DDGY778990F
DDGY778990F
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Cyradon
Copyright © 2005 by Aurigas Aldeberon LLC. All rights reserved. No reproductions without permission. Produced and
distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman St, Charlottesville, Virginia, 22902.
Stock #4300 ISBN 1-55806-607-1
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TABLE OF CONTENTS
OVERVIEW ........................ 4 The Climate ......................... 40 COSMOLOGY ................... 98
The Setting ............................. 5 The Mountains The Worlds ............................. 99
of Cyradon ....................... 41 Holy Magic ........................... 100
How to Use This Book ........... 5
The Forests of Cyradon ....... 42
Cyradon Glossary ..................... 6 Deities ................................... 100
Cyradon Rivers ..................... 44
The Story So Far… ................... 8 Tarahiri Deities ................... 100
Swamps ................................. 45
The Present: Escape Skaldi Deities ...................... 102
The Devastation ..................... 45 Dwarven Deities ................. 103
to Belynar .............................. 9 The Highlands ...................... 46
New Life & New Hope ........ 10 Gryx Deities ........................ 103
The Camal Sea ...................... 47 Sithi Deities ........................ 104
The People .............................. 11 The Schirae Trails ................. 47 The Gryphons .................... 106
The Elves .............................. 11 The Whispering Hills ........... 47 Elvish Beliefs ...................... 107
The Gryphons ..................... 12 The Gap of Orius ................. 47 Gnomish Deities ................ 108
The Gnomes ........................ 12 The Western Devastation ..... 48 Nagazi Deities ..................... 109
The Nagazi .............................. 12 The City of Belynar .............. 48
Religious Orders ................... 110
Other Races ......................... 12 The Blunt Hill Eyrie ............. 50
The East .................................. 50 MAGIC ......................... 115
The Newcomers ...................... 12 Anias Magical Traditions ..... 117
The Dangers ........................... 13 The Daybreak Country ........ 50
The Ruins of Ischea .............. 50 Cyradon Magical Traditions ... 120
Themes and Mood ................. 13 Cyrad Geomancy .................. 120
Ramsel .................................. 51
THE WORLD OF MITHRA ..... 14 Janieal ................................... 52 Magical Orders ..................... 122
The Heavens ........................... 15 Emmanel .............................. 53 Cantrips ................................ 124
Mithra: – the World ............... 16 Desnia ................................... 54 Alternate Spheres ................. 128
Cyradon Calendar .................. 17 Penlasse ................................. 55 Additional Spells .................. 128
Weather & Climate ................. 17 Arimispia .............................. 56 BELYNAR, THE CITY OF
Ancient History ...................... 18 The Southlands ...................... 58 GRYPHONS ............... 135
The First Age (aka The Selant .................................... 58
Belynar: Close Up ................. 136
Age of the Dragons) ........ 18 Taravant ................................ 59
Belynar Map ......................... 140
The Second Age (aka The Jalapur .................................. 59
Aneirin .................................. 59
Underground Belynar .......... 143
Age of Saena) .................. 18
The North ............................... 61 The Re-Awakened Land ....... 143
The Third Age (aka The
Age of Emperors) ............ 19 Llyrius ................................... 61 BESTIARY ...................... 146
The Gryphons ........................ 26 Mellianour ............................ 62 Monstrous Ecology .............. 147
The Elves ................................. 27 Neras ..................................... 62 Encounters ............................ 147
Humanity ............................... 28 Ciastan .................................. 62 Monstrous Locations ........... 150
The Nagah .............................. 29 The Five Cities ...................... 64 Monstrous Templates ........... 152
Cairnus ................................. 65 Monstrous Descriptions ...... 153
The Nagazi .............................. 29
Andalasa ............................... 65 ADVENTURING ............... 166
The Gryx ................................. 29 The Mountains
The Mablung Dwarves ........... 30 Adventure Seeds ................... 169
of the Moon ..................... 65
The Rhona .............................. 30 Adventuring Locales ............ 171
The City of Blackflame ........ 66
THE CONTINENT OF ANIAS ... 31 Cyradon Campaigns ............ 176
The City-State Kingdom
Tarahir .................................... 32 of Qumar .......................... 66 INDEX .......................... 179
The Theocracy of Asut ........... 32 Cyradon Economy ................. 67
The Treaty Kingdoms ............. 32 CHARACTER CREATION ....... 68
Skaldi Kingdoms .................... 33 Who am I? .............................. 69
Sithi Forests ............................ 33 Races & Cultures .................... 70
Neldor ..................................... 33 Anias Races & Cultures .......... 71
Eastern Steppes ....................... 34 Cyradon Races & Cultures ..... 76
Southern Lands ...................... 34 Blood Talents .......................... 82
Western Jungle ........................ 35 Professions .............................. 86
Recent Events .......................... 35 Talents ..................................... 90
In the Dwarven Homelands .. 36 Special Starting Items ............ 90
THE CONTINENT Training Packages ................... 91
OF CYRADON .............. 38 Anias Training Packages ...... 91
Geographic Overview of Cyradon Training Packages ... 94
Cyradon .............................. 39 New Equipment ..................... 96
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1 Chapter One Overview
OVERVIEW
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Chapter One Overview
1
The world has forgotten. The old things are gone. THE SETTING
Many great nations have fallen. In the deserts of the
Gryphon World (“GW”) is the core setting product line
south, the priests of the current empire forbid magic and
for Iron Crown Enterprises’ High Adventure Role Playing
the worship of the old gods. In the east, armies gather
(HARP) role playing game. “Cyradon” is the first release for
and jockey for position, laying waste to all they fight over.
this new setting. It is designed to be a low-level setting, to suit
Wars crash like waves over the land. People die.
both new players with starting characters and more advanced
But what if we could remake the world anew? What
players who will enjoy the challenge of guiding low-level
if the old magics and the great beasts of the sky were not
characters through a dangerous world. The key word with
as forgotten and lost as the bards' tales make you think?
Gryphon World is “fun” – it is meant to be a swashbuckling,
What if they merely lie sleeping in a land long lost to
romantic, fictional setting. Player Characters in GW can
legend? What if you could come through warfare and
make a difference. The fate of the world does not rest upon
death, slavery and suffering to find someplace new where
the shoulders of the Player’s Characters, but their actions can
you could make a new life, yet have this place be older
certainly shape the future of this rediscovered land. The
than the oldest stories told at your grandmother’s knee?
player’s characters will be the focus of the adventures: there
Far away, under a sky filled with unfamiliar stars,
are no ancient gods stalking the earth, no satanic dark lords,
stands an ancient city built in a time before the empires
and few high level characters.
of the north fell. Nestled in a mountain range at the
The players can make dozens of different character
center of a vast desert wasteland, the city is carved into
types, from the ancient elvish warrior fighting to protect
the remains of a dormant volcano. In the highest reaches
their lands, to a Gnome mystic trying to steer a path to a
of that city, in rooms carved from the mountains, the
glorious destiny, or certain doom. Play a grim Skaldi
Gryphons watch and wait… Cyradon is waiting. The long
tribesman, far from home but burning with a rediscovered
forgotten things stir in their sleep.
idealism. Play an elvish Sithi tracker or a gruff, practical
Gryphon World – the world of Mithra - is a com-
Dwarf of the mountains. Play a magician knight of the
plex, fractured world. On Cyradon, elvish kingdoms
New Tarahiri mountain kingdoms who has sworn to see
strive to carve out an existence on the borders of a
Tarahir reborn. Or play a Gryphon, the fading lords of the
continent petrified by magical fire through political
sky as they prepare for a time of tumult that will see them
intrigue and martial might. In the cracks and forgotten
restored to their position of greatness, or doomed forever.
places, the Gnomes struggle to preserve what life there is
Glorious adventures await. Explore the vast central
as well as restore the damage done by the great cataclysm.
lands of Cyradon, hunting the Aberrations and making
To the west, the civilized, literate Nagazi Lizardmen guard
war on the cursed Schirae tribes. Scale the sharp peaks of
the ancient knowledge of the Mithrans—that may be the
the mountains, seeking out the lost secrets of a forgotten
key to the salvation of Cyradon. Most Gryphons keep to
race. Delve into the ruins of the elvish cultures of old,
themselves in their eyries, setting only their exiles and
seeking treasure, magic and wisdom. Travel east into the
castoffs to stand guard over the ruins of the forgotten
lands of the Elves and play the games of court and
city. Legend has it, the only mortals to live on this place
intrigue. Explore the city of Belynar and help rebuild it,
were human magicians, and the humans of Cyradon are
shaping it to your will and creating a city whose name will
long dead. How will the races of Cyradon react to a new
become famous throughout the world. Soar with the
influx of humanity? How will the balance of power be
Gryphons in the wide sunset sky.
altered? Will the humans choose to stay here since the
world they knew was shattered? HOW TO USE THIS BOOK
This is a time when new destinies, alliances, and
battle lines will be forged. To use this book you only need the HARP rulebook,
available from Iron Crown Enterprises. The setting is also
largely compatible with Rolemaster Fantasy Role Playing,
and earlier editions. The book is compatible with such
HARP support books as Martial Law and College of
Magics. All you need to get started, however, is the HARP
rulebook. The other support books compliment the setting,
but are not required to get started exploring Cyradon.
This book represents an overview of the continent of
Cyradon, which is the continent the Gryphons, the Rhona
Gnomes the Arali Elves, and the Nagazi Lizardmen call
home. Cyradon is an island continent, somewhat like
Australia in our world, but part of a wide archipelago of
smaller island landmasses, rather more like Indonesia,
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1 Chapter One Overview
Malaysia and the Philippines. The inhabitants of the stands in the center of the Devastation. Created approxi-
continent must struggle to decide what to do about the mately five centuries ago, as a result of a magical ritual
humans, and the humans must find some way of making a gone awry, the Devastation has been leeching the life force
niche for themselves. of Cyradon ever since.
This book gives a detailed character creation chapter to Dwarves (Mablung) – The Dwarves are a short, hardy,
guide new players through the design of characters who live mountain people. It has been many years since they involved
on the world of Mithra. It lays out the background of each themselves in the affairs of the world around them.
of the player races, and offers new variant profession Echoes – The magic of Cyradon—the Echoes are the
templates and training packages. power of the land made manifest. Elven mages and other
The history and geography of the continent are powerful beings can tap this power.
summarized to provide a framework for you to develop
Elves (Raesha) – The Elves. The term “Raesha” is
your own ideas and stories. The book also examines the
used to describe the various elvish races as a whole. Many
cosmology of the setting and discusses how the different
of the Raesha do not recognize that the various kindreds
races use magic. Finally, the book provides ideas and hooks
are related. Few Raesha live longer than several hundred
to create your own epic stories in Cyradon.
years. Time wears away at them, and they can be slain by
violence or accident. Tracing elvish heritages is a compli-
CYRADON GLOSSARY cated and contradictory field of study, and the various
Anias – Anias is the Human term for the land known kindreds have drifted far apart over the millennia. There
to the Elves as the Westerlands. Anias is the place of origin are several tribes of Raesha on Mithra, all descended from
of the human refugees. It lies several thousand miles west the Mithrans. They are rare only on Anias. Raesha
and north of the continent of Cyradon. It is not one kindreds include the Arali, the Sithi, and the Danae.
continent, but several subcontinents linked together. Gnomes (Rhona) – The Rhona Gnomes dwell in the
Arali – The most numerous and aggressive of the deep valleys and forests of Cyradon, mainly in Aneirin.
elvish kindred, many Arali dwell on Cyradon. They hold They have worked for centuries to try to heal the scars of
themselves apart from the other Elves, and even from their the Devastation. The Rhona have close ties to the Danae.
fellow Arali. The Arali of the different nations of Cyradon Gryx – The Gryx are a peaceful nomadic race
see themselves as separate races. originally from the far eastern lands of Anias. Their
Belynar – Belynar is one of the most enduring names fearsome, savage appearance belies their gentleness. The
for the ancient city guarded by the Gryphons in the heart Gryx fled Orsai oppression and were among the refugees
of the Devastation. Belynar is built onto the side of (and who arrived in Belynar.
inside) an extinct volcano. The city is a sad, eerie, empty Janieal – An Arali elvish kingdom in southeastern
place, once home to half a million souls, now it is home to Cyradon and the major political rival of Desnia. The
a few thousand humans, Gryx, Sithi, Gryphons, Dwarves Janieal Arali are more moderate than the Desnians.
and Arlai. Juras Mountains – Named the “Grey” Mountains by
Cyradon – On old maps, arrows point east to Cyradon, the Skaldi, the Juras run diagonally across Anias, roughly
the mythical “land of the Cyrads” beyond the mountains and northwest to southeast, cutting the continent into the broad
the sea, long lost to humanity. The Cyrads were descendants grasslands and deserts of the south, and the wild forested
of the Mithrans. They vanished long ago, though many country to the north. The Juras run all the way from the
peoples of many lands consider the Cyrads to be their western sea coast to the Eastern Ocean. Passes are few, and
ancestors. The term ‘Cyradon’ therefore has two separate they have traditionally marked the extent of Tarahiri and
meanings. One is geographical; Cyradon is the human name (later) Orsai territories.
for the Daybreak Country. The other is more metaphorical, Memra – Memra is the name for the solar deity
meaning a place beyond the reach of mere mortals. worshipped among many of the cultures in western and
Danae – A small elvish tribe of Cyradon. The Danae southern Anias. The Orsai worship him as a powerful
make their home in the Aneirin Forest. warrior deity who destroys the weak and corrupt.
Desnia – The most powerful nation of the Elves, home Mithrans – An ancient race that gave birth to the
to the Desnian Arali. Desnia is a maritime nation off the Elves and the Cyrads. The Mithrans are now no more, but
eastern coast of Cyradon. Desnia’s military superiority, the ruins of their fabulous cities can be found across the
ambition and discipline gives them an influence and respect world of Mithra.
far beyond their wealth or numbers. The Desnians are Nagah – The Nagah are a race of strange
remarkable for their golden skin and fierce dark amber eyes. Lizardmen. They are rarely seen, and largely ignored.
Devastation – The Devastation is a cursed, lifeless They make their nests beyond the western Mountains of
region in the heart of Cyradon. The ancient city of Belynar Evening on Cyradon.
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Chapter One Overview
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Nagaral – The Nagaral are a semi-barbaric race of Serai”, the shadow dancers.
Lizardmen, related to both the Nagah and the Nagazi. Royal Roads – A Royal Road is a geomantic portal
They live in city-states surrounding the Bay of Malan in that links two or more places. The Roads were created by
northwestern Cyradon. the Cyrads for peaceful exploration and transport. At the
Nagazi – A civilized group of the Lizardmen, the height of their power, the Cyrads explored much of the
Nagazi have a small thriving confederation of city states known world and opened Royal Roads between their
in the area of the ruins of the ancient Mithran city of domains. Travel down a Royal Road takes a traveler
Evefalim. through the skin of the world and into the lifeblood of the
Narsin/Narsi – The Narsin were an order of magi- earth itself. Travel is not instantaneous – it can take several
cians in ancient times that came together in the small minutes or even hours to pass through the roads.
city-state of Tarahir. Through their influence, Tarahir Schirae – A group of Elves that were twisted and
came to dominate its neighboring city-states, and deformed by the same powers that created the Devasta-
eventually become an empire that claimed much of the tion. They have lost their elvish longevity
known world on Anias. The Narsin and grace and now appear as
withdrew from Tarahir centuries muscular, scarred savages
before the Empire collapsed. with vestigial wings. The
They feared that the day Schirae have, since the
would come when the Devastation, evolved
Empire would turn on into
the mages. They an intensely violent
managed to re- and
open the Cyrad tribal society.
