
Midwinter
Festival
24 25
5 6 7
12 13 14 Glantr i Ice
Games
19 20 21
26 27 See Below 28 Glantr i Be
of Fate
vi ftmont- Glantr i Best Wishes of Kr ondahar , Ethengar New Year
vi ftmont- Thyatis Vanya's Day, Alphati a Star t of Win e Festival
Eirmont (Eimr)
i r mont- Five Shi r es The Reapin g, Thyati s Proti us' Day
Kaldmont (Burymr)
ont- Thyatis Footman's Games, Glantr i Boldavian Procession, Ethengar Blessin g of Golde
Kaldm ont- Glantr i Al exander Day, Ethengar Day of Law
ldm ont- End of Year , Glantr i Bell s of Fate, Nor thern Reaches Loki Day, Mi nr othad Mi dw in ter
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nr othad Calendar
Mi nr othad Gui lds use the Thyatian calendar
tr ade pur poses, but that their own calendar
ational date r eckoning. They divi de their
r in to 11 months of 30 days, each w ith f ive
ix-day weeks. To balance the year , they add a
pecial six day week to the end. The cur r ent
r is 311 by Min rothad Dating.
nm un (Nuwmont 1-Vater mont 2)
omun (Vatermont 3-Thaumont 4)
(Thaumont 5-Flaurmont 6)
ir mun (Flaurmont 7-Yarthmont 8)
ir mun (Yarthmont 9-Klarm ont 10)
agmun (Klarmont 11-Felmont 12)
ebmun (Felmont 13-Fyrmont 14)
xmun (Fyr mont 15-Ambyr mont 16)
byr mont 17-Svi ftm ont 18)
cmun (Svi ftmont 19-Eir mont 20)
lfmun (Eir mont 21-Kaldmont 22)
tw ok (Kaldm ont 23-28)
Shadow Elves Calendar
The shadow elves div ide their year in to 14
months of 24 days each. Each month takes it s
name fr om a verse of th e Refuge of Stone, an
im por tant hi stor ical text. Ther e are no weeks
and days are not named. The shadow elves'
cur r ent year is 2116.
Gatheri ng (Nuwmont 1-24)
Name (Nuw mont 25-Vater mont 20)
Refuge (Vatermont 21-Thaumont 16)
Shaman (Thaumont 17-Flaur mont 12)
Crystal (Flaurmont 13-Yarthmont 8)
Bir th (Yarthmont 9-Klarmont 4)
Wanderers (Klarm ont 4-28)
Temple (Felmont 1-24)
Food (Felmont 25-Fyrmont 20)
Days (Fyr mont 21-Ambyr mont 16)
Army (Ambyr mont 17-Svi ftm ont 12)
King (Svi ftmont 13-Eir mont 8)
Others (Eir mont 9-Kaldmont 4)
Bounty (Kaldmont 5-28)
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Day. Glantr ians hold an hour of
il ence then gather looking for a good omen.
l 's Reck less Day
. Minr othad celebrates the
nd of tax day w ith a no holds bar r ed part y.
cestor 's Day.
Alphati ans set aside a table
etting for dead ancestor s and v isit graves.
Four day fair in Glantr i to lear n new
pells, buy new m agic i tems and mingle.
r angements Day. Dwar ves pr opose mar r iage
aditionally on thi s day.
hu r a' Shi 'a.
The Ylar i l ose their restr ained
r e and cut loose, alcohol i s even tolerated.
A day of l aziness, no one in
rothad works.
t t l e of Sar dal Pass.
Dwarves relive their
t f amous battle wi th mi li tary celebrations.
ts Day. Traladarans dress up in costum e to
emember defeating the beast men of old.
ggar 's Hope.
For one day beggars in Glantr i
e allowed on the cit y str eets legall y.
l l s of Fate. Glantr ians ri ng bells all night to
d away even spi r its.
Best W ishes of Kr ondahar . Native Ethengar i
Glant r i celebrate the new year.
Bir th day of Tarasfi r.
Shadow elves celebrate
thi er fir st k ing wi th feasts and r evels.
Bir thday of Thincol I .
Imper ial family hosts
games and parades and throw coin s to the poo
Blessing of t he Golden Khan .
The Ethengar
host games at the winter camp of their khan.
Boldavian Pr ocession. Peasants march the
str eets ti ll dawn hold ing torches and gar li c.
Caravan Day. Caravans leave Rockhom e, those
left behind feast and toast the mer chants.
Celebr ati on of th e Sea. Ier endi tie their boats
together in to a flotil la to host a massive par ty.
Chancel lor 's Day
. Worki ng holiday in
celebration of Darokin's fir st Chancellor.
Cler ics For um . Pr iests of Kagyar meet to
discuss pr oblems and changes to their order.
Closing Day.
Alphatians schools close, and the
childr en r etur n home.
Cr eti a's Day. Ethengar p lay har mless pr anks
each other all day.
Holidays of the Known World
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r okin Day. Daroki n closes all shops and
lebrates the bi r thday of it s founder.
r oki n Masked Ball . Annual ball i s held in the
pitol, wi th pr oceeds going to char ity.
y of Adul thood
. Chi ldren reaching the age of
it y ar e presented as adul ts.
y of Bir th Blessings
. The shaman pr ay to the
ite Hor se to watch over the bir th of the foals.
Blessings. Tr ibal khans divi de up their
ealth among their followers.
y of Coun t ing. Ethengar count their h er ds to
ain favor w ith the khan.
y of Her oes.
Hin spend the ent ir e day
anin g up war memor ials and battlefi elds.
y of L aw.
Ethengar r ecite their laws given by
ll cr im e is puni shable by death.
y of M agic. Alphatia celebrates w ith magical
y of Nami ng and Welcomi ng. Ethengar
esent pr esent chi ldren and get engaged.
y of Par t ings.
Ethengar t r ibes spli t up and go
own ways.
i l ence.
Sil ence is mandated in
nr othad for one full day under l egal penalty.
Day of the Dead. Traladarans clean their
s, then feast m err il y at n ight.
y of t he Hoof
. Ker endas host a week of
tr ian events.
y of t he St r ay Man
. Traladarans bur n li ttle
tr aw m en i n effi gy to absolve their sins.
y of Valer ias. Followers of Valer ias get
ngaged, mar r y or otherw ise engage in tr ysts.
ys of Right. Traditi on Ierendi day of
gements and m arr iage.
er el Days.
Alphatian schools celebrate
ama, music and other ar ts in a sponsor ed fair .
m pr ess Er iadna's Bir th day. Nobles give gif ts
e Empress or a coin to beggars in her name.
Feast of t he Si l ver Pur ge. Minrothaddians tel
scar y stor ies and ar e gratefu l f or good luck.
Fer ia de Tor os. Belcadiz elves r elease bul ls in
their str eets and r un alongside them.
Fir st Day of Ridi ng.
Ethengar chi ldr en r eceiv
their fir st hor se.
Fir st Floweri ng.
Hin gather up seeds to be
planted in the fall.
Footm an's Games. Week long celebration of
weaponsmi thi ng and war games.
Freedom Day/Cr own Tour ney. Ier endi elects
new King and Queen w ith much fanfare.
Gondola Games.
Gondoli ers host mock jousts
all day, no busin ess is done.
Good Spr i te Day.
Glant r ians play har ml ess
pr anks on each other al l day.