Royal Roads and Sen-Serai
flee to Cyradon. (a.k.a. Shadow
They rebuilt Dancers) – An
Belynar, turning order of elvish
it into a city that mystics, the Sen-
began to eclipse Serai are said to
Arali power. The dance with the
Narsin and the shadows of the
Shivan Arali were dawn. They
destroyed when a maintain the two
great magical beacon towers of
ritual went the equatorial north
wrong; the of Cyradon and are
destruction also the guardians of much
burned the life from lost knowledge. The
the center of the continent Sen-Serai failed to prevent the
of Cyradon, creating the Devastation, and failed to stop the tragedies
Devastation. that preceded the Devastation. The Sen-Serai believe that
“Narsi” is the name of a member or members of the they now have one final chance to set things to rights.
order. The term means “seeker” or “scholar” in the old Sithi – The Sithi are Elves from the forested lands
Tarahiri. The term has become synonymous amongst the north of the Juras Mountains. Sithi archers are feared by
Gryphons with ‘idiocy’ and ‘arrogance’. the Orsai and Skaldi alike. The Sithi are of the same stock
Orsai –A desert-dwelling human culture that as the Danae.
absorbed the remnants of the Tarahiri Empire. Feared as Skaldi – One of the names given to the humans that
ruthless and decisive warriors, they serve a harsh make their homes to the north of the Juras Mountains and
priesthood, sometimes referred to as the “Theocracy.” all the wide lands beyond. Pale of skin, with yellow or dark
The Orsai are tall, sometimes bearded, olive skinned hair, the Skaldi represent a broad sweep of cultures,
humans. Their primary military strength lies in their languages and traditions. Regarded universally as barbar-
feared light cavalry. ians in the “sophisticated” lands of the old Tarahiri
Qumar – The small kingdom of Elves in the Empire, some Skaldi tribes are fearsome warriors. In the
northeast of Cyradon. Qumar is the home to “Sen- west, north of the Juras, the Skaldi form, with the Tarahiri,
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1 Chapter One Overview
the people of the Treaty Kingdoms, the mercantile powers the continent of Cyradon after the Devastation. The Veil
which dominate the northwestern seas. was a thick wall of mist that isolated the continent from
Tarahir – Once a small trading post between the the rest of the world. The Veil collapsed almost a year
lands of several powerful tribes, Tarahir rose to become before the arrival of the human refugees from Anias. The
the first powerful human city-state controlling an impor- Sen-Serai are the only force in the world other than the
tant trade route between the western sea and the eastern Desnian navy who were capable of navigating their way
plains, and then the center of an empire. At its height, the through the Veil. The Sen-Serai passed through the mists
Tarahiri Empire controlled all the lands south of the Juras using subtle magics. The Desnian navy used brute force to
Mountains, all the way to the River Confluences to the blast the magics aside.
south. While Tarahiri Satraps were effective, their Orsai Wyverns – Created by the Great Dragon, Moril, to be
horsemen were their most feared military asset. Like all her servants. They are incredibly strong, powerful and
empires, Tarahir’s influence declined. Tarahir was sup- long lived. The Wyverns are the Gryphon’s oldest enemies.
ported by the powerful Narsin, wizards of incredible Westerlands – The Arali name for the human lands across
power. Tarahir itself remained an important trading post, the sea. The Skaldi term is Anias. The actual usage is both
but the city itself was long past its prime. After the fall of negative and derogatory. Westerland (similar to the Arali word
the Tarahiri Empire, it later became a province of the for Wasteland) implies death, destruction, plague and loss. It
Theocracy of Asut to the south. Poor and heavily taxed by is little wonder that the Arali are less than excited when people
the distant Orsai nobility, it became a hotbed of rebellion. from those self same Westerlands arrive in their territory.
Tarahiri, The Confederation of, (or) Alliance of –
After the Empire of Tarahir fell, and the Orsai created an THE STORY SO FAR…
empire of their own. Some of the old Satraps and mer-
The events in this book take place on two of the
chant families crossed the Juras Mountains, and set up
continents of Mithra: the great continent of Anias and the
homes to the north. They made uneasy alliances with the
smaller island continent of Cyradon. Our tale begins in
Skaldi tribes. As the Orsai expanded their empire, they
Anias—both in the distant past and in the immediate past.
started invading Skaldi lands through the passes in the
Long ago, a race known as the Cyrads migrated from
Juras. The old “Tarahiri” nobility and the Skaldi fought
lands across Mithra to the small continent that became
them, and eventually defeated them. With aid from the
known as Cyradon. They were the most powerful and
Treaty Kingdoms, the Tarahiri confederation fortified the
civilized of the races. Their capital on Cyradon was the city
passes, and established small kingdoms in the foothills on
of Belynar, which they carved into the side of an ancient
either side of the Juras. As religious strife threatened the
volcano. The Cyrads shared their home with several other
Orsai Empire, people fled to the relative safety of the
races, including the mighty Gryphons.
Tarahiri exiles’ kingdoms. After decades, these kingdoms
Descendants of the ancient Mithrans, the Cyrads
came to be called the Tarahiri Confederation. The
traveled across the world of Mithra and beyond through
kingdoms’ stated claim was to rebuild the glory of the
their famed “Royal Roads”—mysterious magical portals.
empire of Tarahir. In reality they are buffer states, sup-
Then one day the Cyrads vanished. Some say the Cyrads
ported by the Treaty Kingdoms to ward off outright war
were destroyed by a plague or by Dragons, others that they
with the Orsai Empire.
took a Royal Road beyond the stars to a new home.
Treaty Kingdoms, The – Powerful human maritime Some time later, a second wave of immigrants landed
and mercantile states whose influence extends from the upon Cyradon. Claiming to want to be free of the younger,
Juras to the small port cities in the extreme northwest. The upstart race of humans, many Elves took part in this
Treaty Kingdoms are a loose alliance of city-states that migration. They were drawn to Cyradon because of the
pool their military resources to protect each other from “Echoes”, the land’s inherent powerful magic.
outside attack, and to ensure their merchants are pro- The Arali Elves were the most numerous immigrants to
tected. Their naval forces and merchant fleets dwarf Cyradon. Their arrival on Cyradon signaled a continuation of
anything the Tarahiri Empire ever had. Though the Orsai their ancient political rivalries and Machiavellian intrigues.
have launched raids on Treaty Kingdom territory, and They set about founding kingdoms—Janieal, Desnia, Shivan,
Orsai ships have clashed with Treaty Kingdom fleets, the Ischea, and others. Another elvish race, the Danae were forced
Orsai know better than to declare war on the Treaty into secondary roles as the Arali vied for dominance. The Arali
Kingdoms. The Treaty Kingdom’s military orders, includ- gradually grew apart from each other and the Danae. They
ing the powerful Pascalline Order, are more than a match came to see themselves as separate “races’; while they acknowl-
for the Orsai cavalry. edged a racial kinship with other Arali, they denied kinship
Veil – The Veil was a magical defense erected around with the other Elves. The other races of Cyradon such as the
Nagazi and the Gryphons wisely refused to take sides in these
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Chapter One Overview
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disputes. For centuries the precarious balance of power held... The Arali were both envious and contemptuous of the
Then the Narsin came to Cyradon. The Narsin Narsin. They despised the Narsin for being human, but
persuaded the Arali to allow their order to reoccupy envied and coveted their power. Powerful Arali actively
Belynar. Sensing potent allies, the Arali agreed. Over time, conspired to use the Narsin to defeat their rivals and to
the Narsin and their city grew. The Narsi had time, magical establish hegemony over all of Cyradon. In an effort to
power and unlimited resources at their disposal, and outdo the other Elves of Cyradon, the Shivan Arali bribed
turned their efforts to magical experimentation. They the Narsi to alter their race; nothing less than wings and
created many new species and magical servants. Bored, the the power of flight would satisfy the Shivan Arali.
Narsin instituted a series of games where these creations The Arali of Desnia attempted to stop the magic ritual
would battle one another. As time passed, this minor that would give the Shivan wings. Their efforts were
diversion became an overwhelming feature of the Narsi catastrophic—the resulting magical backlash released an
society, driving them to create more and more creatures intense pulse of magical energy that swept out from
and constructs for use in battle. Many powerful Arali also Belynar, killing or twisting everything in its path, people,
took part in these games, purchasing monsters for their plants, animals, everything! Nothing was left of the central
stables and to fight in the coliseum. Over time, much of the highlands except for the blasted lands and hordes of
Arali and Narsi cultures descended into decadence. strange new monsters. Thus was born the Devastation.
The backlash transformed and twisted the
surviving Shivan Arali They lost their longevity
and grew vestigial wings upon their backs. They
became the Schirae.
Angry and grief stricken, the Arali survivors
blamed the human newcomers for the Devastation.
Tapping the Echoes of Cyradon, the Arali of Desnia
crafted the Veil, a magical barrier meant to drive
away all those who sought to reach Cyradon. The
Veil was a massive wall of mist that surrounded
Cyradon to prevent outsiders from approaching.
The Desnians also used the Echoes to re-seal the
Royal Roads that the Narsin had opened, to prevent
others from arriving by that method.
The Veil lasted for centuries, until just a year
or so ago, when an Arali poet, discovered that the
use of the Echoes to power the Veil was also
destroying both the Echoes and all of Cyradon by
depleting the power of the land rather than
allowing it be used to heal the land. Taking matters
into his own hands, the poet forged a ritual that
destroyed the Veil.
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1 Chapter One Overview
But Tarahir still stood; a rich subject state which had never With such a diverse group, the Rhona elders decided
fully bowed to the Orsai. In an attempt to possibly to try the ritual of Estrousal one more time in honor of
recapture some of their former glories, the Tarahiri the meeting of so many different races in one location.
rebelled, denying the authority of the Orsai over them. Thus a small group, comprised of all the races present
The old successor kingdoms to the north marched in ascended to the very top of the volcano upon which
support of the uprising, but to no avail. The Orsai Belynar was built to perform this ritual. It took half the
defeated them all, and laid waste to the city of Tarahir. night, and at its conclusion the focus of the ritual, one of
As Tarahir burned, a motley band of refugees, the famed Tears of Life exploded in a pulse of energy,
soldiers, and mercenaries fled into the mountains. something that had never happened before in all the
Attempting to find shelter and protection, they fled into a years that the Rhona had been performing the ritual.
cavern complex that was the remains of ancient dwarvish The following morning, as the sun rose over the
city. They hoped to hold their Orsai pursuers off long distant peaks of the Mountains of Morning, many
enough for reinforcements to arrive. Instead, they noticed the change that had taken place over Belynar and
stumbled onto a magical portal. A young mage remem- its surrounding area. Where once there was nothing but
bered a tale written on a crumbling parchment. The the blasted red sand of the Devastation, there was now
Cyrads had built magical roads across the world, from city grass and trees, animals and even crops growing in fields!
to city…If this was an ancient Cyrad portal, the mage The Ritual of Estrousal has restored the land to the way it
reasoned, it most likely led to a Cyrad city or perhaps was before the Devastation, including the plants and
another dwarvish city…But where?...How to activate some wildlife!
it?...Perhaps a prayer was answered, for as the Orsai closed However, this was only a temporary respite; the ritual
in on the caverns, the portal sprang to life, offering the had restored only a small portion of the Devastation to
refugees an uncertain future. The refugees took the escape life, a portion that would eventually erode away again in
offered to them. When the Orsai swept through the but a few short years, a decade or two at most. For the
caverns their scouts found only a few traces of the healing to become permanent, even more of the Devasta-
survivors. The portal had closed. The whereabouts of the tion must be healed, enough so that the land is once
refugees remained a mystery. again strong enough to fight off the corrupting influence
The portal led to Belynar, once the greatest city on the of the Devastation. The land needs to be restored fully.
island-continent of Cyradon and half a world away from The land needs heroes to save it.
anything they ever knew.
Several thousand people, human, Gryx, and Sithi,
scared, tired, and hungry, emerge into the great square on
the largest of the plateaus of the great city. In the peaks
overlooking the city, a tiny community of Gryphons – WHAT DOES CYRADON MEAN?
creatures of myth and fear in Anias – stood watch over the
To human scholars, “Cyradon” is the Cyrad
desert, holding ancient enemies at bay.
name for a distant continent claimed by the
Any other race in Cyradon would have killed the
Cyrads as part of their empire in ancient times.
human refugees where they stood, but the Gryphons
The Cyrad empire is said to have started in the
understood that the coming of the humans meant a time
Juras Mountains of Anias and then stretched
of great change was here.
north and south and somehow far to the east
NEW LIFE & NEW HOPE across the sea to a distant land. Over time, the
term “Cyradon” has come to mean “over the hills
Shortly after the arrival of the refugees in Belynar, a
and far away”, a distant country shrouded in
mixed contingent of Desnian and Janieal scholars arrived
myth, whose existence is questioned by many
to look into fluctuations of the Royal Road that had been
teachers. “Away to Cyradon” is a Tarahir term
detected weeks before. The Desnian and Janieal Arali have
which means lost or distracted. “Ah that boy is
arrived to find that the Gryphons and Rhona are already
always woolgathering,” a father or a schoolmaster
present and working to aid the newly arrived refugees.
might say, “he always seems to be away to
To everyone’s surprise, a dwarvish contingent
Cyradon.” But Cyradon does indeed exist.
arrived through the Royal Road portal only a few short
To the Gryphons, Cyradon means the Place
days after the refugees. And finally, representatives of the
of Sanctuary.
calm and civilized Nagazi arrived, seeking to aid and
learn more about the refugees and the events now
unfolding here in Belynar.
10
Chapter One Overview
1
THE PEOPLE on the steppes of Anias. Eventually growing weary of
humans, the Arali and other elvish kindreds set out
There are several intelligent races in Cyradon. Some across the sea eastward in their mighty ships, eventually
races are native; others have come to the isolated island making Cyradon their new home.
continent over the millennia seeking shelter, enlighten- The Elves are hardly ever numerous in the Daybreak
ment, or conquest. In the very heart of the continent, only Country. They produce few children, and their city’s
the Gryphons and Gnomes attempt to eke out an exist- populations are dwindling so that they are half empty.
ence. They watch over these wastelands and ensure that if Once a vibrant, powerful race, the Arali are quiet
ever an opportunity arises to restore the land, they are and hesitant now. They mask their frailty with a haughty
ready to make such an attempt. arrogance. They pretend that nothing has changed and
All of the player character races in Cyradon are the land is as it ever has been. They play at their Great
humanoids, except the Gryphons. Many of them are Dance of intrigues, power plays and rivalries, bestriding
exotic: the unearthly Arali Elves with eyes of brightest the lands like would-be kings. Sometimes, they even
sapphire; the child-like Gnomes, discharging their faithful manage to fool themselves. Five hundred hundred years
duty to protect the world; the Gryphons with their ago, their entire society collapsed into degeneracy and
beautiful feathers and dreams of flight. All of the player decadence, contributing to the ruin that befell Cyradon
character races are fighters. None of them are pushovers. at the hands of the Narsin. Many of the elder Arali died
All of them will give their last breath just to keep life and and now, a younger generation stands poised to take up
hope alive for the briefest of moments. the reins of power. The arrival of the humans will set
their courts aflutter with new feints and ploys to gain
THE ELVES some perceived upper-hand, but perhaps it will lead the
The Elves are a long-lived race who claim ancestry Arali back to their former glory – or destroy what’s left
from the Mithrans. As the Elves grow older, their youth of them.
falls away and they lose touch with their mortality and The Arali are divided: in the south east of the
their physicality. They enter a chrysalis state and emerge Daybreak Country, the Arali are agrarian, and almost
as one of the spirits of the stars. But until then, though rustic. They make their homes on the seashore, and in
ageless, they die as easily as any other. The Elves are slight the woodlands, and in a small city hidden in the wood-
and slender, with unearthly eyes and luminous skin. lands. Their blood has mingled with the Danae. Further
Their skin tones range from alabaster white to a dusky north, in the cities of Janieal and the Amber Hall, the
copper color. Their most distinctive feature, however, is Arali are urban, cosmopolitan and civilized. They pay
their range of eye colors: sapphire blue, emerald green, professional soldiers to guard their walls, and rarely
ruby red and sunset indigo. travel beyond the safety of their lands.