Gr eat Hor se Fair . For a week Ethengar
warr ior s tr ade hor ses and shaman convene.
Har vest Day. Darokini ans dr ess up li ke
far mer s and celebrate the har vest.
Hi gh Sum m er.
For tw o weeks the Hin feast an
per form dramas, bur ni ng a dead orc for luck.
Howl in g Day
. Alphatians r un w ild, having jus
one huge par ty.
Ice Games. Glant r i Cit y shuts down for thr ee
days of w in ter games and balls.
' Id al Adha.
Somber day of remembr ance and
sacr if ice to the Im mor tals.
' Id al Fit r .
A chil dr en's holiday of giftgivin g an
generally merr y making.
Il sundal Day. Celebratin g Il sundal's ascension
each elf tr ibe holds a di fferent celebration.
In dependence Day. A day of r emembrance of
those martyr ed dr ivi ng out foreign i nvaders.
Kin g Stefan' s Bir th day.
A day of parades and
mi li tary games, w ith petty cr im es pardoned.
Lai lat a l Mir aj . Holy day at the temple
celebrating Al-Kalim 's im mor tality.
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Qadr. Ylari pr ay at their homes hoping
sed with good fortune.
all Day. Solemn celebr ation of Alphatian
r r ival in new wor ld.
Al -Bar aa.
Dinners are held w here past
li ghts are forgiven.
an Nabi.
Cler ics spend the day tell in g
ds about Al-Kalim 's teaching.
chant Pr in ce Day. Wizards create magical
reworks wh ile parents thr ow out old clothes.
dwi nter Festi val. Min rothaddians celebrate
ith gift giving and mer r y making.
nr othad Day.
Election day, celebrated w ith
egattas and picnics.
ster s' Fair
. Monster s are paraded thr ough
lantr i Cit y on the way to the auction block.
ster in g Day. Shadow Elves take a census and
r form m il itar y demonstrations.
Klanty re celebrates it s fallen
oes, cleani ng up gr aves and battlefields.
Years.
Typically celebrates aroun d th e
nti nent w ith gif t giving, parades and festivals.
ir e.
Traladarans everyw here go
ng for l ost tr easur e.
pir it s. Ethengar f ast as the boundar y
n the spir it w orl d weakens for a day.
of t he Red M oon
. Glantr i w izards
lebrate a red fu ll moon.
ni ng Day
. Alphatian un iversit ies have their
r st day of class.
ar ade Day. Glant r i army m arches in parades
hosts mock games.
ar li ament Day. Glant r i pol it icians take a day
.
r oti us' Day.
Celebrated w ith cleri cal r ituals
ui et feasts.
aisin g the Wall s. Glantr ian w izards tr y to one
each other creating defenses for their city.
Show ing Day. Dwar ves get together to show o
new wares and di scuss new techn iques.
Spr in g Br eak . Glantr i students cut loose and
use spells to blow up ice in the canals.
The Cor ner stone.
Shadow Elves celebr ate
creation of their temple by starti ng new r epai
The Discover y.
Shadow Elves celebr ate
discovery of their home w ith songs and food.
The Drow ni ng. Pear l Islanders launch toy
canoes w ith candles to appease the sea.
The Fast and t he Feast . For tw elve days hin
fi r st f ast for six days then feast for six days.
The Gather in g.
Ethengar celebr ate sum mer b
decorating camp w ith gar lands.
The Reaping.
Last hin holi day of the year w ith
feasting, romance and r est.
The Rebi r th . Week l ong holiday in I erendi
alongside planting of new crops.
The Rejecti on . Shadow Elves fast to r eflect on
their betr ayal by Alfheim .
The Thing.
Soderf jor d Jarl s meet to enact new
laws and sett le old scores.
The Unsheathi ng.
The Shi res r emember the
Thyatian invasion by armi ng themselves.
Vanya's Dance. Hattians and Heldann ic Knigh
perf orm r itual dances in full armor.
Vanya's Day
. Thyati s celebr ates vi ctory by
Vanya w ith good natur ed duels and feasts.
Vyonn ese Car ni val.
New Averoigne celebrate
w ith br ight costumes and loud noises.
Weddi ngs Day. The most popular day for
dwar ves to marr y.
Wh it e Hor se Cer emony. Sham ans sacri f ice a
whi te hor se to protect herds in the new year.
Wi ne Fest ival s.
A week l ong w ine festival w it
conski ll checks and tasti ngs.
Wi nter Festi val . For a week the Ethengar
compete and feast.
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Dreaded Creatures of Mystara
Black Ball
or Deadly Sphere is quite possib ly the deadliest creatur e in the mu lti verse. A
featur eless black orb appr oxim ately 5' in d iameter, the Black Ball destr oys whatever i t
touches. Seemingly bereft of i ntelli gence the creature moves r andomly di sin tegrating
every th ii ng in i ts path. It 's or igins and mot ives are a complete myster y.
The Br ain Coll ector , or Neh-thalggu i n their own tongue, is an abomination f rom the
Demiplane of Nightm ares. An amor phous body w ith four yellow or bs for eyes, six crab legs
and a row of shar p teeth, the Brain Collector is beyond compr ehension I t exists to ki ll senti ent
creatur es and take their br ains. The creature does not seem to even view i ts vi ctims as alive.
The Decapus is an ar boreal creatur e known its its ten l im bs. Not much mor e than a torso and
tentacles ending in sharp hooks, the Decapus li es in ambush above their pr ey. The creatur e
also makes it self at home in abandoned buil dings, hanging fr om the r afters. And aquatic
version exists, floating wi th the ti de and menacing all it comes across.
Dragonne
are magical creatur es w ith the head of a lion and t he body of a gold dr agon. Found
almost anywhere except arcti c regions, these solit ary hunters are some of the most dom inant
hunters aroun d. Known for their fear some roar and deadly attack, Dragonne are often sought
by some kni ghts as mounts. Whil e di ff icul t to tame, they are loyal steads if captur ed young.
Drolems are a cross between a dr agon and a flesh golem. Created by only the most pow er fu l
w izards, Drolems are the height of golem crafti ng. Extr emely power fu l, Drolems are immune
to most magic and magic i tems. Their one weakness is their lack of in tellegence, and th e fact
that li vi ng dragons hate them w ith a bur ni ng passion, attacki ng the Drolem w ithout pause.
Hivebrood
r epr esent one of the gr eatest thr eats in the Known Wor ld. An insectoid r ace of
parasites, they in fect captur ed senti ent beings and tr ansfor m them into Hivebr ood. If l eft
unchecked Hivebr ood wi ll competely stri p an area of all it s population and move on to the
next area. Hivebr ood in festations are often met wi th a mil itary r esponse.
Muj ina are extr emely str ong cr eatur es known for their abil it y to change their face to match
their vi ctim 's appearance. Mu jina's own face is smooth and featureless. They hi re out often
as assassin s, someth in g they excel at. When the Muj in a attacks, i t often show s i ts tr ue form to
fr ighten it s target. The Mu jina's gr eat str ength all ows them to wi eld gr eat swords one handed.
Nuckalavee
are disgusting centaur -li ke cr eatur es. Wi th over sized heads and tr ansparent
ski n, they ar e dedicated to creating miser y where they can. Comm only all ied wi th f r ee w il led
undead, the Nuckalavee are a thr eat to the ver y envir onment they live in . Their mere
pr esence kil ls off native fauna, tur ni ng their swamps in to a lif eless bog.