There are numerous kindreds of the Elves scattered In the furthest north, the tiny port city of
across the world. The Arali were among the most Stormhold plays host to the mysterious Sen-Serai Elves.
successful kindred. They occupied vast swathes of land These “shadow dancers” are magicians and seers and
11
1 Chapter One Overview
12
Chapter One Overview
1
The Dwarves (Mablung) – The Dwarves are a short, A short distance from Belynar lies the coliseum. Here the
hardy, mortal mountain people. It has been many years constructs lie inert under the stadium, waiting for their long-
since they involved themselves in the affairs of the world dead masters to call them forth again. The coliseum con-
around them. In the past the Mablung had been allies of structs are massive monsters out of mythology and night-
the Cyrads, and many Royal Roads had linked Mablung mare, created by some of the most creative enchanters to have
and Cyrad cities. While the portals had not functioned in ever lived. They are intelligent, adaptable and highly danger-
many centuries, the Mablung still guarded them, and ous. They made for spectacular combat in the days of the
made periodic attempts to reactivate portals that led to arena games, but now, the constructs represent a deadly
desirable locations such as Blackflame. threat. The constructs are no longer bound by the coliseum
Humanity –Men, women, and children. Civilians and limits – they may range far and wide across the city and the
soldiers, they are those fortunate to escape the massacre at surrounding hills should they be awakened.
Tarahir. Many of their fellows were killed when the city was Who knows what dangers may await in the lands to the
burned and sacked; many more were marched away to west of Cyradon? Are there other races? Are there more
slavery or worse fates. They are a mixed lot, citizens of a monsters? Beyond the Mountains of Evening lies an
city that was once the most cosmopolitan in the known unimaginable expanse of jungle that has never been explored
world. This is their chance to start again – but it may also fully. What secrets does the jungle hold and what dangers?
be too great a challenge for them to cope with. And finally, there is an old saying amongst the
Gryx – The peaceful nomadic Gryx will have new Gryphons: “Until the Dragons wake” – a sad term of
roles thrust upon them on Cyradon. goodbye, a half-remembered saga from old legend. When
the Dragons wake, the Gryphons say, the world will shake
THE DANGERS and everything made by mortal hands will be undone.
This is a hostile, empty, and barren land. The portal When this is to occur, not even the Gryphons can say nor
leaves the newcomers stranded at the doorstep of the would they if they knew.
dusty ruins of Belynar. Food and water are scarce and top
priorities. Beyond the distant mountains to the east, the THEMES AND MOOD
Arali kingdoms lie in fear of the return of humanity and This is a setting for High Adventure Role Playing
steel themselves for the confrontation. (HARP). “High Adventure” is the key here – swashbuck-
But these are trivial problems. In the mountains ling heroes, sweeping romances, desperate struggles,
surrounding the Devastation, the Schirae make their mighty victories, the clash of ancient civilizations and the
homes. The Schirae were once Elves who gave up their redemption of all that has fallen. The aim is to create a
near immortality for a precious dream, and are now a setting that will generate epic sagas and fun adventures.
vicious, broken, degenerate race who scar their faces and The setting has many elements: dark undead crea-
mutilate their bodies. The Arali say they are cannibals and tures, vicious inhabitants of the Devastation, noble
refer to them as ‘the fallen’. When famine strikes their Gryphons, sleeping Dragons, otherworldly faerie spirits,
high mountain pastures, they sweep down upon the Arali and passionate and beautiful Elves. The exact mix is for
kingdoms like locusts. Their shamans hunt Gryphons and the Gamemaster and the players to decide upon. Do you
take Elves as slaves. want a saga where a desperate humanity must make the
They dwell inland, in the mountains and along the ultimate sacrifice to save the land? Perfect. Do you want a
edges of the desert. What little territory they can claim as saga where a ragtag band of ne’er do wells become mighty
their own often is unable to support their numbers as heroes? Perfect. Do you want a darker saga, shadowed by
they breed like rabbits. When their numbers get too great, treason and deception? That would also work perfectly.
the Schirae seek relief, either through expansion or
culling through war.
Differences between the Schirae and the Arali are
obvious: each Schirae has vestigial wings on their back,
their complexion is dark gray in color, and their bodies
bear little resemblance to their Arali cousins. These Dark
Elves are descended from a tribe who sought to learn the
secret of flight. They transformed themselves using
magic, but their magic failed. It burned away their
immortality and their ethereal beauty.
They will be most interested in the arrival of human
refugees for a fresh source for slaves and hunting them
will provide much sport.
13
Chapter Two Mithra
14
Chapter Two Mithra
15
Chapter Two Mithra
16
Chapter Two Mithra
that a Game Master (GM) can place a continent on which he is WEATHER & CLIMATE
already running a campaign in one of these two locations.
Chapter 10, Adventuring will go into this and several
other ways of incorporating Cyradon into a campaign in
Thanks to the Veil that the Arali used to hide their
land from the world, Cyradon has a most unusual climate.
2
more detail. It does not get as hot as other lands along the equator do.
Even though the Veil is gone now, the altered weather
CYRADON CALENDAR patterns still remain.
The following table shows the average low and high
Each race tells time in its own way. However, when
temperatures for each month as well as the chances for
the different races start to interact with each other, they
Overcast skies, cloudy skies, and rainfall.
will often devise a common method of
marking time and the passing of the seasons.
On Cyradon, the most common method used Month Average Average Chance Chance Chance
is the calendar used by the Arali. It is un- Low High of of of
known as to whether they devised it them- Overcast* Cloudy Rain**
selves or acquired it from the Narsin. In any Cilia 44 57 46 27 40
case, it is now the default calendar used by the Festival of Arene 45 58 17 17 23
races of Cyradon. Seius 48 64 45 35 40
The refugees are slowly being taught this Lunia 56 75 47 33 40
calendar as well by their Gryphon, Rhona, and Trinius 61 84 40 40 42
Nagazi friends, and even by the Arali who also Festival of Helis 61 84 40 40 36
happen to be in the city as well. Verus 67 85 38 40 33
Celva 65 84 40 35 33
THE MONTHS Minia 57 79 46 21 33
Mithra has a year that is 360 days long. Festival of Paleron 57 79 46 21 36
This year is divided into 12 months of 29 days Salius 51 68 40 25 38
each. In addition to these 12 months there are Vestoria 41 58 50 30 35
four three day festivals celebrating the equi- Helvia 40 51 50 25 34
noxes and the solstices. The first day of spring Festival of Drucaran 39 51 50 25 34
coincides with the first day of Cilia, the first Sirnis 38 54 50 27 33
month of Spring. This is also the first day of Dionis 41 56 50 25 32
the Arali year. *= Total cloud cover
WEEKS & DAYS **=Chance of rain if Overcast. Half the chance if only Cloudy
When using the above calendar, the
months are also
divided into
weeks, with each Cilia
week being 6 days Spring Festival of Arene
long. The names Seius
of the individual Lunia
days are as Trinius
follows, starting Summer Festival of Helis
with the first day Verus
of the week: Celva
Antias
Minia
Oclius
Fall Festival of Paleron
Sartis
Salius
Ancrus
Vestoria
Hebe
Avlia Helvia
Winter Festival of Drucaran
Sirnis
Dionis
17
Chapter Two Mithra
ANCIENT HISTORY were to be her eyes and ears as well as her army, going to
18
Chapter Two Mithra
Mithrans learned the magics of the air and the ways of the c 11000 AE
sky, winds, and weather. The Mithrans became obsessed
with flight, wishing to walk the path of air and the stars as
the winged Great Beasts did. Sometimes, the Great Beasts
First appearance of the race calling themselves
the Cyrads.
c 15500 AE
2
would allow princes of the Mithrans to mount them and
First appearance of the Elves.
be borne across the skies. But these small tastes of
freedom were not enough. For some, it was both an c 18000 AE
obsession and an ambition. Some wrought new magics The Cyrads nation grows to cover all of Anias and
that could bear them across the sky like the birds and they begin spreading to other continents.
Great Beasts. But these magics were exceptionally hard to c 18735 AE
work and required too much power to control safely. The Cyrads begin creating the Royal Roads, a
Some of the Mithrans, instead of working to fly on their network of magical gates connecting distant
own, worked to enslave the Great Beasts. locations across the world. Many of the portals to
Legends say this breach of trust lead to a great war in the Royal Roads are located in Dwarven outposts,
that city in the sky. A war so great, the continent itself was further enhancing the already close relationship
sundered in to hundreds of pieces, spread across the face between the dwarves and the Cyrads.
of Mithra. This catastrophic event marks the end of the
c 20650 AE
second age.
The Cyrads move their capital to a small conti-
In ages to come, human wizards would claim that the
nent that they name Cyradon, and found the city
Sundering was mere myth and that the continents moved
of Belynar on the slopes of an extinct volcano.
apart because of forces inside the earth itself, shifting and
moving over many millennia. One thing that is often c 21150 AE
omitted from these statements is that a great amount of The Elves build their first cities. These are located in
evidence shows that the continents split at a single, central the fertile lands northeast of the Juras Mountains.
point – precisely where the legendary Tor is claimed to c 21250 AE
have been. The first appearance of Humans, descendants of the
Cyrads. Within the next 500 years, several other new
THE THIRD AGE races also appear or are discovered. On Anias, there
(AKA THE AGE OF EMPERORS) are the Gryx, who are believed to be children of the
The ancient history of the Age of Emperors uses an Saena or perhaps a mixture between the children of
arbitrary system of dating. Dates are noted as the number the Saena and the children of the Mithrans. The
of years from the beginning of the astrological Age of Gryphons appear on Cyradon, definitely children of
Emperors, which is also the last time that all three comets the Saena, and on various islands among the
where in the sky at the same time. Such dates are listed as Shatterings, the Aoifar, lion centaurs who also
follows: 1000 AE. (AE stands for Age of Emperors). appear to be a mixture of the children of both the
Saena and the Mithrans. The Gryphons are quickly
The following timeline incorporates only two of the befriended by the Cyrads upon arrival in Cyradon.
many different dating systems used on Mithra. The first is
the Age of Emperors and the second is the dating used by c 21283 AE
the Elves of Cyradon. The Elven dating uses Imperial The Black Dragon awakens within the Madairian
Reckoning (IR) for their dating and they restarted their Forest on Cyradon, and makes a few forays into other
calendar upon reaching and settling on Cyradon. lands, only to be confronted and stopped by a few of
the remaining Saena.
c 01 AE
As the great war that sundered the Tor draws to a c 21300 AE
close, the three great comets are seen in the night The Cyrads withdraw from Anias, leaving it to the
sky, marking the beginning of a new age, the Age of Humans, Elves, Gryx and Mablung.
Emperors. After the destruction of the Tor, the c 21425 AE
Saena and the Mithrans sign a truce and agree to Realizing that it cannot rule with the Saena who
leave Mithra to the younger races. remain on Mithra looking for it, the Black Dragon
c 50 AE goes into hiding, and puts out the call for all remain-
The last of the Mithrans and all but a few Saena ing Nagah and Wyverns that it can contact with his
leave Mithra for worlds unknown. magic, binding them to his service. He gives them
totems through which he rules his new servants.
19
Chapter Two Mithra
One tribe, for whatever reason, resists this call and c 22650 AE
travels into the mountains to the northeast. They Belynar is completed. The Dwarves move from the
eventually find the ruins of an ancient Mithran city many outposts that they built near Belynar, as their
known as Evefalim, and are met by mysterious own living accommodations, to the site of their
beings known as the 7 Sages. own city of Blackflame.
c 21500 AE c 23000 AE
The Elves found the empire of Neldor. The Sithi The Neldor Empire stretches from the Eastern
Elves move into the forests to the northwest of the Steppes all the way to the western sea. Everything
Juras Mountains. north of the Juras Mountains belongs to the Elves.
c 21750 AE c 23700 AE
A Cyrad explorer discovers numerous tribes of Several related tribes of Nagah, tired of the
Nagah living in the western jungles of Cyradon. constant war that they have been fighting with the
These tribes are cannibalistic and extremely Cyrads, Aoifar, and Gryphons, move to the coast
antagonistic. This is the start of an undeclared war north of a spur of the western mountain range.
between the Nagah and the Cyrads. There they build a village on the site of what will
c 21775 AE become the first of the five city-states, Zhur-
The Gryphons, living primarily on the islands to the Tarbok. The Nagaral are set apart from their
east of Cyradon, offer to aid their friends the Cyrads in savage brethren by having tails that only go to
any way that they can against the Nagah. their knees.
c 21792 AE c 23789 AE
The Cyrads contact the Aoifar, on several of the The chieftain of a human tribe, whose name is
islands of the Shatterings and asks several tribes to lost, places a standing stone on the outskirts of
move to Cyradon and found a colony. his village. This stone, covered in undeciphered
runes and symbols, was located in a small
c 22380 AE courtyard in Tarahir; it was lost in the most
The Cyrads make a treaty with the Mablung recent fall of Tarahir.
Dwarves. The Dwarves are fascinated by the
Belynar building project—there is knowledge to be c 24124 AE
gained and great work to be done. The Dwarves The small village becomes an important rest stop for
offer to assist the Cyrads with the building of traders. More and more traders from all over begin
Belynar, in exchange for the privilege of building meeting other traders in the village of Tarahir.
their own city, Blackflame in the northern moun- c 24543 AE
tains. The first of the underground chambers are The city of Tarahir forms as a small city-state and
opened inside the slopes upon which Belynar rest. center of trade as it is located on the convergence
of several trade routes.
20
Chapter Two Mithra
21
Chapter Two Mithra
22
Chapter Two Mithra
and forced back into the mountains surrounding Wars, and finally decides to cut itself off from the
the Devastation with the aid of the Gryphons. rest of Cyradon.
c 26482 AE/1165 IR c 26720 AE/1403 IR
The Arali Elves, seeing the Devastation, and the The Revelation of Memra. The Theocracy of Asut,
Schirae, are sorely grieved and determine that they which in times past tolerated the religions of its
will cut themselves off from the rest of the world. member states, declares that Memra has revealed to
In one of the largest rituals ever performed, the them that all other religions are heresy and must be
Arali Elves create the Veil, a misty barrier that expunged. Worship of Memra, the Orsai view of
prevents any travel through its perimeter unless Memra more exactly, is now the only religion
one possesses the special charms devised for allowed within the Theocracy.
allowing travel through the Veil. c 26767 AE/1450 IR
c 26495 AE/1178 IR The Theocracy of Asut, having consolidated all the
The Theocracy of Asut tries to expand into the tribes of Orsai living in the Great Desert under one
Treaty Kingdoms, but are stopped by the religion begin expanding the doctrine religious
combined forces of the Treaty Kingdoms and intolerance to the south, slowly removing all other
the Skaldi who have come to their aid. religions from public worship.
c 26578 AE/1271 IR c 26790 AE/1473 IR
The Gryphons, blaming themselves for leaving The Arali decide to expand by building several
the Narsi alone and for the disaster that led to the more cites along the northern coast of Cyradon,
Devastation and menace known as the Schirae, making it easier to trade with Cairnus. Each city is
resume their vigil over Belynar. They see their its own little kingdom and populated by colonists
lapse as a great shame, and thus start the practice from Janieal and Desnia.
of populating the Blunt Eyrie with those who c 26792 AE/1475 IR
have shamed themselves or lost honor among The small but thriving Ischean kingdom com-
other Gryphons. pletely disappears without a trace. Several groups
c 26665 AE/1348 IR of adventurers who enter Ischea in attempts to find
Something happens in the Eastern Steppes which out why do not return. Ischea is declared to be a
causes many Gryx to start migrating west. As they cursed land, and the various groups of Elves agree
slowly move west, the Gryx erect fearsome totem to stay out of Ischea in the future.
poles, which always face to the east. The Gryx c 26800 AE/1483 IR
refuse to explain their purpose and continue to The Elves of Llyrius encounter the Nagazi who
create them everywhere that they go. have expanded from Evefalim in the mountains
Ischea closes its borders. Ischea has been growing down to the coastal city of Ciastan. Trade rela-
more and more isolationist ever since the Schirae
23
Chapter Two Mithra
2 peaceful people.
c 26817 AE/1500 IR
The Orsai of the Theocracy of Asut move in and
After years of an underground war, and then
open warfare for the last ten years, the Orsai are
defeated and driven back to the south with the
take over Tarahir directly, changing its status aid of the Treaty Kingdoms and the Skaldi.
from protectorate to colonized city. They begin Tarahir and the Treaty Kingdoms continue to
the suppression of all religions other than their patrol the river to the south of Tarahir to
own version of Memra. Many religions continue prevent the Orsai from invading again, but they
to practice their worship in secret. do allow traders through.
24
Chapter Two Mithra
c 26997 AE/1680 IR The Orsai armies reach Tarahir and begin to put
Over 20 years of war have left the lands very
bleak. Many of those captured are led away into
slavery. Luckily for Tarahir, they and their allies
it under siege. However, before the siege is
complete, thousands of refugees are able to
escape into the Juras Mountains. The leader of
2
have kept the Orsai of the Theocracy in the lands the Orsai forces sends troops after the refugees
between the rivers until now. The Orsai break to exterminate them. Several large groups of
through and cross the northern river on both refugees are slaughtered, others escape across
the eastern and western sides of the lake to the mountains. One large group is pushed ever
Tarahir’s south. Both armies then begin converg- deeper into the mountains.
ing on Tarahir, driving thousands of refugees c 27000 AE/1683 IR
towards the city. The largest group of refugees from Tarahir, pushed
c 26998 AE/1681 IR ever deeper into the mountains, stumbles upon an
The combined armies of the Treaty Kingdoms, the ancient Dwarven outpost and takes refuge in it.
Skaldi, the Sithi Elves, and Tarahir are able to This outpost holds one of the fabled Royal Roads,
defeat the Orsai army approaching from the east, and it is somehow activated, transporting the
while holding the western army to a crawl. Refu- refugees to the city of Belynar on Cyradon.
gees continue to pour into Tarahir. Having been watchful ever since the fluctuation in
c 26999 AE/1682 IR (Spring) the Royal Roads was detected, the Dwarves detect
Having defeated the Orsai army to the east, the the use of the Royal Road by the refugees. Within
northern armies move west to stop the other days, they open the Road themselves and send their
Orsai army. However, the western Orsai army own people through.
has been biding its time, waiting for reinforce- c 27000 AE/1683 IR
ments of its own. Those reinforcements arrive in All three comets are seen in the night sky of
the spring of the year, and the Orsai begin a new, Cyradon. On the middle night of the Festival of
stronger push towards Tarahir. Arene, the Rhona Gnomes perform the Ritual of
c 26999 AE/1682 IR (Summer) Estrousal, with highly unexpected results.
The Orsai army continues to receive reinforce-
ments on almost a daily basis. They continue to THE ORIGINS OF THE RACES
grow stronger and stronger, slowly but always The world of Mithra is the birthplace of many races—
pushing the northern armies back towards Tarahir. too many to detail in a single product. The following
c 26999 AE/1682 IR (Autumn) section focuses on the history of Cyradon’s key races, as
The Orsai win a major victory, wiping out nearly known by present day scholars.
half of the northern armies. The commander of
the combined armies sends several companies of
men to begin evacuating Tarahir before the Orsai
can reach it while the rest of the remaining army
will fight a holding action to keep the Orsai away
from Tarahir for as long as possible.
An Elven Bard, realizing that the Veil is actually
hurting Cyradon rather than just protecting it
from outsiders, gives his life and destroys the Veil.
c 26999 AE/1682 IR (Winter)
The Mablung Dwarves detect that Royal Roads
are once again active, early in the winter. It was
only a small fluctuation, but the Dwarves are
hoping that the Royal Roads are becoming active
once again. They begin preparing a large expedi-
tionary/colonization force to re-open the city of
Blackflame if it is possible to get to Cyradon.
25
Chapter Two Mithra
THE GRYPHONS movement of the stars and the winds. They developed an
26
Chapter Two Mithra
much from each other. However, the population of Elves developed at a leisurely pace, expending huge efforts
Gryphons continued to dwindle while the Elves, Cyrads and
Humans continued to expand. Forests and plains became
farmland and cities. Rivers were dammed. The Gryphons
to create perfection.
But even then, even in the brief golden age of elvish
culture, they were pitifully few. At most, there could not
2
longed for wilder, untamed country where they could fly have been more than a million Elves. Although many
free, and retreated to Cyradon. Elves blame their diminished numbers on human
expansion—the real culprit is their low birthrate. Many
THE ELVES small elvish settlements simply vanished because too few
The kindreds of the Elves are the descendants of children were born to sustain them. Many Elves also
the Mithrans. In the aftermath of the fall of the Tor, the deliberately chose not to live in proximity with humans,
Elves scattered across the world in large migrations. and moved on when humans got too close for comfort.
Each of these migrations
formed a tribal identity. The
THE CYRADS
ancestors of the Arali went The Cyrads are an old
northeast, across the newly and mysterious race. They
formed sea, to the vast disappeared long ago, some
northeastern steppes of say to war, others to plague;
Anias. Separated by geogra- some even say that they
phy and increasingly by departed from the world
culture, the kindreds became altogether. They arose on the
more and more distinct. In continent of Cyradon. Their
terms of philosophy, culture, name literally means “the
warfare, spirituality and people of Cyradon”.
lifestyle, the kindreds The Cyrads were a
adapted to their circum- wandering race, descended
stances and became less and from the Mithrans. Their
less like their kin. journeys took them far and
The Arali were perhaps wide across the world. They
the most successful kindreds. were a long lived race, but
The Arali occupied vast unlike their elvish cousins,
swathes of land on the steppes not immortal. They were
of Anias. The Arali established powerful magicians, skilled
a vast kingdom in the north- healers and mighty warriors.
ern Neldor Valley, with The Orsai of the distant south
territories reaching as far as remember them as great
the grinding ice of the pole. generals, and honorable
The Elves flourished for a mercenaries. Orsai songs and
time after the fall of the Tor. tales still recall the General
They were able to multiply, Asah, and the holy paladin
dominate, and explore the Cellos. The Cyrads said that
world. The Elves saw them- they came out of the distant
selves as the lords of the living south, from “the lands of the
earth, set above all things. The sun”. The Orsai remember
Gryphons and the Rukhs and them as “light skinned” and
other descendants of the Saena “grey haired” and some Orsai
were fewer, and unable to tribes, even now, claim
challenge the Elves’ power, descent from Cyrad ancestors.
assuming that they would even Cyrad geomancers
want to. The Elves laid the learned the secrets of the
foundations for their great rivers of mana pulsing
realms – the now fallen ocean beneath the earth. They
realm of Ilion, the endless learned to construct their
pastures of the Steppes, the tree cities of the Neldor Valley. fortresses and cities in harmony with this power. They also
Extremely long lived, with no force to challenge them, the learned ways of harnessing this power to allow them to
27
Chapter Two Mithra
28
Chapter Two Mithra
humans are the most populous of races on Mithra, they ebony totem carved in the shape of the Dragon to
have inevitably, come into competition with the other
races for resources. And to do the Elves justice, some
humans are nasty, treacherous, smelly and barbaric. In
watch over and protect them. The Black Dragon
offered them power and wisdom. With the aid of the
Black Dragon, Nagah sorcerers can call storms,
2
some places, humans have in the past driven Elves off their unleash tidal waves and shake the very earth. The
lands, but the reverse also holds true. totem is the Dragon’s eyes and ears, punishing rebel-
Humans spread to all the continents of Mithra except lious Nagah and watching the actions of the tribe. The
Cyradon. They flourished most on Anias. In some places Black Dragon charged the Nagah with the duty of
humans supplanted the Elves and the remnants of the keeping the forest free of outsiders. At one time there
Saena—sometimes by force, but more often due to the were Arali cities in the Madiarian; one by one they fell
dwindling numbers of the latter groups. Humans, being to the Nagah.
practical, had no compunction about occupying aban- The Black Dragon totems are infused with an old
doned elvish settlements. draconic power. A strange, oily substance eternally bleeds
The other races of Mithra often find humans from the Dragon’s form into the Nagah birthing pools.
disconcerting and disturbing. For one thing—they seem The black pools are rich with magic and knowledge. When
to have appeared out of nowhere and spread like wildfire. a Nagah child is born, it is baptised in the pool’s pitch
Humans are brash, curious, inventive, and aggressive black water, and there he hears the voices of his ancestors.
towards their own kind and other races, and rush in To many, the Nagah are a myth, a tale told to foolish
where other races fear to tread. Sometimes it seems like Gryphon children. To others, the Nagah are a constant
groups of humans can’t agree on anything, and on the threat, an evil waiting to be unleashed on the world again.
whole, they seem to have a veritable gift for stirring up
trouble. If there is a sleeping Wyvern or worse a Dragon THE NAGAZI
in the vicinity, trust the humans to wake the blighted One tribe of Nagah failed to heed the Dragon’s call.
monster up. Trust them too, to use magic without the Perhaps they were immune, or too strong, or too remote.
proper safeguards, activate a curse or two, cut down trees Instead of living deep within the Madiarian, the tribe
unnecessarily, and to pollute rivers… Human survival is made their home on the edge of the forest hunting and
something of a mystery to the other races. But better to farming. They called themselves the “Nagazi.” They
give them wide berth to avoid the accompanying chaos. craved light and air and sunlight and warmth. Their
Still some races privately admit that humans certainly ancestors had been slaves who escaped Moril’s dominion
make life interesting, and are drawn to them. before the great war.
As time passed and the tribe grew, they colonized the
THE NAGAH ruins of Evefalim, a city that had been home to the
The Nagah went into hiding after the defeat of Moril. Mithrans. This proved to be a boon for the Nagazi. With
They had been bred as slaves and Dragon fodder, and intelligence, hard work, a little magic, and divine help,
freedom almost killed them. Most killed each other for generations of Nagazi sages deciphered the writings of the
food, but a few learned to survive as bands of wandering Mithrans and explored the ruins of the city. They came to
hunters in the Madiarian Forest. In their wanderings, the despise the barbaric ways of their fellow Nagah, and opted
Nagah never forgot the great Dragon queen who had given instead for civilization.
them life and brought them death.
As time passed most of the surviving Saena came to
believe that the Nagah and the Wyverns were extinct, and
that the sleep of the Great Dragons was permanent. Then
in the Madiarian a Great Black Dragon awoke, hungry and
full of ambition. But the world had changed during his
sleep. His kindred still slept. A few tentative conflicts with
several of the few remaining Saena soon drove him back
into the forest. Alone he could never rule. The Black
Dragon remembered Moril and her servants and how she
had almost come to rule the world. Perhaps he could
succeed where she had failed.
Using his magic, the Black Dragon summoned all
the wyverns and Nagah that he could find, and bound
them to his service. Each tribe of Nagah was given an
29
Chapter Two Mithra
Over the centuries, the Nagazi rebuilt the ruins of not make servants and followers; she made children to
30
Chapter Three Anias
31
Chapter Three Anias
Anias is a large continent roughly similar in size to Desert. These priests came to power and became the
Asia. The continent is geographically and climatically rulers of various tribes by uniting them in their hatred of
diverse; with regions ranging from humid rain forests on the northerners whose rulership they had just recently
the southern peninsulas, to moderate and temperate thrown off.
plains, arid deserts, rugged mountain ranges, dark and
TARAHIR
Located southwest of the Juras Mountains, north of
the Great Desert, and east of the Treaty Kingdoms, Tarahir
is a human city-state in a very strategic location as it is a
hub for commerce heading in all directions.
32
Chapter Three Anias
Conflict with the Skaldi in the north eventually died SITHI FORESTS
down as all began realizing the threat posed by the
Theocracy of Asut in the south. The large tracts of forests between the Skaldi King-
The Treaty Kingdoms eventually made treaties with doms on the coast and the Juras Mountains in the east
the newly formed ruling council of Tarahir, as they knew belong to the Sithi Elves. When the Arali Elves elected to
leave Anias to find a new homeland, the Sithi remained.
that to get to the Treaty Kingdoms; the Orsai would have
to go through Tarahir first.
The population of the Treaty Kingdoms is a mixture
3
of human and Sithi peoples.
SKALDI KINGDOMS
The Skaldi Kingdoms lie north of the Treaty Kingdoms
and west of the Juras Mountains. Filled with many small
kingdoms, often warring amongst themselves, the Skaldi are a
rugged, tough human people. In all of their history, they have
never been truly conquered, not even by the mighty Tarahir
Empire. Though they paid tribute, the Skaldi retained their When Tarahir
independence, and were among the first provinces to rebel. put out the call for
aid against the
Theocracy of Asut, the
Sithi sent archers and other
warriors, knowing that if
Tarahir fell that it would only be a
matter of time before the Orsai expanded northward into
their forests.
NELDOR
Once home to the Arali Elves, Neldor was a vast
kingdom in its own right before the Arali abandoned it in
their exodus to find a new homeland away from the ever-
increasing numbers of humans.
33
Chapter Three Anias
EASTERN STEPPES
The vast Eastern Steppes were once home to many
different wandering tribes of Gryx. Several centuries ago,
something mysterious happened that was apparently the
cause of their mass migration across the Juras Mountains.
34
Chapter Three Anias
WESTERN JUNGLE of New Tarahir, and it became clear that nothing could be
done to stop the fall of the city.
The mysterious inhabitants of the Western Jungle A Skaldi general named Grayson was chosen to lead a
kept the Orsai horsemen out of the dwarven lands when small, swift cavalry force that would evacuate the city.
they tried to annex them. Meanwhile the rest of the alliance army fought a desperate
delaying action to give Grayson’s troops time to evacuate
the city. Grayson’s troops reached New Tarahir in time, but
many citizens refused to leave, trusting the city’s walls to
3
protect them. A few thousand people did choose to
evacuate, and Grayson led the refugees, north into the
mountains, away from the Orsai.
After three days of travel, the refugees spotted a huge
gout of smoke can be seen to the south—New Tarahir was
burning. Grayson led the refugees ever deeper into the
mountains, hoping to lose the pursuing forces. The
refugees were able to stay ahead of the troops chasing
them for a few days, but each day brought the enemy that
much closer to finding them. Then one of the forward
scouts came back with a report about how the canyon they
were following dead-ended only a few miles ahead of the
refugees. With the enemy behind them, and the rear guard
working to slow them down, Grayson sent the scouts back
forward to look for a way out of the canyon.
The scouts discovered the entrance to a long abandoned
Dwarven outpost that was large enough to hold all the
refugees. He led the refugees into the outpost and his rear
guard made one more attack on the approaching enemy before
The inhabitants of the jungle are largely unknown, joining the refugees inside the outpost, closing the entrance so
rarely leaving their lands. Those few who have met them that it would take a while for the Orsai troops to break in.
and lived say that they are a small race, vaguely elven in Grayson gathered the refugees in the main hall of
appearance, yet with a tough leathery skin akin to the outpost, and informed them that the enemy was
Gnomes. This race also apparently lives high up in the just outside, and that he would have his troops
trees of the jungle, to better avoid the ground dwelling looking for another exit. As he spoke to the refugees, a
predators that thrive in this beautiful, yet deadly land. bas-relief archway in the wall behind Grayson began
Friends to the Dwarves, this race trades with them in glowing, and the wall inside the arch disappeared,
return for things that they cannot make themselves. becoming a hazy mist.
Outsiders only see the jungle dwellers if they want to Quickly consulting with a few of the scholars among
be seen. Some of the Orsai horsemen who lived long the refugees, they determined that the archway was one of
enough to escape back the way that they came have come the fabled Royal Roads often used by the ancient race
to call them tree-demons for their ability to remain known as the Cyrads. They reasoned that the magic portal
unseen and for the eerie laughter and noises that accom- had to lead to someplace better than their current loca-
panied the attacks that chased them off. tion. None of the scholars or mages among the refugees
knew what had caused the Royal Road to activate. Was it
RECENT EVENTS the presence of the refugees themselves? Was it the work of
As the Theocracy of Asut became increasingly the gods or of some other entity? Nobody knew, and at
intolerant, many people fled its borders for the safety of that point, with an enemy army tying to break into the
Tarahir and other lands. The priesthood’s intolerance only Dwarven outpost, nobody really cared. The outpost that
grew, however, and they decided to cleanse the world of they thought would be their tomb had suddenly offered an
mages, non-human races and any who did not follow escape to possible safety, and thus Grayson took it.
Memra. Their first target was New Tarahir. Grayson began herding the refugees into the portal, and
The war lasted twenty years. The Orsai fought only after insuring that all were through safely, he finally
unceasingly against an alliance of the Tarahir forces, the plunged into the portal himself. As soon as he stepped from
Sithi Elves, and the Skaldi and the Treaty Kingdoms. the portal at the other end, it closed, leaving the wall behind
Eventually, the Theocracy troops began to close on the city the arch as if there had never been a tunnel there.