Thouls were a magical combi nation of a ghoul , hobgobli n and tr oll. Despi te their ghoul ish
ori gin s Thouls are ver y much alive. Wh il e not a numerous r ace, Thouls are know n for being
hard to ki ll and are often found hi red as bodyguar ds to hobgoblins and other evi l r aces.
Thouls make for vi cious combatants, due to their abil it y to paralyze like a ghoul .
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Coins of the Known World
Nation 1/100 CP 1/10 SP 1/2 EP
Alfheim Passim Tentr id Half Daro
Alphatia Judge Mir ror N/A
Atr uaghin Land Cloud N/A
1 GP 5 PP
Daro Leaf (r ar e)
Crown N/A
N/A N/A
Darokin Passem Tentr id Half Daro Daro N/A
Ethengar Tang Tang Tang Tang Tang
Five Shir es Sunset Star N/A Yellow N/A
Glantr i Penny (5) Sovereign N/A Ducat Crown (50)
Ier endi Cokip Sana N/A Geleva Pali (10)
Kar ameikos Kopec Crona N/A Royal N/A
Minrothad Plen Quer t Byd Crona N/A
Ostland Oren Eyr i r N/A Krona N/A
Rockhome Stone Star N/A Tr ader /Moon Sun (10)
Soder fjor d Oren Gundar Penne Markka N/A
Thyatis Denar ius Aster ius N/A Lucin Emperor
Vestland Oren Flor en Hellar Guldan Schi lder
Ylar uam Fal Dir ham N/A Dinar N/A
pecial Cur r encies
lantr i's Penny is wor th 5cp, the Crown is enchanted platin um worth 10pp. If t he enchantm ent i
pelled the coin is only worth 1pp
ockhome's Sun is wor th 2pp, They have a sil ver t r ade coin they use wor th 1gp with other nation
thengar 's Tang is mult iple stamped coins, each wor th 1, 5 or 10 of i ts respective type.
heim 's Leaf i s a gold pi ece, but is considered collectible and wor th more than i t's metal conten
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The nations of the Known Wor ld ar e often at
each others thr oats. It can be fr om an
economi c r ivalr y like Darokin and M in rothad,
cultu r al di ffer ences such as Rockhome or
Alfheim , or even outr ight hatred li ke
Ethengar and Glantr i. Because of the delicate
economic and tr ade str uctur e of the
continent, open war fare is heavi ly f rowned
upon by the neutr al nations. Much of the
conf li ct instead is done by proxy
organizations, leaving their sponsors w ith a
degr ee of deniabi li ty.
This is just a par tial li st of some of the small er
factions active in Mystara
- Br other hood of the Radiance.
Pro magic
secr et society in Glantr i pr omoti ng the
study of unknown magics.
- Elven Liber at ion Fr ont . Separati st group
of Elves looking to bring part of Glantr i
under Alfheim control.
- Fi r e Island Wizar ds.
Reclusive
group
pyr omancer s in Ierendi devoted
themselves to the study of the Elemental
Plane of Fir e.
- Krondar .
The duly appointed
peacekeepers of the Five Shi res, their sole
pur pose to keep the nation t r anquil .
- Storm Sold ier s. The fanati cal loyalists to
the Thyatian region of Hatti as. Their one
desir e is to keep their land r aciall y pur e.
- The Thorns. Radical Dwarven social
group that tr ies to stir up t rouble inside of
Alfheim.
- Veil ed Society.
Highly organized group of
extort ion ists and thugs oper ating out of
Karameikos.
Adventu r er 's Society
The Adventurer's Society was created to help
select the r ul in g monarchs of Ierendi by
recr ui ted the best adventur ers in the realms.
In order to qualif y to par ti cipate, the Society
requi res i ts members to help the less
for tunate and keep the forces of evil at bay.
Whi le headquartered in Ierendi City,
member s of the Society can be foun d w here
ever they are needed most. Society Hall s are
found any where Ierendi has a pr esence,
and in m ost large towns as well.
The Society is open about i ts goals, they
rewar d their members w ith increased
benefi ts and f r ee passage on ships, in r etur n
the Society members have to per for m quests
to make the wor ld safer. Each member is
requi red to under take two adventur ers a
year w ithout r eward to maintain their
membership.
Motto. Til All Are Safe
Beliefs.
The Adventu r er's Society's beliefs
can be summari zed as follows:
- The strong must pr otect the weak.
- Ther e is no one unworthy of protection.
- Through sacr if ice we become greater.
Goals. Br ing stabili ty thr oughout the lands.
Protect Ier endi fr om all enemies.
Typical Quests. Drive marauding
hum anoids or br igands fr om an ar ea. Put
down undead thr eats.
Renown Rank
1 K'iai (Sir )
3 Naiku (Knight)
10 Haku (Lord)
25 Keiki (Pr ince)
50 M???(King)
Factions
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Dar okin Diplom ati c Cor ps
One of the most r ecogni zable insti tut ions in
the Know n Wor ld, the Diplomatic Corps is
found in ever y countr y known. Dedicated
to fi ndi ng peacefu l solut ions to delicate
situati ons, the DDC helps maintain a safe
envir onment for Darokin's tr ade goods.
The DDC is vi ewed by many to be a
parti ally neutr al arbiter for m any disputes,
offeri ng mediators for local disputes for a
pr ice. If di plomacy fail s, the DDC is
author ized to use for ce to stabi li ze a
situation.
DDC members are techn icall y employees
of the nation of Darokin , though they w il l
take anyone w i th talent. The Corps pays
well , and i s qui ck to defend i ts member s
from undo harm .
Motto. We Wi ll Find a Way
Beliefs.
The Darokin Diplom atic Corps
beliefs can be sum marized as fol low s:
- Peace is mor e profitable than conf lict.
- If all else fails, money talks louder than
words.
- Sometimes you have to remove the
obstacle to obtain peace.
Goals. Lessen international tensions. Keep
the tr ade routes open.
Typical Quests. Settl e ter r itor ial disputes.
Remove highwaymen fr om a tr ade route.
Renown Rank
1 Copper
3 Silver
10 Electrum
25 Gold
50 Platinum
Heldanni c Or der
The Heldann ic Order is the mi li tant w ing of
the Church of Vanya. They ar e devoted to
stampi ng out chaos in all i ts for ms. The
Or der i s less concer ned w ith good or evi l
than it is about maintaini ng order. The
Or der despises anar chy, and r ather see a
countr y be lead by a despot than fall in to
disorder.
The Heldannic Order is looked on by
nations w ith appr ehension. While they
fight against humanoids wi th fervor , they
also wil l attempt to depose weak r uler s and
replace them w ith str ong wi lled allies.
The Order recr ui ts those it feels r epr esent
the law ful natur e of the order. Anyone is
welcome, but foll owers of Vanya are
favored.
Motto. By Vanya's Wi ll
Beliefs.
The Heldanni c Or der 's beliefs can
be sum mar ized as foll ows:
- Only the law matters.
- Chaos must be replaced wi th order.
- Those that cannot lead must be replaced
by those that can.
Goals. Maintain law and order. Spr ead the
worship of Vanya.
Typical Quests.
Put dow n an u pr ising,
over thr ow a weak rul er. Drive out a
humanoid war part y.