35
Chapter Three Anias
Taking a look around him, Grayson’s heart sank and After much discussion, the Dwarves decided to send a
felt very heavy. It appeared that the portal had led his party through the Royal Roads should the Gatekeepers
people to a ruined, abandoned city, somewhere on the side determine that they were fully active once again. With the
of a desolate mountain. Before he could even begin to give destination of the Road set for Belynar, the Dwarves
orders, one of his Sithi scouts, came running up to report decided that they would make this a colonization party
36
Chapter Three Anias
37
Chapter Four Cyradon
38
Chapter Four Cyradon
39
Chapter Four Cyradon
is surrounded by deep blue water, and most sailors in the through the Gap, the land opens into a deep, broad valley
eastern ends of the Orsai Empire and the smattering of between the central and southern mountains. Rains still
free ports nearby are brown- or green- water sailors such fall here occasionally, but not enough to fuel much
as fishermen and coastal traders. Ignorance, not geogra- growth. Beyond the valley lies an open wilderness that
phy, keeps Cyradon separated from the rest of the world, eventually leads you down into the alluvial swamplands
now that the Veil has fallen. of the Tanolain, a haunted and mysterious place, avoided
Cyradon was once a green and verdant place, strad- for hundreds of years.
dling the equator of Mithra just like other islands in the Now, if you were looking very closely as we passed
‘Shatterings’. Its northern peninsula extends a few hun- along the Shivals, you may have, with a trained eye,
dred miles north of the equator, but is surrounded on noticed several valleys that looked out of place.
4 three sides by sea, and chilled by a cool deep sea current;
the Northern Cape is chilly. The center of the continent of
Shielded from the Devastation by geography and the
mysterious Rhona Gnomes, it is rumored that the
Cyradon is desolate and lifeless. The Devastation de- Gryphons of Blunt Hills Eyrie hunt here. The valleys
stroyed the central highlands, but the Mountains of the are fed by mountain streams that drain away into
Morning shielded the eastern Elven-Arali realms from its nothingness in the desert beyond.
catastrophic effects. The Devastation is a place of desolate, Beyond the Mountains of Evening in the west, nature
stony valleys, sandy plains and barren plateaus where has reclaimed her land. Sheltered from the Devastation
nothing grows, and is bisected by the relatively young and beyond the influence of the Elven-Arali, the Sunset
volcanic Shival Mountain Range. These highlands were Country is a wild, untamed land, covered in the rainforest
once fertile farming lands, but now a barren desert of red, and tropical vegetations normally found along the
warm sand flows across the plains like the waters of the Mithran equator. The combination of the imposing
ocean. North of these highlands lies the Camal Sea, a Mountains of Evening, the Devastation, and the denseness
strange body of water surrounded by vast empty plains of the jungles has kept these lands undisturbed and
stretching as far as the eye can see. West of the highlands, untouched for many centuries.
beyond the Tanolain River, soar the Mountains of Evening.
The southeastern tail of this western range is made up of THE CLIMATE
fifteen great craggy peaks called the Fifteen Sisters, their By rights, Cyradon’s climate should be equatorial,
dusty heights advancing along the Tanolain, eventually having but a hot and humid summer season for most of
fading into foothills. Beyond the Sisters, the heart of the the year, and several weeks of a rainy, monsoon season and
Mountains of Evening (or Red Mountains) rise, com- climate. The northern portion of the ruined kingdom of
manding the landscape. Containing the highest peaks on Ischea is on the equator, but since the climate of Cyradon
the continent, their snowy shoulders hunch as if to hold has been warped, twisted, and bent by millennia of
up the sky. interference by the Narsi and the Elves in the form of the
We begin our tour of Cyradon starting from the city Echoes, the actual continental temperature and weather
of Belynar in the heart of the range is very different. Cold deep ocean currents have
Devastation on the northern edge been forced to flow further inshore on the northern and
of the Shival Range. Traveling eastern coasts. This cold ocean water chills the prevailing
south along the eastern slopes of winds coming off the sea and substantially cools the air
the Shival Range, we inland. In the north, around The Stormhold, this interfer-
come to a great pass ence has lead to a constant turmoil of the surrounding
that spans the gap waters with almost perpetual storms, high winds and
between the powerful waves continuously battering the shore.
lower end of The Elves still mark the seasons according to the
the Shivals passing of the stars, but in general, the seasons do not
and the manifest as one would normally expect, which is also
Ashman likely caused by the same Narsi and elvish magical
Range to the tampering of ages past. The weather remains at a relatively
south. This constant level that most Skaldi would refer to as ‘late
pass is known spring’. Being equatorial, the climate is naturally warm
as the Gap of most of the time, but the altered currents lead to cooler
Orius and is evenings often punctuated by brief, intermittent rain
guarded by the showers. Some variation to this is provided during the
White Sentinels. marked seasons, but not to the degree that you would
Passing westward
40
Chapter Four Cyradon
expect from normal seasons and weather patterns. ‘Spring’ Beyond the mountains lie the warmer highlands
and ‘Autumn’ bring slightly warmer weather as the sun is surrounding the Camal Sea. This great inland sea is
directly overhead. ‘Summer’ is observed, when the sun exceptionally deep, and even in the hottest days, the Camal
passes to the north of the equator while ‘Winter’ is marked remains icy cold. The Camal is filled from deep, subterra-
when the sun passes to the south of the equator. During nean springs and rivers, and drains by two surface rivers,
these seasons, the climate tends toward what is considered the Tanolain and the Marisant. In ages past, these lands
the norm for Cyradon with a few notable exceptions. were the hottest of all of Cyradon. Even when the Elves
Early autumn is noted for its heavier than normal came, their interference had only minor affects upon the
rains and cool winds as the prevailing winds shift south climate. The rivers and the Camal Sea fed water to much
and bring the naturally cooler air of the southern ocean
across the lands. However, due to the interference of the
Elves, these cool winds are joined by other cold air
of the land, and the valleys were rich and fertile, although
they did require irrigation for crops to grow. The high-
lands were typically poor, scrubby and dry. Only the
4
masses, and together they drive cold air across the Shivan Arali, a tougher and more adaptable lot were able
continent. The last weeks of autumn are particularly to thrive in the Highlands. Now, the land is devastated,
beautiful, when the rains fail and the air comes down out lifeless and cursed. The earth seems to be warmed by an
of the mountains, cold and crisp. The fallen leaves are ancient fire while the sky is empty, cold, and dead.
covered with spider webs of frost and the sun sinks low Further south, the Shival Range cuts deep into the
and golden across the lands. Camal highlands. Only the highest peaks escaped the
In winter, the lands on either side of the mountain corruption of the Devastation, and it is here that clouds
ranges receive a fine dusting of snow. But this snow never occasionally form and snow falls. Water is born here, full
lasts long, melting away and running off in a few short of life, dropping down into the few hidden valleys and
days or weeks. Despite everything, the land beneath is still then draining away to the dead desert beyond. This water
quite warm from the sun and the snow never really settles. can help to restore the Devastation, or wash away the
The coasts are typically cool, temperate and enjoy hopes of many.
heavy tree cover. Even before the Devastation, these lands
were more fertile and more pleasant to dwell in than the THE MOUNTAINS OF CYRADON
central lands. The mountains of Cyradon are alpine in nature,
Further inland, the peaks of the Mountains of sharp, steep, rugged and relatively young. They form long
Evening and the Mountains of Morning as well as the knots of tall peaks with very few traversable passes. The
smaller subsidiary ranges, the Ashman Mountains and the four main ranges – the Morning and Evening ranges, the
Mountains of the Moon are snow-capped year round. The Shival, and Ashman– were driven up as part of an endless
inland mountains are alpine in nature, and would have a complex of mountains which snakes across the continent
median snowline that is a barely nine thousand feet high, a of Cyradon, the Shattering archipelago and the eastern
trait that is out of place, being more common to less lands of the continent of Anias, making the Cyradon
tropical climes. Each of the mountain ranges generate mountain ranges part of the same complex of geological
their own weather, channeling weather patterns through activity responsible for Juras Mountains on Anias. Thus,
the peaks and forcing winds down into the lowlands. when a citizen of the old city of Tarahir looks up into the
41
Chapter Four Cyradon
lofty peaks of the Shival Range looming over Belynar, he tation. Due in part to a partial shielding by the Shival
can feel strangely at home. Most of the mountain ranges range and their distance from Belynar, they were able to
stand well over 12,000 feet on average, with the tallest protect the lands to the south from the affects of the
peaks soaring above 18,000 feet. Devastation’s original blast, and have served to keep the
Devastation from encroaching south over the years. The
THE MOUNTAINS OF EVENING Ashmans do not reach the heights of their eastern or
The Mountains of Evening rise from the roots of the western kin nor do they have the broken appearance of the
western forests to scrape the very sky. Called the ‘Red Shivals. Starting in the east where they meet up with the
Mountains’ by some and the Sunset Mountains by others, Mountains of Morning, the peaks retain much of the
these mountains were born of deep, reddish-colored coloring of the eastern range, but as it marches west, the
4 stone. When the sun sets behind them, they almost seem
glow, if even for the briefest of moments. The purple of
prevailing color turns to a dusty grey. Presumably, this is
one source for their name. With prevailing winds coming
the sky reflects the red of the mountains, bringing the from the south off of the ocean, any winds from the
whole western sky to life. Snow covers the peaks in a sharp Devastation are forced north and away from the delicate
blue-white that only serves to accentuate the red moun- forests of the south.
tains more. At sunset, ice on the peaks traps the light long
after the sun has gone, causing the heights to glow red THE FORESTS OF CYRADON
long after the lands to the east have passed into darkness. The forests of Cyradon are home to many hardwoods.
Only two forests remain in their original, unaltered state –
THE MOUNTAINS OF MORNING the Forest of Ischea and the vast Madairian Forest beyond
The Mountains of Morning were formed from a deep the Mountains of the Evening. Both places are vast, dank
blue-grey stone, and at midday they shine as blue as the mazes of trees and ivy. There are three other major forests
deepest sea. Snow-capped, the mountains are swathed in a on Cyradon: the strange Melanae Forest, the watchful Idrisil
veil of clouds and mist that is magically maintained by the and the haunted Yftelan Wood, all of which have been
Elves of the eastern shores to keep the corrupted winds of altered and changed over the past centuries. The Queen’s
the Devastation at bay. Below Mountains of Morning, Woods is a groomed forest presenting a feeling of a massive,
covered continually in clouds are the Whispering Hills, the sculpted garden than that of an actual free growing forest.
western foothills of the Mountains of Morning and home
to what most consider Schirae territory. The Mountains of THE FOREST OF ISCHEA
Morning are sometimes called the Sunrise Mountains. The Forest of Ischea seems to exude a feeling of anger
and hostility and ground-hugging fog that easily disori-
THE SHIVAL RANGE ents travelers. This is an ancient hardwood rainforest with
The Shival Range is a slightly shorter than their a malignant aura exuding from it. What ever happened to
mountainous kin, averaging just barely over 11,000 feet. the elvish Arali nation of Ischea has surely tainted these
The mountains here are of a volcanic, yellowish stone. The woods, but no one who has ventured into these woods has
continuity of the high ridges of this range is broken by a returned to speak of what they saw or heard. One ancient
string of seven much shorter volcanic peaks. This range Cyrad highway passes through this dark rainforest, but no
does not soar the same way as its sister ranges to the east one dares travel this road any longer. Here are rumors,
and the west. The mountains look a little wrong – like hints and mysteries regarding the missing Arali of the
looking at broken teeth, one poet said. Still, if one stands Ischea Nation, but no one has been able to substantiate
in Belynar and looks up to the mountains marching across any shred of truth to even the most plausible rational for
the sky to the southwest, the mountains are imposing and their disappearance. This is very dark and foreboding
wild, yet beautiful. Many of the peaks still bear the forest that even the Schirae do not frequent.
poisoned, grey snow that was left after the Devastation.
The Shival Range was born in ancient times as part of a MADIARIAN FOREST
volcanic up-thrust. When tectonic shifts drove new The Madiarian is thousands of square miles of dense
mountains up, they decimated a number of the older rainforest, the old primeval forest of Cyradon. The land
volcanic peaks in their youthful zeal to reach to the sky. beneath the trees is vast, trackless and unmapped, much of
it mired in dank swamps. Perhaps mapping is impossible.
THE ASHMAN MOUNTAINS Hidden by the thick cover of the hardwood trees, the land
The Ashman mountains of the south are occasionally rises up into a stone forest of tall karst formations. The karst
dismissed as a sub-range of the Mountains of Morning, forms a dense maze of rock; the tree cover above means the
but they have a character and significance all their own. sky can barely be seen. Arali mapping expeditions often got
The Ashmans form the southern boundary of the Devas- hopelessly lost, and more than a few never returned.
42
Chapter Four Cyradon
The karst formations are concentrated to the south of The Aneirin woods have, over time, been transformed
the forest. Very few known paths lead through the mazes. into temperate woodlands, home to oak, ash and beech,
With little access to the sky and a lack of suitable anchor- giving way to tall pines on the slopes of the Ashman
ages, very few attempts were made by the Arali to colonize Mountains to the north. The soil is rich and fertile: where
the western shores of Cyradon. Those few attempts that others would have stripped the earth of this forest for
were made all failed after just a few short years. tillage, the Rhona have cultivated a beautiful and diverse
The Madiarian was therefore ignored. They called it botanical garden spanning hundreds of miles. Rhona
Wyvern’s Sleep; it was a joke in a way. The woods were so settlements can be found high among the branches of the
dense, so hostile, so alien and so unconquerable, anything world trees or beneath its mighty roots. Very few trails or
could exist there. Even Wyverns could sleep there.
In the north, the forest thins, slightly and the terrain
eases. There are no karst formations in the north, nor any
roads lead through the Wood, and beyond them the forest
is wild and trackless, belonging to the wild animals that
inhabit the area.
4
barely hidden gorges and clefts. Somewhere in the depths
of the forest, the Nagah make their homes. Since the THE MELANAE FOREST
Devastation, the Nagah’s numbers have increased steadily. The Melanae Forest, with its coal black trees bearing
Unlike intruders into their realm, they know all the paths slate grey leaves, is a place of sadness and death, and
through the karst. They know the hidden topography of nothing survives long inside these woods. The forest
their forests, and Nagah shamans know when their holy stretches from the Schirae strongholds on the northern
realm has been penetrated. edges of the Whispering Hills to the borders of the northern
Sensible travelers would do well to avoid the place.
43
Chapter Four Cyradon
but seems to have come back to life, twisted by the magics highlands. The irrigation dried the river so much that it
that fueled its demise. Faerie creatures, mad with pain, lure would only flow in the spring and fall rains. During these
travelers to their deaths in the black waters between the periods, the rain watered the hills and for about nine
trees. Strange creatures, descended from the chimerical weeks during each of the two seasons, the Marisant River
breeds of ancient times lurk in the darkness, waiting. The would flow again. Though the Shivan Arali have been
small villages of the poorest caste of Shival Arali stand only gone for centuries, their irrigation canals and ditches still
as empty husks, burned and haunted amidst the black trees. divert the waters for the majority of the year from
allowing the river to flow.
THE QUEEN’S WOOD The Marisant should have been an important route
The Queen’s Wood in the Daybreak Country, is for trade and communication, but with the waters being
4 considered the most beautiful forest of all, and is almost
more of a massive garden extolling the virtues of nature,
diverted for irrigation, the route was not reliable enough.
The Desnian Arali built an imperial highway along the
just to the north of the city of Janiel. Spruce trees march route of the Marisant, and the highway still stands today, a
down from the heights, framing the blue-grey rock of the huge stone dike looming over the red-brown mud of a
mountains. Below, the forest spreads out as far as the eye dead river.
can see – one thousand square miles of deciduous
woodland maintained for millennia through hard work THE MERIONA RIVER
and care. Delicate bridges cross the streams and pools of The Meriona River pours down from the Mountains
the woodlands. Mansions of the Janiel aristocracy rise out of the Moon, a branch of the Mountains of Morning that
of the trees, their design and construction molded into the runs to the west just north of the Melanae Forest. The
shapes and colors of the surrounding woodlands. Sea river is not large and is not navigable. It is a rushing,
breezes from the east rustle the leaves. Cold mountain roaring white-water river, pouring out of the pure white
winds dispel the warm summer air. At night, the stars snows of the northern mountain down into the green
shine down through a leafy canopy that is just open seaside planes. The ancient Mablungen Dwarves called it
enough to the sky. the “River of White Souls” and they cast offerings into its
ever-flowing waters, to be carried out into the endless sea.
CYRADON RIVERS The river, they said, was endless and pure, and brought the
souls of the sleeping dead home.
THE TANOLAIN RIVER
The Tanolain River is the mightiest river in THE JANIEL RIVER
Cyradon. The ancient Tanolain opened the heart of The Janiel River is born of two smaller rivers. The
Cyradon to the southern sea. A mile wide at its broadest Favalla, which flows down from Mount Favus, and the
point, the Tanolain drains from the freshwater Camal Jansel. From the summit of Mount Favus one can look
Sea to the Tanolain Delta. The river meanders its way west down upon the mists of the Whispering Hills,
slowly through the western hills of the Devastation. A north towards Ischea and east out over the ocean. The
strange, oily scum floats on top of the water now, word Favus means “vision” in the ancient elvish
causing the surface to reflect a rainbow of colors. The tongue, and the river is called the ‘River of Visions’.
Tanolain meets the Hannas River at the city of Jalapur. The river follows the line of the mountains south until
The water of the Hannas represents the western it reaches the Jansel, forming the Janiel River that
boundary of the Devastation. The clean mountain flows out into the Bay of the Moon. The Jansel is a
water endlessly drains the red poison of the sand, but much slower river draining northwards from the
just enough living water flows into the Tanolain to help foothills of the Mountains of Morning. The Jansel
dilute the poison before the river opens out to sea in meets the Favalla about 12 miles upstream from the
the tropical marshes of the Delta. The Tanolain flows city of Janieal. The resulting river, the Janiel River, is a
past towns and villages, hill forts and temples, all slow moving and broad river that flows past the white
ruined, standing like bare skeletons in the red dust of walls of the city of Janieal, opening onto three mas-
the western Devastation. sive, carved channels used as the harbor docks for the
city. Beyond the channels, the river meets the sea. The
THE MARISANT RIVER Janiel River is sometimes called the River of Lit
The Marisant River is a seasonal river that rarely Moon– beautiful white beacons burn along its banks
flows anymore. Once it was a small river draining the from the confluence to the sea, bathing the river in a
Camal Sea northwards to the Llyrius Delta. As the Shival pale white gleam. The lights illuminate a sadly quiet
Arali expanded their realm, they used the river for and empty Janiel harbor, where only dozens of ships
irrigating the notoriously difficult land of the central lie at anchor instead of the hundreds of ages past.
44
Chapter Four Cyradon
SWAMPS
At one time, the wetlands of Cyradon were beautiful
THE DEVASTATION
and alive. The wetlands of the Tanolain Delta were home The Devastation is not a crater, nor is it a desert in
to a countless diversity of rare and exotic creatures. The the truest sense of the word. It is truly a lifeless, petrified
shady swamps of the Yftelan Mire were smaller, but no less place; the Devastation is better understood as a curse
alive; the swamps were home to deadly species of snake upon the soil, water and the air, leeching life directly
and spider and insect, but no less beautiful for all that. In from the land. The Devastation is more lifeless than even
the Sleep of Rivers, west beyond the Mountains of Evening the deserts of the Orsai Empire, where flowers sleep just
and even the Madairian Forest, ancient human ancestors below the surface waiting for the rain to fall so they may
lived in their crannog-like huts in the reeds safe from all
harm. That idyllic picture is no longer to be found.
bloom for an instant. When the rain falls upon the
Devastation, the red, gritty earth merely dies a little
more. But life here is not extinguished; rather it is frozen,
4
THE TANOLAIN DELTA LANDS petrified, oddly preserved, but no less desolate. At the
The Tanolain Delta lives still, bound by strange epicenter of the Devastation, much of Belynar still
magics and haunted by twisted creatures. The flowers and survives, its ancient stone buildings withstanding the
reeds still bloom and live, but the dilute poison of the worst fire in creation. The city is built of stone, on and in
Devastation continually seeps into the slow waters of the the slopes and core of an extinct volcano, and the Narsi
mudflats, killing and twisting. The lands are now hostile, magicians of old leeched much of their mana directly
threatening and uncomfortable. The air seethes and seems from its warm heart.
to suck the breath from a person’s lungs. Strange shadows In the immediate area of the epicenter, where the
play under the waters and the wind seems to come in otherworldly fire burned brightest, the earth was
slowly and limply, if there is any breeze at all. The Desnian scorched, turning the sand into a hard, cracked, glassy
Arali were all driven from the Tanolain Delta long ago and
they have no inclination to return any time soon. Some
force still lies at the fetid heart of the Delta wetlands, and
no one has challenged it yet.
45
Chapter Four Cyradon
sharper than normal sand, lies heavily on the ground. from the hills, accumulating in the small river channels.
Wind blows this sand easily, sending hot and sharp The rivers flooded in many places, stealing more soil away.
waves into the faces of travelers. The climate here was Safe in their cities, the Arali scarcely noticed. The lime-
once slightly warmer than the coastal plains, but not stone tops of the hillsides were bared giving an eerie skull-
the oven temperatures of the Orsai deserts. Now, like appearance.
however, the temperature is fiercely hot, day and night, Then came the Devastation. The soil was apparently
beyond the mountains. The sand retains some of the burned to a red sandy glass, the trees were blasted and
heat of that magical fire and the sand warms the air. burned into oblivion, the rivers dried up, the earth itself
This land is a freakish, unnatural desert, an abomina- was corrupted, and all living things died in one hideous
tion on an island of abominations. moment. It is often referred to as Bale Toshk Traka, the
4 THE HIGHLANDS
Midnight Death Sun, because the entire area of the
Devastation glowed as bright as day for several hours once
Known as the Camal Highlands or the Neruda the Devastation had been triggered.
Highlands, the highlands are the true heart of the Devas- Now, the Highlands are a tangle of bare stony hills
tation. This series of rugged hills cut through by an with their distinctive limestone weathering bare to the
ancient complex of watersheds, all drain down into the sky. Winds of red sand slash up and down the valleys.
Camal Sea. The hills are largely limestone, and if Gryphon Dunes have accumulated from drifts of sand, and the
legends are to be believed, the entire region was sub- topography is almost unrecognizable when compared to
merged under a shallow sea hundreds of thousands of the years before the Devastation. The land had been a
years ago. The sea dried up long ago, leaving these beautiful variety of terrains, fauna and wilderness. Now
highland hills exposed and a true wilderness area for a it is a wasteland.
long time. The Tanolain River follows an old rift valley that
slopes towards the south and the sea. The flattest region in
the Highlands is the wide plateau that lies below the city
of Belynar, to its north. The plateau, broken only by a dry
lakebed and the remains of an ancient canal system,
spreads out for a hundred square miles north of the city.
The plateau, once well supplied with fresh water and
mostly sheltered from the prevailing wind, was home to
the richest farmland in the heart of Cyradon, at least
before the Devastation.
Because the wilderness was never fully tamed, ruins
are few and far between. However, here and there, an
explorer might find the remains of an old farming
community, temple, fortress or town. The beautiful
architecture that was marred by the Devastation is a
The Shivan Arali poignant reminder of what came before. A traveler would
built isolated farmsteads do well to beware these ruins come nightfall though. All
and eventually cities and sorts of creatures, twisted by the Devastation, inhabit the
fortresses, all self-sufficient. Dusty roads and game-trails highlands, and the ruins scattered across it.
linked these, villages and towns as small islands of Beneath the sand and barren hills, one can find the
civilization amidst the scrubland, rainforests, swampland old water channels and deep caves opened by millennia of
and vast savannah-like grasslands. The main avenue of rain and weathering. These places have a strange beauty to
communications was the Camal Sea, whose coast is them. Some even are far enough below the surface to
dotted with the ruins of little port towns. At one time, escape the poisons of the Devastation. Many of the larger
thousands of ships once plied their way across the sea cave complexes show signs of being inhabited. Devastation
and up and down the Tanolain River, but no longer. creatures sleep here, sustained by the fine trickle of living
Still, by the time of the Devastation, the Shivan Arali water bubbling up from beneath the earth. Schirae often
had managed to tame much of this inhospitable region. make their lairs in such places as well, using these caves to
They built their roads through the forests, built new towns launch raids against the Gryphons or Rhona.
and cut out a series of canals to link the outposts of their Travel is hard, maps are impossible to keep, and the
domain. Hundreds of years before the Devastation, a slow going is treacherous.
process of desertification had begun. Soil was eroding
46
Chapter Four Cyradon
47
Chapter Four Cyradon
winds and gales coming up from the Tanolain Delta. The and constructs were blown from the lands and the grand
sky above the small valley located in the center of the homes of the Shival aristocracy were blasted down to rock.
Gap is a churning whirlwind, helping to increase the Beyond, to the north, the Yftelan marshlands
speed of the wind before it shoots out through the represented the boundary of the Shival realm. In the
eastern pass. Not even the Gryphons can fly through this south, the grasslands were bordered by the Tannolain
constant maelstrom. and Hannas Rivers.
Ground travel through the Gap is quite easy, and
often unhindered by the deadly winds above. However, the THE CITY OF BELYNAR
Gap is filed with the unceasing roar of the wind above,
making communication almost impossible. Perhaps it was
4 for this reason that nobody ever settled there.
48
Chapter Four Cyradon
mountains is the ‘Blunt Hills’), one of which is the heart of damaged; the Devastation was not the only force that
Belynar. Looming above the Blunt Hills are higher alpine assailed it.
mountains, far younger and sharper, the home of the The city is the very heart of the Devastation, the place
Gryphons of the Blunt Hills Eyrie. These mountains are from where the waves of pain and death and sorcery broke
filled with lodes of metal, just waiting to be mined. through, but peculiarly, here and there, one can find places
Belynar looks out across the highland plains. Cliffs the deadly energies didn’t touch.
rise up on either side, towering sandstone rocks. Like The human refugees arrived into a large courtyard
other cities of Cyradon, Belynar is built from the living called the Gates of Morning. The courtyard was long,
rock of a mountainside. Unlike other cities, it is also built wide and awe inspiring, looking out over the red sands of
into the rock of the volcano. With its distinctive Cyrad
architecture and design, Belynar is unique.
The City of Belynar has had many occupants, over
the Devastation. But it is just a small shelf – a former
meeting place for the rich in ancient times – a tiny part
of a vast city.
4
the millennia. At one point it was home to hundreds of The city is built on many ledges – Streitos in the
thousands of people. The city spread all the way around language of the Cyrads, a word meaning both “street”
the mountain. A hierarchy of property is obvious: the and “shelf.” On the mountain –facing side of each
richer folks lived higher up the mountain, on the east Streitos, huge, mansion-sized buildings of many designs
side, facing the dawn and a spectacular view of the plains and sizes have been built, cut into the bedrock of the
and the distant peaks of the Mountains of Morning. mountain. Each Streitos is linked by sets of stairs – for
Poorer folk built homes on the western side; but even humans - and gentle ramps – for horses and carts.
there, the views were spectacular – mountain water falls Independent from the Streitos, thousands of people lived
with white water sluicing down from the permafrost to in smaller buildings and cottages up the mountain
the valleys below. slopes, and down around the lakeshore. Most of these
Inside the city were workshops, forges, and other wooden cottages and outbuildings were destroyed in The
places of creation and storage. The volcano may have been Devastation. A few shells of these smaller houses remain:
dormant, but the magma still came close to the surface, a few crumbling walls or scattered stones where families
warming the stone foundations of the city. Deep in the lived. The streitos mansions are made from marble and
furnace-hot chambers where magma still ran, mages and granite, and roofed with pale slate and are beautiful to
their servants forged their creations. Hundreds feet above, behold. They are very fine and sturdy buildings that
at the bottom of the bowl of the crater, the mages built a survived the destruction of the city, and centuries of age
vast courtyard. They may have intended to use it as a and neglect. There are enough streitos mansions to
stadium, but even at noon, little light shone down to the house the entirety of the refugee population so that even
bottom. To the east and the west, the mages excavated old the poorest of the Tarahiri, Skaldi, Gryx or Orsai, even
lava tunnels and turned them into wide avenues. The those with the lowest social status, can now dwell amidst
western tunnel led to the huge freshwater lake that formed the Narsi finery of old.
the city’s core water supply. The eastern tunnel led out At the summit of the mountain, four beacon towers
onto a wide, sunlit courtyard that was the place for the once stood. The cone at the top of the hill is irregular, so a
greeting of dignitaries. lot of work went into making the beacon towers appear to
The courtyard overlooks a long dry lakebed. There are be of equal height and size. The beacon towers were
ruined houses scattered around the lakeside; they have covered with white limestone and bright blames burned
been bleached white an age ago. Huge, fertile and produc- here every night. Now two towers remain, and they are
tive farms were once found beyond the roads. To the broken and almost ruined.
northeast, just north of the northern road, vast ruins of a
See Chapter 8: Belynar – The City of Gryphons for
coliseum stand. Blasts of sorcerous energy have torn away
more information
at the walls, and at the spectator’s enclosure. What’s more,
the various entrances to the labyrinth below (and such a
thing can be assumed to exist) have been blocked off and
sealed solid with what can only be described as molten
metal poured into each of the entrances and exits.
The Southern Road skirts the side of the lakebed and
then follows the line of the mountains south and out of
sight. Eventually, it leads to the old elvish Imperial
Highway. Little walled ruins lie scattered out amongst the
sandy wasteland, and the coliseum has been particularly
49
Chapter Four Cyradon
THE BLUNT HILL EYRIE The Gryphons of the Blunt Hill Eyrie are a tough,
caustic and ill-tempered lot. They come from all of the
The Blunt Hill Eyrie is the smallest of the Gryphon Eyries, Gryphon tribes, and are outcasts and mavericks. They
a small community of Gryphons living in the peaks just below were given leave to rebuild this eyrie, and look down on
the snowline on the high crags of the Shival peaks to the south the “cursed city” (as Gryphon lore names it) in return for
of Belynar. The eyrie overlooks Belynar and from its outposts, overseeing the city and ensuring that the magicians never
one can see almost everything that occurs in the city. Like other return. If the Narsi return or any who may wish to
Eyries, its denizens do not dwell exclusively within the Eyrie’s emulate their folly take up residence, they are to be slain.
boundaries. Some of the younger Gryphons actually make
nests for themselves – rooms, to be more accurate – in Belynar,
4 and in some of the farmer’s cottages scattered around.
THE EAST
THE DAYBREAK COUNTRY
The Daybreak Country is the home of ancient
elvish civilizations.
The Eastern Ocean bounds the Daybreak Country
to the east and by the Mountains of Morning to the
west. The Daybreak Country refers not only to the
coastal lands on the continent itself, but also the islands
to the east of Cyradon. The islands, Penlasse, Desnia
and Arimispia are large, mountainous realms. Two of
them play host to extensive elvish cultures. The third is
barred to the Elves by ancient law. Though all Elves
refer to their protected realm as the “Daybreak Coun-
try” they are not united as one, and no single power
dominates the others.
dark twisted
forest
50
Chapter Four Cyradon
The Daybreak Country has only been inhabited by the The Ischim forbade travel along these roads once they
Arali Elves for a little less than 1700 years. The oldest elvish closed their borders, well before they disappeared com-
cities are almost certainly Janiel and its sister city, and oft-times pletely. Now no one travels these roads for fear of what ever
rival, Emmanel. Janiel and Emmanel watch over the fertile caused the fall of Ischea. Stories abound of lone travelers
coastal plain, and dominated much of the ocean going travel. attempting to use these old roads disappearing some where
along the way. Rumor has it that the Ischim built a system
THE RUINS OF ISCHEA of roads of their own, linking their strange and chthonic
Ischea was a young Elven nation that broke off from temples and cities, but the way onto these roads from the
the traditional views of the Janiel and Desnian kingdoms main ones were hidden and one could spent a mortal
centuries ago. It was ruled by Nathalie, the Lady of the
Ischim, from her capital city of Lindoranen.