Renown Rank
1 Soldat
3 Doppelsoldat
10
Fähnrich
25
Hauptmann
50 Oberste
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I r on Ring
The Iron Ring is one of the most feared
organizations in the Known Worl d. A
secr etive and deadly group of slavers, they
w il l str ike anyw here they can. Though
outlawed in ever y nation for their bru tal
tactics, they always have a market for their
product.
The Ir on Rin g is mor e than a sim ple
thi eves guild, their organization crossed
borders and involves levels of coor din ation
unseen in other simi lar groups. Often they
w il l operate across mult ip le borders for a
single operation.
Member s of the Ir on Ring are member s
for l ife. They are not allowed outside work
w ithout permission, though they w il l keep
up appear ances to main tain their cover.
The Ir on does however pay extr emely w ell .
Motto. We Ow n You, Body and Soul
Beliefs. The Iron Ring beliefs can be
summari zed as foll ows:
- Any one wh o is not us is meat.
- If violence doesn't w ork, you aren't using
enough of i t.
- Profit i s the only measur e of success.
Goals. Keep the slave tr ade going. Remove
and obstacle to the tr ade.
Typical Quests. Scout a settlement for
str agglers and weaknesses. Remove r ivals
fr om your w ay.
Renown Rank
1 Brute
3 Breaker
10 Underboss
25 Factor
50 Overboss
Ten Thousand Fists of the Khan
The Fists of th e Khan i s an organization
form ed in Ethengar to pr omote the wor ship
of the Immor tals. Though their pr im ary
target i s the atheistic Glantr i, the Fists wi ll
target anyone who stands against the w il l of
the Immor tals.
The Fists of the Khan is organi zed in a cell
str uctur e, w ith each group independent of
the others and lead by a sin gle Fist. The
Fists maintain a vast spy network to keep
other s fr om underm ini ng the w ill of the
Immortals.
A typi cal Fist member can come fr om any
walk of li fe, all that i s requir ed i s they must
be deeply r eli gious. Whil e most Fist
members worship of of the thr ee patr on
Im mor tals of Ethengar, worshippers of
other I mm ortals are not uncommon.
Motto. The Immor tals Wil l I t
Beliefs. The Ten Thousand Fists of the
Khan's beliefs can be sum mar ized as
follows:
- Tr ust the Imm ortals in All Things.
- Disbelievers must be made to believe.
- The more brought to see the truth the
better..
Goals. Spr ead the Worship of the
Immor tals. Work to counter Glantr i.
Typical Quests.
Set up a church in a new
area. Convert the masses to be devout.
Renown Rank
1 Khoobarak
3 Gelung
10
Getsul
25
Bandee
50 Lama
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Races and Heroes
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ven Subr ace
ves in the Known Wor ld ar e separated
n the dwarves that l ive deep
dergroun d in Rockhome and those that live
ground in vari ous human cit ies. Mystara
ves are highly r esistant to magic, an abil it y
iven to them by the imm or tal Kagyar. This gif t
ever leaves them w ithout the abili ty to use
cane magic.
tar a Dwarf
li ty Scor e In crease. Your str ength scor e is
creased by 1.
ven Resistance.
You have advantage on
saving th rows versus magic.
est r i cted Classes.
You cannot take the bard,
izar d, or sorcerer classes.
l ven Sub r aces
lves in Mystara ar e greatly vari ed, being fr om
o dif ferent ori gin s. The Souther n elves
mi gr ated fr om Evergrun befor e the Great Rain
ir e. The shadow elves tr aveled
dergr ound to escape the disaster and settled
large caverns underneath the conti nent.
er group of elves, the Belcadiz came f rom
and far over the ocean. They are
ther br oken down by where they settled.
r e ar e no Drow i n M ystara.
Al l Elves in Mystar a lose th e Tr ance abil i ty
Sylvan Elves
Located in Al fheim , Glant r i and Karameikos
mainly, Sylvan elves are by far the most
numerous. Sylvan elf males tend to grow long
whi te beards late in li fe. They use the defaul t
Wood Elf Subrace.
Belcadiz Elves
Located exclusively in Glantr i, Belcadiz ar e
known for their fi er y passions and extr avaga
clothing. Their men are noted for spor ting
shor t thi n beards. Belcadiz Elves are shor ter
than normal elves, and possess darker ski n an
almost always black hair , though br own and
rarely r ed hair can be found. Belcadiz Elves
use the High Elf Subr ace wi th one variance.
Belcadi z Weapon Tr aini n
g. You have
proficiency w ith the rapier , shor t sword, shor
bow and l ongbow.
Shadow Elv es
As a Shadow Elf you have lived your li fe
underground w aitin g for the return of your
people to the sur face. Your people was spl it o
fr om the rest of your r ace in the Gr eat Rain of
Fir e and have spent thousands of year s
underground not know ing what was left of th
sur face worl d. You come fr om a deeply
religious people who ar e just now discoveri ng
Races of Mystara
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e are ent ir e civil izations above you.
hadow elves are know n for their pale ski n and
. Their ears are larger than other
, it is a giveaway in the company of others
type.
l i ty Scor e In crease: Your w isdom score is
creased by 1.
l f Weapon Tr aini ng: You have profi ciency
ith the long sword, shor t sword , crossbow and
uperi or Dar k Vision : You can see in dark or
il ight condi tions up to ninety feet as if they
er e br ight daylight.
ea Elves
ea Elves are a tr ibe of elves native to the
nr othad Gui lds. They ar e known for their
canny sense of dir ection, ingrained fr om
t sea. They are an adventurous people,
pendin g more of their time at sea than on land.
r e is some minor distrust among Sylvan
for a resemblance to Shadow Elves, but the
im ilari ty i s pur ely coincidental.
l i ty Scor e In crease: Your in tell igence score
aises by 1.
l f Weapon Tr aini ng: You have profi ciency
ith the long sword, rapier, long bow and
onus Tool Pr ofi ciency
: You are profi cient w ith
cles (water ).
ense of Di r ect ion : You gain advantage on al l
sdom (Sur vival) tests you make for
yali a Elves
d in Thyatis and Kar ameikos, the
eclusive Vyalia are exper t foresters, known for
abilit y to disappear i nto the forest w ithout
tr ace. Whi le they keep to themselves mostly,
mpir e of Thyatis has contr acted them on
lt ip le occasions to teach the way of the
ldr itch Knight to human soldiers. The Vyalia
erw ise stay by themselves, and ar e r emote
nough that the count r ies they li ve in l eave
e.
l i ty Scor e In crease: Your in tell igence score
aises by 1.
onus Pr ofi ciency. You have pr oficiency w ith
tur e ski ll.
Hidden Tr ai ls: You can cast Pass Without Tra
once using this trai t. You regain th e abil it y to
so after a shor t r est.
Half l i ng Subr ace
The hin of M ystara ar e a stout and proud r ace
They value fr eedom and f amil y more than
anythi ng else. Frequently attacked in the past
the hin have become known for their stealth.
Located pr im ari ly i n the Five Shi r es, w ith a
large pr esence in Mi nr othad, the hin ar e on
fr iendly terms most nations and r aces save
Glantr i . They do possess on occasion the abil i
to counter magic, based enti rely on their
r elationship w ith the land of the Shi r es.
Hin
Abi li ty Scor e Incr ease. Your Consti tu ti on sco
is in creased by 1.
Unobtusive. You have profi ciency in the Steal
Skill.