Some say that the fall of Ischea was a penalty for
lifetime searching for them without success. The rumor
continues that anyone found looking for these roads could
expect to be slain by the mysterious denizens of the forest.
4
Nathalie’s arrogance in breaking away from Desnia and The mountain city of Lindoranen, the ‘Amber City’
Janieal, and that the combined might of those nations was sits on the mouth of the Lindal River and at sunset, can be
more than the young Ischea could bear. Others claim the fall seen from far out to sea. Sailors and Pirates alike steer a
of Ischea was proof of the queen’s ties to the darker aspects of wide course from these waters as well. Any ships that
witchcraft that she used to rule and protect her nation. ventured to close have never been seen again, all cargos
No one knows what truly happened to cause the fall and crews lost.
of the proud and secretive nation of Ischea, but all sensible Most maps portray Ischea as a forest. Some older
folk agree that something dark, mysterious and definitely documents suggest that the realm had three major cities and
dangerous lurks there now. Even seasoned travelers and a dozen smaller ones as well as a number of ancient temples,
adventures know enough to fear treading too closely to many dating back to a time before the coming of the Elves.
this oppressing forest kingdom. A name frequently mentioned on these older maps is
The City of Lindoranen was the throne city of Ischea. the temple or city of Ardana. No two maps agree as to the
Lying in the sultry tropical north of the Daybreak Coun- location of this place. Ardana, they say, is the heart of
try, it was once known as the Amber city, as it was carved darkness, the blackest place in a black land, and potentially
from the strange translucent amber-colored rock found the true source of the downfall of the Ischean Elves.
here but nowhere else in the world. At sunrise and sunset, Those who remember encountering an Ischean Elves
the sun catches the minarets of the city and illuminates recall them as charming, highly educated and witty
the moss covered amber stones, bathing the ruins in an company. They appeared a little more focused perhaps,
eerie greenish-golden light. but certainly not evil. It should also be noted that there are
Ischea was, and still is a tropical hardwood rainforest, a no Gryphon eyries within the borders of Ischea, and the
place where the humid climes of old remain, and were once Gryphons will not enter the realm, under any circumstan.
home to the mysterious and compulsive Ischim. The land is
dark, dense and almost impenetrable, and most other beings RAMSEL
(Elves, Rhona, or otherwise) consider the climate to be too Ramsel was once a small Arali city-state. It was built
humid. The forests have a peculiar feeling or sense of on the western side of the Mountains of Morning, and
“otherness” that even some supernatural creatures fear. served as a major trade city between the Shivan Elves of
Ischea’s southern border is not a fixed thing. It seems the central highlands and the Arali Elves of the coast. The
to truly begin along the foothills of the easterly spur of the Elves of Janieal had a sister city that mirrored Ramsel on
Mountains of Morning just north of the Queen’s Wood. the eastern slopes of the Mountains of Morning, the
Because of the humidity and vastness of the forests, the mining and smithing city of Mirdana.
realm generates its own weather, as clouds form from the Ramsel was at the height of its glory during the years
tree’s breath in the mornings, and drop rain back on the following the arrival of the Narsi in Belynar. The presence
forest in the evening. The heavy, hazy, silvery shadow of of the mages brought many Elves from the coast,
the realm can be seen for a long way off, even as far south especially for the coliseum games once they began. Ramsel
as the estuary of the Janiel River. The strange hues and became more than just a small trading city; it became a
density of the clouds is a constant reminder of the major stopover point for those traveling to Belynar.
impenetrable mystery and threat of the realm. Then came the Devastation. Ramsel, like many other
There are two roads cutting through the realm, towns and cities was destroyed by magical energy that
stretching from the port of Janieal to Qumar, one running washed over the central highlands. Many of its citizens were
along the mountains and one running along the coast. The killed, or worse. In the centuries since the Devastation, the
coast road turns inland to meet the mountain road about Arali have left the ruins of Ramsel strictly alone. Very few of
100 miles south of Lindoranen. the Schirae have even ventured far into the ruins.
51
Chapter Four Cyradon
JANIEAL
Ruler: Gabrialla, of the House of Queens
Capital: the Throne City of the realm is the city of Janieal.
The full name of the realm is the Protectorate of the city
of Janieal.
Population: ca. 1,000,000
Races: Janieal Arali (92%), Rhona (6%), Desnian Arali (2%).
52
Chapter Four Cyradon
53
Chapter Four Cyradon
DESNIA
Ruler: Prince Absalan is the monarchial ruler and Royal
Council elected by the aristocracy.
Capital: The Haven of Desnia.
Population: 600,000
Races: Desnian Arali (98%), Rhona (1%), Gryphons (1%).
Government: Militaristic oligarchy.
54
Chapter Four Cyradon
continues to fracture. Many Desnian maps still record the Desnia is also home to the Gryphon’s Ancient Eyrie,
continent being named “Desnia.” Desnian culture is deeply the Eyrie of Tysteres, which sits far above the city of
conservative. That conservatism works against it, and Desnia, unapproachable by any, and home to the High
Desnia has become increasingly alienated from its King of the Gryphons.
neighbors. Desnia remains the pre-eminent power, with
finances, a military and a spirit that makes it impossible to PENLASSE
ignore. Desnian warriors ensure the Schirae do not Ruler: The Desnian Vice Admiral of
overwhelm the Daybreak Country, and Desnian fleets the Fleet rules Penlasse in the
guard the coast name of Desnia. His writ
When the human magicians came to Desnia, the
humans merely confirmed what the Elves had known all
along: the Desnians were the most important of the elvish
does not extend far
beyond the capital.
Instead the indi-
4
kindreds, and the natural leaders of the Arali. But as the vidual communi-
Narsi discovered, strength, intelligence, and creativity is no ties elect leaders.
substitute for wisdom. Capital: Palas
As Desnia’s power and influence advanced, Desnia began
to specialize. They abandoned farming, and started import- Population:
ing much of their food requirements. They turned 350,000
pasturelands into vast training areas for their armies and Races: Arali (66%),
their cavalry. They raised horses (though, obviously, not for Rhona (21%),
slaughter) on the old farmland. The only area where Desnia Gryphons (13%).
was self-sufficient was in its fishing and pearl industries, but Government: Feudal
Desnian sailors did not man the Desnian trawlers. The ships system with lands and titles
were crewed with sailors from other nations, hired specifically offered by the Desnian aristocracy
for those tasks as the Desnians considered it beneath them. in return for allegiance.
Desnia evolved a peculiarly aristocratic society where
only warriors (and veteran warriors at that) were allowed Religion: None.
a voice in society. This practice continues to this very day, Major Towns: The Haven of Windward, on the south
so much so that Desnia has started to atrophy. It is not a eastern shore of the north isle, and the Eyrie of Miralyr in
nation or a realm. It is the world’s richest and most the Sinare Mountains on the southern island.
powerful aristocracy with an attendant army. Provinces: For administrative purposes, the realm is
The city of Desnia is a squat grey, working city of straight, divided into two provinces, the north and south isles. A
broad avenues and high defensive walls. The city exists to Desnian noble on behalf of the Vice Admiral of the Fleet
provide a home for the Desnian royalty and to service the administrates each province.
needs of the vast Desnian navy. There are no galleries, no
Enemies/Allies: Penlasse has no real enemies, being
theatres, no temples, no parks and no monuments.
shielded from all invaders by the sea. The Penlasseal
The king is always referred to as a “Prince.” This is a
people tolerate the Desnian overlord-ship, and generally
diminutive term, ensuring that the king respects the
ignore it. However it is possible that Penlasse could find
authority of the powerful aristocratic Royal Council. It is
itself fending off a Desnian invasion.
also used because of the old Desnian conceit that one day
a Desnian would become the High King of all the Elves of Penlasse is famous for its warm climate, white sand
the world. Until that day comes, they say, the Desnian king beaches and crystal clear seas. The people of Penlasse are a
remains a Prince. mixed group of Arali from Desnia and Janieal, Rhona, and
Desnia has a new king. Prince Absalan has risen the Danae of Aneirin. The Gryphons of Penlasse also mingle
through the ranks of the army and taken his father’s with the other races quite freely. The majority of the inhabit-
throne after his father’s ship sank on a voyage to the ants of Penlasse are those from the other nations who have
northern isles. Absalan is young, and he bristles against tired of the many political games played between the nations.
the authority and conservatism of the royal council. Penlasse is supposedly in alliance with Desnia, but its
Still, to many Elves, Desnia’s time is long past. The realm people remain clear of politics. Penlasse is home to many
is too ossified, too top heavy and brittle to survive a serious other Arali who wish to avoid the politics of the other
crisis. Even Prince Absalan knows that his realm is under city-states. The Arali of Penlasse will happily describe
threat. He does not know where the threat will come from. themselves as “elvish” or “Penlasseal” before calling
The knowledge has made him reactionary and preemptive, as themselves Desnian, Janieal or even Arali.
he tries to prevent every issue becoming a crisis.
55
Chapter Four Cyradon
56
Chapter Four Cyradon
Enemies/Allies: The Island is a safe have for the Curiously, though the isle is the ancestral home of
Gryphons. The southernmost of the eastern isles, the royal Arimispian line of the Gryphons, the Tysteres
Arimispia is closed to the Elves. A few small fishermen’s Eyrie, the Gryphon High King’s throne eyrie is not on
havens are allowed, and the occasional elvish mystic this isle: it is on Desnia. But to the Gryphons, Desnia
seeking solitude for contemplation is sometimes toler- and Arimispia are but one territory, ruled by the High
ated. But this land belongs to the Gryphons, and the King. Gryphons wishing to approach their high king
Gryphons will not accept any challenge here. must make the long and arduous journey across the
The isle of Arimispia is in actuality almost two straits and request
smaller isles. It is an audience.
formed of two larger
landmasses linked by a
long peninsula. The
Though the
Arimispians are
more likely to
4
waters around the indulge in pomp
peninsula is very and ceremony than
shallow, and at low tide any other tribe, the
a traveler can walk out mere fact that a
across the bay on foot Gryphon would take
and look on the sunken the trouble to brave
fields and forests, lost the winds of the
under the water. straits is enough to
The isle is similar to make the High King
the other isles; it is grant an audience.
mountainous wild and Behind the formal-
unkempt and prone to ity, Gryphon
extremes of temperature egalitarianism
found nowhere else on remains intact.
Cyradon. The isle is The isle is home
pristine, primeval and to the Gryphon Eyrie
wild. Wild herds of deer, of Piremor, a smaller
boars and bison roam town than the
the pasturelands on the Ancient Eyrie, but
west, leeward, side of the still impressive. The
isle. The circle of life is Eyrie overlooks the
well balanced: the herds sheltered western
are regulated to prevent forest, and is home to
them overgrazing, or the Whitewings, the
over breeding. The sea eagle featured
Gryphons only hunt the Gryphons who hunt
food they need. Other and fish in the wild
predators, including seas of the ocean.
wolves, are left alone to Further south,
hunt naturally. on the southernmost shore (said to be the southernmost
The western part of the isle is a plain, broken only by place in Cyradon) lays the eyrie of Gemar (the Gryphons
low granite hills, and small forests. The prevailing wind is call much of the southern landmass of Arimispia
from the east, so the mountains shelter the western lands Gemar). Gemar is the place where the Gryphon farmers
from the worst of the weather. The eastern side is also a and vintners make much of the wine, juice and produce
plain, but it is far rockier and more broken. Gales howl which the Gryphons of the other eyries consume (and
constantly out of the ocean and blast against the rocky indeed, trade with elvish realms such as Desnia and
shore. The land here is heavily forested, with oak and Janieal). The eyrie sits in a sheltered river valley, a few
beech in the lowlands, and pines further inland on the miles from the southern shore. In the valley, the
mountainsides. The wind is so strong that the shoreline is Gryphons grow vines for their wines and trees for their
covered in crippled, stunted oaks, no more than a dozen apples. Further inland, to the northeast, the Gryphons
feet high, at most, which form an almost impenetrable maintain vast fields under cultivation.
maze of branches and brambles.
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Chapter Four Cyradon
58
Chapter Four Cyradon
Over the centuries, the Princelings have been very waters claiming some of the outlying streets. High walls
cautious to avoid the notice of the Arali and the surround the city, two yards thick. Old legend has it that the
Gryphons. Living in the Tanolain Delta as they do, the wrath of a dead god split a mountain into eight pieces and
Princelings are no longer as altruistic as they once were. the Tanolain River diverted its course through the shattered
Over time, the foul waters flowing down the Tanolain have mountain. The river passes high escarpments, which frown
affected them as well as the land in which they live, and down on those passing through the city.
now the Princelings are all subtly mad. The city is built within the river valley created by this
Their skin has taken on a grayish green cast, and a shattered mountain. Sheer cliffs line the north-eastern side
number of the Princelings have manifested very weak of the valley, and it is there that Jalapur was originally
versions of the abilities gained by the Devastation Aberra-
tions (see Chapter 9 for more information on Aberrations).
It is unknown how much of the Narsi magics have
built. It then spread south, and across the river to the west
and eventually filled the whole of the valley.
Jalapur was spared direct destruction by the mystical
4
been recovered from among the ruins over the centuries, energies of the Devastation, but that only prolonged its
but it is certain that they continue their search. The demise. The tainted waters of the Tanolain is what brought
Princelings see the arrival of the refugees in Belynar as a about the doom of the inhabitants. Within but a few
great opportunity to be able to delve into the secrets that months, those who had not fled east to the Daybreak
have long been buried and unavailable to them within. Country, there to eventually die, were dead or mutated
They are even now preparing agents to send northwards in much like those from Taravant, only at a much slower pace.
the hopes of gaining even more of the lost magics. However, the result was the same in the end. Many Shivan
Arali were either dead or transformed into monsters, drawn
TARAVANT into the Devastation for some unknown reason.
This city straddles the Tanolain River about half way
between the Camal Sea and the confluence of rivers where ANEIRIN
Jalapur is located. Taravant was once one of the only two Ruler: Lord Fergheal of Aneirin, High Chancellor.
cities built by the Shivan Elves living in the central highlands.
Capital: the port of Aneirin
It was also the seat of many of the Shivan mages that
participated in the coliseum games of the Narsi in Belynar. It Population: 350,000
eventually became a center for many of the experiments used Races: Danae (45%), Arali (5%), Rhona (48%),
to create the contestants within those games. Gryphon (2%).
Being further away from the epicenter of the Devasta-
Government: Aneirin is ruled by a Council of Elders. Each
tion, the mages of Taravant tried to mount a defense against
village selects council members every ten years, with
the powerful energies sweeping across the country from
different villages selecting their Councilors in different
Belynar. While this protection saved many of the buildings
years. The Council then selects one of its own members, in
from outright destruction, the people were not so lucky.
a five-year cycle, to be the High Chancellor, the speaker of
Within hours of the mystical wave, the people of Taravant
the council and the ruler of Aneirin.
began mutating and changing. Most died outright as their
bodies could not handle the changes being wrought. They Religion: The Danae of Aneirin follow the Rhona in their
were the luckier ones. Those that did survive became rituals praising the powers of nature.
Aberrations, monsters never before seen in Cyradon. The
city was abandoned as the newly created creatures, forgetful
of who and what they once were, wandered into the
wastelands in search of food and slaughter.
The city has become a deadly place, especially after
nightfall. Twisted creations of the Shivan and Narsi mages
of old stir from their slumber and emerge from their
hiding places to hunt. Horrid things drift in out of the
Devastation, seeking warm blood or flesh to eat. Major Towns: The
other major town in the
JALAPUR realm is the Gryphon Eyrie of
Jalapur stands on the confluence of three rivers. It was, Orius. Most Danae and Rhona communities are
in its time, the mightiest city in Cyradon. Its time has long small villages amidst the forest.
past. To its north lays the edge of the Devastation. To its Provinces: Aneirin has no provinces, though each of the
south, the wetlands of the Estuaries rise up, their murky small villages claims protectorates of the Idrisil forest
around them.