Gnomes
Gnomes are the only m ajor demi human race
w ithout a homeland in the Known Worl d. The
do possess a giant f ly ing city kn own as Serr ain
but the majorit y of them l ive in settlements in
the hum an and dwar ven kin gdoms. While no
known for being the adventur ing type, some
gnomes do set of f to see the wor ld.
Hi l l Gnomes: Use For est Gnome subrace
Sky Gnom es: Use Rock Gnome subr ace
Hal f Races
In Mystara there ar e no half r aces. In the case
of a mi xed couple, the r ace of the chi ld is the
r ace of the same sex parent . Humans and
demih umans can i nterbr eed, as can hum ans
and or cs. Some races need m agical assistance
have chi ldr en though, li ke humans and hi n.
Mystara
does not have ti efli ngs, aasim ar or
dr agonki n. Half elves and half or cs take on
th e r ace of a parent , but can sti ll have
childr en of the other r ace.
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Human Ethnicities
are the smaller of the major
thn icit ies of Ylar uam, and one of the ter r itor ies
s. They ar e considered a good
ed people, merging the cul tur es of Thyatis
lar uam. They pr efer d ialogue to violence,
adjusted their tr aditional garb for
hion and pr acticali ty over religious reasons.
y possess dusky ski n and dark hair . Their
ve language is Thyatian.
are found in the Empi r e of Alphatia.
xtr emely m agical, their land i s ruled by
izards. They have tw o distinct ethni c make
the commoners have coppery color ed skin
anging fr om r ed, and black. Noble
atians have black hair and blue toned ski n.
e language is Alphati an
are nati ve to the plateau of the same
e. They are an isolated people and behind
ations in terms of technology. They have
eddish ski n and black hair . Native language is
are found in Glantr i. They ar e fr om
orl d resembling that of Fr ance. They
en plagued by lycanthr opy in the past,
obles are known for being very
ccent r ic. They tend to have fair ski n and
de to brow n hair . Native language is
Averoigne.
Darokin i s a mixed r ace from all the var ious
peoples that have come to live in the count r y o
the same name. They are a wealthy and
industr ious people, bui lt on tr ade. They tend
have tan ski n and dark hai r. Native language
Darokin.
Ethengar
are proud warr ior s of the steppes o
the Sea of Gr ass. They ar e nom adic and fam il
ori ented. It i t said they learned to r ide befor e
they learn ed to walk. Ethengar have dark
copper toned ski n and bl ack hair and tend to b
of a sli ght bui ld . Native Language is Ethengar
Flaemish wer e the ori gin al settl er s of Glant r i,
ori ginally fr om Alphatia. They are a volatile
people, descendants of the f ir e worshiper s of
old. Many feel they are the rightfu l r ulers of
Glantr i. Flaemish have copper toned ski n and
br ight r ed hair . Native language is Flaemish.
Hatt ians
are fr om an i sland of f the coast of
Thyati s. They wer e once an equal par t of the
empi r e until an il l f ated r evolt caused them to
be conquered again. They ar e known for their
racism and super ior ity complex. They tend to
have olive skin and hair r anging fr om li ght to
dark . The native language is Thyatian.
Heldannic Freeholder s come from the lands t
the far nor th. They ar e fi er cely independent t
the point of being disorganized. They have
resisted attempts at conquest by Ethengar and
If you choose Atr aughin as your r ace
owi ng replaces the human's abil it y scor e
l i ty Scor e Incr ease: Raise your Str ength,
onsti tut ion by 1.
onus Pr ofi ciencies:
You have prof iciency in
tealth and Sur vi val.
or ed Defense. While you are not
eari ng any ar mor your arm or class equals 10
ur Constit uti on m odifi er + Dexterit y
fi er. You can use a shield and sti ll gain the
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stland, and r efused to be merged by the other
r thern nations. Fr eeholders have fair hair
and pale ski n. Their native language is Heldan.
reli sh l if e, where they are
ghti ng or carousin g. Their lands are at war
ith the Thyatian Empir e, though some of them
changed sides. Hinterlander s value
div idual achievement over all else.
nter landers tend to be larger than others,
ith f air skin and hair t hat ranges fr om light to
ed. Native language is Thyatian .
enn i tes fr om Esterhold are a conquered
ple. Overr un by Alphatia and used for slave
the Jenni tes look to escape their w izard
ords. Jenni te are of average height bu t
buil d. They have dark br own skin, w ith
k eyes. Native language is Alphati an.
ar e found in Glantr i. They wer e
ought over by the people that br ought over
e Averoigne, a land r esembl in g Scotland.
y tend to be a haunted people wi th a large
ber of ghosts in t heir r egion. Klantyr e tend
larger that nor mal humans, w ith pale skin
own to red hair. Native language is
are the native islanders to Ierendi .
layfu l in times of peace, fearsome in times of
, the Makai never do somethi ng halfw ay.
y ar e a sim ple people, liv ing off t he vast
y the isles have to offer. Their ski n tone is
onze, w ith str aight or extr emely
y black hair . Native language is Thyatian.
are the largest ethni c group in
lar uam. A deeply religious people, they are
onsidered stern and unfor givi ng by other
r es. They were largely nomadic unti l
ecently, when they began to form cities. They
honor above all, and have str ict sex r oles.
ni have br own skin and black hair and
ve a lot of hai r. Their native language
lar i.
come from the Isle of Dawn, unl ike
other people native to the island, Thoth ians
have dark ski n and hair . Though they shar e th
same language as the reclusive Nit hi ans of
Ylar uam, their cultu re is vastly d if ference.
Native language is Nith ian.
Northmen compr ise the population of Ostland
Vestland and Soderfjord. They are a r ugged
people, li ving in a harsh land. They are of a
large bui ld, wi th f air hair and heavy beards.
Native language is Heldan.
Nuari
are dark ski nn ed peoples fr om the Pear
Islands. Conquered by Thyatis at the star t of t
Empir e, they have acclim ated w ith the Empir e
whi le keeping their own cultur e. Nuari str ive
for perfection no matter their task, they str ive
be gr eat warr ior s and scholars. Nuar i have
almost coal black eyes and black hai r. Native
language is Thyatian .
Ochaleans are a conquered people in the
Empi r e of Thyatis. They are exotic compared
the rest of the Empi r e, w ith yellow skin and
dark hair . Ochaleans are know n for their
arti str y, food and their unar med fi ghti ng style
Native language is Thyatian .
Thyatians
are the major ity in the Thyatian
empi re, and have spr ead thr oughout the know
world. They are found in neighboring countr i
and as far away as Ostland and Glantr i. They
are known f or t heir tr eacherous natur es, but
mostly inside of Thyatis. Thyatians have a ligh
olive skin tone and l ight to dark br own hair.
They are known for their large noses. Native
language is Thyatian, which is consider ed
Comm on for M ystara.
Traladarans are native to what is now the
Gr and Duchy of Karameikos. They are a
supersti tious people, li ving in a land plagued b
undead, invasions, and monster s. They tend t
dr ess br ightly when they can affor d it. Their
tastes r un simple, valui ng function over f orm.
Their hair tends to be dark and their skin pale
They are shor ter than other nationali ties. The
native tongue is Traladaran.
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There is no glory to be had alone cub, true glory
mes from the pack. Together we hunt, together
we prosper. All lupin know their roles, from the
our swiftest scouts to our strongest warriors to
ur wiliest trackers. You cannot fault another for
being bigger, nor can he fault you for being small
of frame. Remember you can rely on his strength
to aid you as much as he must rely on your speed
to aid him. Differences are only weaknesses if
you do not work towards the same goal.
Together we are stronger than alone. That is the
way of the lupin.
-Horr the Scarred, lupin Elder
Lupin
A fier ce and nomadic people, the noble lup in
tr avel the wi lderness in fami ly packs follow in
the herds they hunt. A fr iendly people, lupi n
get along with humans and demihum ans,
though the canin e r ace prefer open spaces to
crowded citi es. Lup in are the natur al foe of
wer ewolves, huntin g them w ithout mercy whe
found.
Stout and Rugged
Lupin are covered head to toe in fur , though th
fur can be shor t to the point of barely cover ing
the ski n, to thi ck and shaggy for the nor thern
tr ibes. The heavier coated lupin for obvious
reasons avoid heavy ar mor. They tend to tr av
li ght, and don't carr y a lot of possessions.
Excess equipment i s given to the pack to be us
as needed.
Lupin value loyalty mor e than other races.
They ar e pack creatur es, to them the fami ly is
all important. A lone lupi n that is outcast or a
sole sur vivor of hi s pack can go mad fr om
lonelin ess. Lupin such as these tend to becom
adventu r er s to form a new pack, and ar e
fier cely loyal to their new found fami ly.
Loyal t o a Faul t
Lupin packs are well known and welcomed in
most nations of the Known World. They live o
of the land, tr ading for w hat they need w ith th
fur s and food they gather in their tr avels. Wh
they are not allied wi th any nation, lupin w ill
not th ink tw ice about pr otectin g innocents
under attack. The lupin packs are not
associated w ith each other , but when they me
it i s a time of celebr ation. Many betr othals are
created thi s way to keep the pack's blood f r esh
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in can be appr oached by vari ous
mmuni ties for tr ade, assistance or to hi r e out
mercenar ies as needed. Often if a town i s
et by w erewolves lupin w il l descend to r oute
hated enemy. Whil e they are welcome
most parts, lupin are nomads and seldom
tay for long. When they come to any area w ith
e game, they w il l set up a temporary
lage to allow them to hunt f or longer per iods
e.
es
in of ten become adventu r er s when they
left a pack for what ever r eason. Some
ubs grow enamored of the worl d and w ish to
ee more than what follow ing their pack can
Others are exi led for some unspoken
me, and others are the only sur vivor s of some
eat catastrophe. Regardless of the r eason, the
bond wi th their fellow adventur er s like
upin Traits
l i ty Scor e In crease. Your Constit ut ion score
ncreases by 2.
ge: Lupin r each maturi ty qui ckly, around 10
old. They live on average about 90 year s.
t: Most lupin are law ful in natur e, and
ost ar e good as well.
i ze:
Lupin average 5'5. They aver age 180lbs
ly grown. Your size is medium .
Your base speed is 30 feet.
You can speak, read and w r i te
ommon and Lupin
You can see in the dark 60'
: You gain pr oficiency in the
er cepti on skil l.
r ewolf Anim osit y: You automatically know
someone is a wer ewolf w hen looki ng at them,
ven i f they ar e in human form.
Bull Lupin
The har diest of the lupi n, the Bul l var ieties are
know n for their str ength and cour age.
Consider ed the best w arr ior s of the br eed, the
bull lupin are often f ound looking for trouble
when the pack ar r ives at a new hunter ground
When the hound lupin fi nd w erewolves, the
bull lupi n are the fi r st to go in.
Abi li ty Scor e In crease
. Your strength
increases by 1.
Buil t for Fight ing. You gain pr oficiency in the
Intimidation skill .
Hound Lupin
The scouts of the lupin , houn d lupin are
r esponsible for hun ting down game and fin din
new places to hun t. Their sense of smell is
legendary , and they are fear ed for the their
tenacit y w hen they detect a foe.
Abi li ty Scor e In crease. Your w isdom increas
by 1.
Hei ghtened Sense of Sm ell : You have
advantage on all Perception ski ll checks usin g
smell.
Hunter Lupin
One of the most num erous types of lupin, the
hun ter l upin are smaller than other lupin , but
make up for it by being much more agile.
Skill ed w olf r ider s and known for their archer
ski lls, they form most of the lupi n outr iders on
the hunt.
Abi li ty Scor e In crease. Your Dexter ity
increases by 1.
Wolf Rid er . You are alw ays tr eated as havi ng
saddle when r idi ng a wolf or other canine.
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Despite what you think I 'm not a normally a
burglar. But if you want me in on your little
heist, I want double. Plus I get first pick of the
loot and top billing on the wanted poster if the
guard starts looking for us.
Neulla Marta- Acquisitions Specialist
Rakasta
akasta are a race of nomadic feline humanoids
e found on the Isle of Dread and i n par ts
ti s. They are a war li ke race, pr id ing
lves on their mar tial ski ll s. They are also
for their artistic natur e, w ith their
d art being qui te coll ectible among
of vari ous human k ingdoms. Rakasta
avel i n f amily groups, always looking for new
ey. They are valued as tr ading par tner s
the Darokin and Min rothad merchant
Lit he and Agil e
Rakasta are as var ied as lupin, but all r akasta
shar e an almost unnatur al gr ace. They are
extr emely vari ed in size, fr om around 5' for th
domesti c Rakasta to almost 7' tall for the great
Rakasta. Li kewi se their weight can be
anywhere from 90lbs for the lither versions, to
almost 500lbs for the largest Greater Rakasta.
Rakasta appear as fu r r y hum anoids w ith felin
heads. The smaller r akasta appear to have
heads of common house cats, wher e the lar ges
of r akasta have heads r esembl ing li ons or ti ge
Their coats can be any var iety of colors, thoug
the greater r akasta often have coats sim ilar to
ti gers or leopards.
Fickl e Cr eatu r es
Rakasta travel in f ami ly groups usually. They
are not tied dow n to the famil y group, but owe
allegiance to their chief. Many of the rakasta
seek glor y on the battlefi eld, when their chief
does not pr ovide them w ith enough glor y they
w il l challenge the chi ef or seek it for
themselves.
Rakasta ar e known for their fi ne cr aftsmanshi
when they are not at war they tur n to making
high quali ty w orks of art . Many mer chants se
them out for tr ade, br inging weapons in
exchange for valuable fur s, jewelr y and
tapestr ies. Rakasta prefer to tr ade rather than
steal, there is no honor for them in r obber y.
Highly Adaptable
Rakasta are found almost ever yw here in the
Known Wor ld. Though not the most num erou
of r aces, there are few places on the continent
they have not tr aveled. Rakasta prefer w ide
open spaces li ke the Isle of Dr ead, but they ar e
not a rare site in major cities either. The
r akasta on the main land tend to stay in the
w il derness foll owi ng the game animals.
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r akasta have adapted to the vari ous
nvir onments. The soli tar y gr eater r akasta tend
loners, and can be found in h igher
ntains or deep forests instead of w ith packs.
ome rakasta fall in love wi th the bustle of the
ity and the fact many fi nd them exotic and
stead r eside in the great m etropoli ses in
lantr i or Thyatis.
ur ious
akasta are well known for their curi osity, and
abilit y to lead them into trouble. Many
akasta grow t ir ed of the pack l if e and seek out
fr iends to take them to mor e interesting
s. Wh il e many r akasta retur n, some
ome devoted to the adventur ing life and
r settle down at all.
l i ty Scor e In crease
. Your Dexter it y score
ncreases by 2.
Rakasta r each m atur it y around 12 years
They live on average 90 years.
Most r akasta are neutral in
i ze.
Rakasta are fr om 6-7' tall, but on ly w eight
nd 150lbs. You are a medium creatur es.
Your base speed is 35 feet.
. You can speak, read and w r ite
ommon and Rakasta
You can see in the dark 90'
ear of Water . When on a boat or w hen
etely dr enched, you have disadvantage to
cks until you get on land or dr y off.
You have resistance to fall ing damage.
al Weapons. Your claws deal 1d4 points of
lashing damage, and ar e considered light
You have prof iciency in
as, a for m of short sword they wear as
Gr eater Rakasta
The largest of t he rakasta, greater rakasta are
solitar y hul king brutes. Unli ke other r akasta
the gr eater r akasta live alone, hunti ng prey fo
themselves. They tend to be sur ly and
suspicious of outsiders. They can be found in
almost any type of w il derness, often as hunter
or r anger s.
Abi li ty Scor e Incr ease.
Your Str ength in creas
by 1.
Roar. You can spend your action to roar. All
enemi es w ithi n 10' must make a Wisdom save
DC 8 + pr ofi ciency bonus + your Char isma
modif ier or become fr ightened for 1d6+1
rounds. You cannot use th is abil it y again un ti
you take a shor t r est.
Wi ld Rakasta
The most common r akasta, w il d r akasta are
found in packs in secluded areas or w ide open
spaces. Known for their abil it y to leap gr eat
distances, they sur pr ise their foes by closing
faster than thought possib le.
Abi li ty Scor e Incr ease. Your Consti tut ion
increases by 1.
Pounce. When jumping you doubl e the distan
jumped. You have advantage on all ski ll check
when jumpin g over obstacles or seein g if you
land on your feet.
Domest i c Rakasta
Givi ng up livi ng in the w ilds for the comfor ts o
ur ban li ving, domesti c r akasta are an
uncommon sight in the larger cities. While th
have lost some of the savagery of their ki n, the
are also known for their almost supernatur al
luck.
Abi li ty Scor e Incr ease.
Your Char isma
increases by 1.
Nine Liv es. You have advantage on death savi
throws.
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Look at it The light reflects off it so perfectly
ave you ever seen something so shiny? To think
this was made by nature, no craftsman shaped it,
no one designed it, it happened naturally. Just
left alone in this cave undisturbed until the
dragon made its layer right beside it. I call this
for my first share of the treasure, this pebble.
-Aurora Stargrove, sidhe Bard
Sidhe
ages past two groups of immor tals existed.
ne became the Im mortals venerated by the
r ics. The other became the fey, w ith their
magics owi ng no all egiance to the other
mor tals. The most human of the fey
es, a separate race of Immor tals of
stara. The sidhe are highly m agical
r eatures that are known for their curi osity of
tal r aces. possessing it r obs them of their
l abili ties.
Ether eal and Tim eless
The appear ance of the sidhe is as var ied as the
humans. Sidhe appear to be a hybr id of man
and elf, though they are related to neither rac
They can usual ly pass as human easi ly. Sidhe
r ange from 5'8 to well over 6' on aver age,
though they tend to be of l ight bui ld, weighin g
less than a human of sim ilar size. Hair color f
the sidhe can r ange from nor mal human color
to unusual like dark gr een or br ight pink . The
eyes are the same way and can be any color an
need not even match. Sidhe are effectively
im mor tal, they do not age and if slain instead
r eincarnate back in the Good Kingdom.
Sidhe ski n color tends to be the same shade of
humans, though they can go to extr emes, w ith
ski n w hi te as snow or bl ack as onyx . Facial ha
is r are on sidhe men, but not unheard of. Both
sexes tend to ador n themselves w ith jewelr y, t
more extr avagant the better. Their clothing
r anges fr om simple fur s to gowns fi ner than
what emperor s could even dr eam of.
Sidhe tr easur e thin gs of beauty mor e than
physical value. A well made etched glass wou
be wor th m ore to them than a chest of gold
bul li on. They are cr eatur es of passion and
emotion, and love ar t of all types, from dwar v
history recitals to rusti c hi n dances. They abh
uglin ess, str ive for per fection in anyth ing they
make.
Str anger i n a St r ange Land
Despite their human appearance, sidhe are
foreign to the Known World. For them
every thi ng is ext remely unusual. The lack of
magic, the static nature around them and the
shor t lived creatur es they encounter i ntr igue
them. Sidhe are dri ven to exper ience all they
can in nor mal w orld. They are not attr acted b
gold or power , but by new exper iences. A sidh
w il l agree to go on an adventur e that pays
noth in g if it sounds exciti ng to her.
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o outsiders the sidhe seem overl y generous but
h. They don't understand the inhuman
vations of the sidh e. They are im mor tal,
no need for r iches or pow er. When
etur n to the Good Kingdom their stor ies
r ency. To the fey memor ies are
oin and excitement it's own r ewar d.
ldr i tch Or igins
ome from another r ealm called they
ll the Good Kingdom. The most well know n
tal is in Al fheim , but other s exi st. The
s a place w ithout t im e or death,
here every thi ng seems to change but nothi ng
uly does. Oberon has been ki ng for longer
an has walked the face of the planet. The
idhe have watched mountains ri se and fall , and
s no sur pr ise that many of them get bor ed
ith their im mor tal existence.
idhe have exi sted sin ce befor e the Im mor tals,
s such need nothi ng fr om them Their
mes fr om another realm, Immortal
over them noth ing.. Sidhe often blend in
ith hu man societies, their neighbor s none the
iser. Sidh e even get mar r ied to tr y and lear n
but they are doomed to watch th eir
pouse w ither and die from age.
xpl or i ng the new wor ld
idhe when enteri ng the new w orl d tend to seek
e large population center they can fi nd.
any become adventur es because of the
xcitement it br ings. Their lack of desir e for
ealth cause many to th ink them naive, but few
derstand the myster ious creatures well . Once
e sidhe has cir cled the globe a few times, they
eturn to the Good Kingdom to shar e their tales.
idhe Tr ait s
l i ty Scor e Incr ease. Your Charisma
creases by 2 and your Dexteri ty i ncr eases by
ge. Sidhe have no concept of age as they are an
mor tal race, r eincarnating back in their
native land after death. The aver age sidhe
appears ful ly grown after 20 years.
Alignment. Most sidhe are chaoti c by natur e,
though their r ulers are lawful. Evi l sidhe are
considered unseelie and shunned.
Size. Sidhe average 5'6 to over 6' tall and have
li the build. You ar e a medium creatur e.
Speed . Your base speed is 30 feet.
Languages. You can speak, read and w r ite
Common, Elven and Fey
Eter nal Cr eatu r es. Sidhe are not creatur es of
thi s world, their magic is their own, they cann
use Im mor tal's magic. You cannot gain take a
class that gr ants Immor tal m agic such as cleri
dr uid, r anger or paladin. As High King Obero
alr eady grants them fey m agic magic, they
cannot become war locks.
Fey Magic. Star ti ng at level 2 and every other
level af ter that, you may select a spell fr om the
Enchantm ent or Il lusion schools. The spell lev
must be hal f the sidhe's level. you may cast th
spell once w ithout needing components. You
r egain the abil it y to cast the spell after a long
rest.
Water Br eathin g. You can br eathe water as
well as it can breathe air.
I r on Al lergy. You cannot stand the touch of
ir on. You cannot cast spells whi le wear ing or
touchin g metal w eapons or armor. Items w ith
+2 enchantm ent or better are not considered t
be made of ir on. You have damage
vulnerabili ty against i ron w eapons.
Tr ue Fey.
You are im mune to nonmagical
di seases, can see other fey that ar e invi sible an
take damage fr om holy water as if they wer e
undead. As you reincarnate in to a new for m,
spells that r aise you fr om the dead do not w or
un less cast w ithi n ten mi nutes of the your
death.
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This is the life I tell you. No worries, no fretting.
Just fishing all day and lounging around in the
un. This is how a tortle is meant to live, leave all
the running around and worr ying to the other
races. Here we live in peace and harmony with
all other things. Just fishing and sunning. That's
the life. Of course if you feel obliged to take up
arms and go live a short brutal life before some
orc pries open your shell and eats you, that's up
to you. I won't stop you, who know maybe the
change of scenery might do you some good. They
out some caves of goblins. You grab a club and
go head over there and sign up. Maybe you
should do that, because if I catch you with my
niece again, I 'm gonna throw you in the ocean.
-Flash Yellowbeard, concerned uncle
Tort le
Tor tles are a stoic and placid r ace, content to
live in their shoreline villages fi shin g. Wi th
natur al heavy ar mor and nothi ng of r eal value
most other r aces are content to l eave them
alone. Whi le they have few enemi es, Tor tl es d
not go out of their way to make fr iends either.
Slow and Ponder ous
Tor tles have li ttl e in the way in vari ety, they
have coloration r anging from brown to gr een
but ar e hard to tell apar t except for their shell
Each tor tle shell i s a uni que patter n on the bac
and occasionally the Tortl es w il l paint them fo
decoration. The average tor tl e stands 6' tall ,
weighing in at almost 700lbs or m ore.
Tor tles are repti li an in natur e, w ith r ough sca
over much of their body. They have a heavy
shell that in on par w ith heavy arm or. Their
faces have beaks for mouths, and also have
lar ge oversized hands and feet.
Bound by Tr adit i on
Tor tles above all else value their peace and
quiet. Most Tort les li ve alone, fi shi ng and
keeping their huts tidy. They are not known fo
being craftsmen or war r ior s. Tortl es farm
communally, comi ng together as a group in
times of need. When w in ter comes often they
load up on wagons and head to war mer clim e
Whi le tor tles are known as kind and car ing
creatur es, they are not the most fr iendly. Rare
w il l you fin d a tortl e going to tr ade w ith other
races, and almost never w il l you f ind one livi n
inside a city. Tor tles are happy watchin g the
world go on by them.
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oastal Cr eatur es
or tles are found exclusively on the shor es of
ainl and and the islands in the Sea of
They bui ld small fi shi ng vi llages where
an also maintain their far ms. They don't
p forti fications but r ely on their natural
or and n eighbor s to aid them in case they
ttacked. Whil e mer chants may come to
ade, tortl es are generally known for their
eager existences.
ortl es do maintain a forti fi ed building for their
gs. Here the female tor tl es come to lay their
gs, guarded by older tor tl e males. Once the
gs are laid the females die shor tly there after,
owed by the older male guar dians. The r est
e vil lage then raises the hatchli ngs when
ey emerge.
tur al Bor n Guar dian
or some tor tles liv ing solitar y bor ing lives unti l
ey die isn't enough. They have to go out and
ake something of themselves, even i f just
iefly. Once in a long whil e a tortl e w il l put
n h is hoe and fi shing pole, pick up a
eapon and go and tr y to make the wor ld a
ace. Whi le not the most agil e creatur es,
ake excellent war r ior s because of th eir
al str ength and heavy ar mor.
ort le Tr aits
li ty Scor e Incr ease.
Your Str ength score
in creases by 2 and your Wisdom score in creas
by 1.
Age. Tort les r each matur ity around 5 year s ol
They ar e a shor t l ived r ace, only r eaching 50
years old on average.
Alignment. Almost all tor tles are law ful in
alignment.
Size. Tort les are usually 6' tall , and weight on
aver age 700lbs. You are a medium cr eatur e.
Speed
. Your base speed is 20 feet.
Languages. You can speak, read and w r ite
Comm on and Tor tle.
Natur al Ar mor
. You have a har dened shell th
gives you great pr otecti on. Your armor class
equals 10 + your Consti tu tion modif ier + your
pr ofi ciency bonus. You can use a shi eld and s
gain the benefi t, but you cannot wear any typ
of ar mor.
Per sonal Shel ter . As a bonus action the you c
w ithdr aw i nto hi s shell. This gives you +2 AC
and advantage on al l saving thr ows, but you a
considered bli nd unt il you spend another bon
action to come out of your shell.
In cr eased Lun g Capaci t y
. You can hold your
breath for 2 hour s.
Clumsy . You do not add your Dexter it y to you
Ar mor Class.
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Classes of Mystara
tween the elven maiden he had just rescued
He shouted at the elf to run as he pulled
s from his belt. He hoped she got far
h way from the melee to be safe. His last
n th e fu r thest r eaches of the Known Wor ld
here civili zation ends is where you w il l fi nd
er ce war r ior s in a str uggle for sur vival. From
e isolated Atr uaghin Plateau to the savage
ter lands at war w ith Thyatis to the
rkers that are ever present i n the Nor th
eaches, bar bar ians can be found waging war
ith foul cr eatur es and the elements. The type
ians are heavi ly r egionally in fluenced.
erserkers are almost never found outside the
hern Reaches, other lands li ke Atruaghin
ar lean more towar ds Totem
r w ith the spr ead of civi li zation the
festyles of the barbar ians are bein g
enged. As nati ons li ke Vestland and
lar uam look to moderni ze their lands, the
less tr ibes and savage war r ior s are being
hed fur ther and fur ther away.
rves are notoriously tough crowds. They
songs are tend to be monotone and tuneless.
thr illed by a recital of the last fifteen
Ther e is not a nation i n the Known Worl d w he
bards are not welcomed wi th open ar ms. Eve
the magic hating Ylar uam and Rockhome
appreciate the tales and r ecitals of tr avelin g
bards. Bar ds for many ar eas are the only
reliable sour ce for news or entertainm ent ,
when a wanderi ng minstr el ar r ives it become
almost like a holiday.
Bar dic coll eges are r arely a physical locati on,
often new techniques are learned by word of
mouth . However the nation of Ierendi fu lly
embr aces the works of the bards and dedicate
an actual coll ege to teachi ng both the Colleges
Lore and Valor.
Musical Instr um ents
In addition to the comm on musical i nstr umen
li sted in chapter 5 "Equi pment," of the Player 's
Handbook, bards in Mystara play the follow in
instruments:
Aelethria:
A w oodw ind fr om Elven l ands, the
aelethr ia is a long sti ck w ith large air holes on
either end. The elf pl ays the instrument by
rapidly spinning it around w hil e changing the
pitch and tone by changing where the aelethr i
is gr ipped.
Dvodentsivka:
A two barr elled flute found
commonly in Karameikos. Known for its dual
high pitched tone and usually played uptempo
Gr