59
Chapter Four Cyradon
Enemies/Allies: The realm is pressed between the magical Aneirin is also home to the Danae, the elvish
terrors of the southlands on their western frontier and the kindred of merchants and craftsmen and mariners. Ships
ravages of the Devastation on their northern frontier. from Aneirin ply the coastal waters of the Daybreak
Major Products: The people of Aneirin are excellent countries. Aneirin’s council of ministers refuses alle-
carpenters. They also provide a lot of the seasonal man- giance to either Janieal or Desnia. Part of the old high-
power required in Janieal and Desnia. Aneirin wines, way cuts through Aneirin’s forests, but it is poorly
made in the highlands, also command decent prices. maintained. The highway leads north to the ruined city
of Ramsel, in the Devastation.
Aneirin, in the south, is the home of the Rhona Gnomes The Danae Elves are the most rustic of the Elves of
and the Danae Elves. The few Arali who dwell here are said to Cyradon. They are of the same stock as the Sithi Elves
4 be “wild” and “barbaric.” Aneirin has none of the grandeur
and pride of the northern cities. It is more of a territory than
from Anias, having traveled to Cyradon with the Arali
centuries ago. At some point after their arrival, the Danae
a city-state. At its heart is an old town carved into the rocks of decided to move to Aneirin, with the blessings of the
a natural southern harbor. But most of the city, if such it Rhona who share a similar outlook on life.
could be called, exists built into the World Trees, giant oaks of Aneirin is home to the ancient World Trees, the
the forest that surround the town. The Rhona have built their Idrisil, cared for and watched over by the Rhona. The
communities and homes in the branches of these trees and in trees, the size of a small mountain, are planted in a ring
the caves below. The forests of Aneirin are home to several around the three main Aneirin cities, and others are
small Rhona towns and villages. planted along the border with Janiel and the border on the
estuaries to the west. Guarded by the mountains to the
north, the sea to the south, and the Idrisil to either side,
Aneirin is a closed, safe realm, where the Danae are free to
govern their own affairs.
Though is it closed, and though it is somewhat safe,
the Danae constantly struggle to defend it. The southwest
spurs of the Mountains of Morning, known to the Danae
as the Sentries, are riddled with wide and hard to defend
passes. Schirae raids, while not common, do occur, along
with attacks by stranger creatures from the Devastation.
To combat these infrequent intrusions, the Rhona and
the Danae mount patrols made up by volunteers from the
young of both races. Along the southern edge of the
mountains are a string of forts that house the troops that
handle the patrols along with a number of villages who
exist to support the forts. These troops also work to
protect the fledgling Idrisil that have been planted around
the passes. It takes thousands of years for a Idrisil to reach
full height, thus it will still be centuries more before the
passes can be closed against these intrusions.
DANAE
The Danae of Cyradon are of the
same racial stock as the Sithi Elves
from Anias. Any player wishing to
play a Danae may use the racial
information of the Sithi, and the
Cultural information of the Rhona
for such a character.
Refer to Chapter 5, Character
Creation for more information on the
Sithi race, and the Rhona culture.
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Chapter Four Cyradon
LLYRIUS 4
Ruler: Anclamir, Lord of Llyrius
Capital: Llyrius
Population: 260,000
Races: Arali (95%), Nagazi (3%), Rhona (1%),
Gryphon (1%).
Government: Llyrius operates under a feudal system, with
the various Elven inhabitants offering tribute and alle-
giance to the Lord at Llyrius in return for protection.
Religion: A heavily ritualistic religion of ancestral wor-
ship. Some observers have noted that the ritual is more
important than the actual worship. Llyrius is the “capital” of the realm. It is a small, grey, rain
swept town, huddled behind the high walls that guard the
Major Towns: The only other major town in Llyrius since
landward approached to the city. South of the walls, low hills
the destruction of Mellianour is Neras.
rise, bald and treeless, where scant grass grows. Between the
Provinces: The realm is divided into a dozen small walls and the hills, the Elves have planted gardens and small
protectorates, centered on fortified villages along the coast. farms, to grow produce for the town. A second layer of
Enemies/Allies: The Schirae constantly besieges the fortifications exists beyond the fields, defending the farmers
realm of Llyrius. Someone is always fighting somewhere. from Schirae incursions. Resistance to such incursions is so
The realm has a strong trading alliance with Ciastan fierce and organized that the Schirae rarely try.
across the bay. Inside the city, the streets all run in twisted curves
down the hill from the walls to the port. Visitors might
Major Products: Llyrius is home to excellent craftsmen
wonder at this, but the reason is simple: the curves deflect
who trade with Ciastan, Janieal and Desnia. Llyrius also
the sea breezes and the constant rain from the sea,
produces crops such as rice and peppers.
meaning that someone can cross the street and go about
A little over 200 years ago, a young Desnian ship their business without being soaked. Still, the odd layout
captain was patrolling the waters around island of adds to a feeling of claustrophobia, one hardly lifted by
Cairnus and was blown off course by a sudden squall. looking out at the grey, surging, sea. There is a square,
Captain Anclamir was blown past the small island that functional fortification in the centre of the city, which
marks the entrance to the Bay of Evening. Having taken serves as the palace and the main garrison. Its battlements
damage to his ship, he looked for a place to anchor and command a broad view of the harbor and the sea beyond,
make repairs. He was very surprised to suddenly find and out towards the hills.
other ships approaching his. Below the town, the Elves have constructed a deep
Aided by the friendly Nagazi, the captain was soon harbor defended by huge sea walls. The sea walls have a
able to make sail back to his duties and then to home a dual purpose. They blunt the tide and shelter the ships
year later. Upon reaching home, Captain Anclamir behind them; they are also defensible. If someone was to
petitioned for and received permission to start his own attack the town from the sea, the defenders could bring
colony on the eastern side of the Bay of Evening. He then archers and siege engines to bear against them. At the far
recruited a number of Arali to be colonists and within a end of the harbor, jutting out into the sea, a huge light-
few short years, Llyrius became a major port city trading house stands, where a beacon flame is lit every night.
with the Nagazi to the west.
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Chapter Four Cyradon
MELLIANOUR took much longer for the effects to be felt, but by that
time, it was far too late.
Mellianour was once a way station and trading post Neras remained uninhabited for close to 300
along the bay, where Desnians ships could shelter, and take years, until Lord Anclamir decided it was time to
on supplies after their long voyage around the Northern retake and rebuild the city, expanding his small, but
Cape. It was linked by road to the larger cities of Llyrius
and Neras.
Mellianour sits upon the seacoast and is battered by
the same foul weather as the rest of the northern coast as
is rolls down off the Qumar peninsula.
4
62
Chapter Four Cyradon
for the entire northern region. The only enemies that the within the Mountains of Evening. There the 7 Sages, who
Nagazi have are the Nagah from the Madiarian Forest to the are now revered as gods among the Nagazi, visited them.
southwest, who occasionally make raids across the moun- From ancient texts found within the Mithran ruins, the
tains into Nagazi territory. The Schirae attack the Nagazi Sages gave the Nagazi their first true civilization, complete
very infrequently, but it does happen occasionally. with arts, crafts, magic and lore.
Major Products: Ciastan trades raw materials such as iron As the Nagazi developed, education became and
and wood to Llyrius and precious stones and granite to important part of both their lives and their culture and
the Five Cities. The lands around Ciastan offer excellent they developed a form of government based upon that, the
grazing land, so meat and wool products contribute Regency Council, comprised of representatives from every
greatly to the Ciastan economy. major craft and learning institution.
Seeking the perfect site for their capital, the Nagazi
settled upon Ciastan, and there built the greatest city of
4
their fledgling nation. Evefalim had also continued to
thrive as the Nagazi restored it, but it was a holy city to
them, a great center of learning, and not to be sullied
with politics.
Since settling on the eastern side of the Mountains
of Evening, the Nagazi had kept contact with The Five
Cities around the Bay of Malan. When the Nagazi
encountered Lord Anclamir’s damage ship, they
quickly realized that they were in an exceptional
position, able to bring prestige to their people by
becoming a center for trade between the Nagaral and
the Elves. And as time progressed, this realization
came true. Even more so when Cairnus closed their
ports to all Arali ships, allowing only the Nagazi to
trade with them.
The city of Ciastan is a beautiful place. The Nagazi
believe in functionality first, and then beauty, however
they do combined the two whenever possible and
Centuries ago an offshoot of the Nagah race, known proper planning allows them to incorporate both.
as the Nagazi discovered the ancient city of Evefalim
63
Chapter Four Cyradon
64
Chapter Four Cyradon
CAIRNUS all contact with Desnia, and to not allow any elven ship to
enter its port. Realizing that they still needed to trade for
The Cairnus is green, forested and fertile; it is two some goods, the Schirae did allow the Desnian lords to
hundred miles long, and fifty miles deep. Hilly in the continue trading with the Nagazi, so long as no Elves were
central interior, it is covered by dense deciduous forests. aboard their ships.
Only around the coastline have significant clearings It took several years to fully accomplish, but the
occurred. These clearings were made to create farms, or Schirae finally got the isolation that they craved. It was
the sites of fishing villages. The farms and villages are then time to embark upon their real plan, to use the
connected by well maintained forest roads, which wind Elves living upon Cairnus to complete the transforma-
through the woods, and all connect to the city of Cairnus.
The weather is mild, and rainy, in summer. In winter,
the winds change and bring constant squalls of sleet and
tions started by the Narsi. Using a foul ritual, the
Schirae use the blood of elven sacrifices to form a
cocoon in which they can complete their transforma-
4
rime from the north. tions. This is a long slow process, requiring frequent
Cairnus was originally settled Desnian Arali, and was sacrifices, so only a few dozen Schirae have been
traditionally a semi-independent state under the protec- through the ritual so far.
tion of Desnia. The Arali of Cairnus were among the most Upon completion of the ritual, the newly trans-
avid collectors of exotic monster specimens. Unlike the formed Schirae emerges from the cocoon. The
mainland Desnians, however, they did not abandon their Quendilone, an ancient word meaning “reborn”, as they
hobby after the Devastation. This monstrous preoccupa- call themselves emerge with fully functional wings,
tion strained relations between Cairnus and Desnia and their skin a deep blood red in color, with wicked
contacts between the two states continued on a dimin- looking talons in place of fingernails and a shock of
ished scale. stark white hair crowning their heads. To top it off, the
Quendilone appear to have a lifespan much longer than
the Elves from which they feed. One of the side effects of
the process seems to be that the Quendilone crave fresh
blood for sustenance.
While knowledge of the Schirae and the
Quendilone is not generally known on Cairnus, the
populace is beginning to suspect something is seriously
wrong. Far too many young Elves have gone into the
manor houses and the strange temple that the Desnian
lords built, never to return.
ANDALASA
Andalasa is about 150 miles wide and 220 miles long.
For the most part, Cairnus remained a quiet, tranquil It is largely a flat, rocky plain open to the sea. Small oak
place, trading first with Desnia, and then with Llyrius and trees, unable to grow higher than a few feet because of the
even Ciastan. Then everything changed. speed of the wind, cover the shoreline. Gorse, heather and
Mellianour was utterly destroyed, and the Schirae brambles cover most of the shoreline. Further inland,
that destroyed the city did not melt back into the protected from the wind by low stonewalls, a chain of hills
mountains as the Elves in Llyrius thought. Instead, up to 800 feet high breaks the island. Beyond the hills, the
they took the ships that lay at anchor and sailed across land flattens out again. At the north end of the island, the
to Cairnus, stopping in a hidden cove. In this cove, a old fortress of Sarawan, a slate grey Desnian fortress
large number of Schirae disembarked and stole quietly surrounding a tall beacon tower, looks out into the empty
onto the island. The stolen ships and their captive grey sea .
crews then set sail once again and have not been heard It is home to large flocks of sheep, a few hardy
from since. shepherds, and myriads of sea birds.
The Schirae that remained on Cairnus moved
quietly and with stealth, slowly capturing each Desnian THE MOUNTAINS OF THE MOON
lord and his household. Within a few short years, the
Schirae had total control over the island, though few The western outcrop of peaks in the Mountains of
knew it. Morning range, are referred to as the Mountains of the
Once control had been gained, one of the first things Moon. The arc of mountainous terrain is about 200 miles
they did was to have the Desnian lords of Cairnus cut off
65
Chapter Four Cyradon
in length. The valley below is sheltered from the storms, THE CITY-STATE KINGDOM OF QUMAR
and was saved from the Devastation by the shelter of the
Mountains of Morning. Ruler: The Council of the Sen-Serai.
The peaks are smaller than their cousins to the east, Capital: The Stormhold of Qumar
and lower. Many are below the snow line. The small range
gives way to hills and those hills progress down towards Population: 300,000
the sea, getting smaller as they go. Races: Arali Elves (99%), Other (Less than 1% - some
Rhona and the occasional Gryphon visitor).
THE CITY OF BLACKFLAME Government: Largely anarchic; the Sen-Serai council
66
Chapter Four Cyradon
67
Chapter Five Character Creation
CHARACTER CREATION
68
Chapter Five Character Creation
69
Chapter Five Character Creation
fascinate her, and remind her of the old stories. RACIAL CHARACTERISTICS
Whatever the future holds, Marreda is determined to
be in the thick of things. Once you have selected your race, record the informa-
tion below on your character sheet. An explanation of the
In HARP terms, Marreda is a Gryphon Usirae (Mage).
items included on the table can also be found below.
By using these questions to create a character
background players will know what race and what Racial Stat Modifiers – These racial modifiers are
profession their characters are. They should then added to the character’s natural stat bonuses and should
generate their character stats normally, and buy skills, be recorded in the proper column on the stats section of
talents or special perks. The sections below detail special the character sheet.
information that players need to create characters for a Endurance – Endurance is the amount of damage (or
Cyradon campaign. “concussion hits”) a character can endure. This bonus is
added to the character’s Endurance skill when figuring the
RACES & CULTURES character’s total Concussion Hits
70
Chapter Five Character Creation
CHOOSING A CULTURE gives the Adolescent Skill Ranks for each of the Anias and
Cyradon specific cultures presented below.
Cyradon provides several unique cultures that players
In the descriptions below, the starting languages are
may select for their characters in addition to the more
given using the following notation: Tarahiri Common (S
generic cultures provided in the HARP rulebook. In the
5/W 5), indicating 5 skill ranks in Speaking the language,
following section, each race is immediately followed by the
and 5 ranks in Writing the language. This should be noted
culture most commonly associated with the race. The
in the proper section of the player’s character sheet.
following table gives a quick overview of which cultures
are most commonly available to which races. ANIAS RACES & CULTURES
Players should select a Culture that best suits their
character’s background. While each race has details
regarding their preferred Culture, a player may elect to hail
HUMANS
from a different Culture, such as the alternatives provided Humans are in the minority in Cyradon. The only
in the racial descriptions. Selecting a Culture is a one-time humans currently on Cyradon are those who came as
along the Royal Road. Most of the refugees, including the
choice and cannot be altered. The chosen Culture deter-
mines a character’s Adolescent Skill ranks, starting lan-
guages, attitudes, common motivations, and outlook on life.
Orsai among them, were fleeing the repression of the
Asut Theocracy.
5
At the end of the Races & Cultures section is the table that All ties to the humans’ homeland have been severed.
While some of the survivors may cling to the traditions of
their former lives, cooperation is paramount for survival.
Cyradon Setting Cultures Out of the many diverse people who came to Belynar, a
Human Cultures Arali Cultures single unique culture will emerge in time that is a blend of
many different ways.
Nomad* Nomad*
The majority of the humans who traveled the Royal
Rural* Rural* Roads to escape the war are of Tarahiri or Skaldi stock.
Sylvan* Sylvan* However, there are also a number of Orsai, traders caught in
the city, prisoners caught as the refugees fled and deserters
Urban* Urban*
from the Orsai army as well. In addition to these, there is
Skaldi** Arali (Desnian)** also a smattering of other humans from other far off lands.
Tarahiri ** Arali (Janieal)** Tarahir was a city of commerce, and thus had people from
many different lands. When the war came upon Tarahir,
Mablung Cultures Gryxian Cultures
many of those traders and visitors were cut off from home.
Deep Warren* Nomad* Most of these merchants and visitors fled into the moun-
Shallow Warrens* Rural* tains along side then citizens and soldiers of Tarahir, and
together they survived long enough to reach Cyradon.
Underhill* Sylvan*
DEMEANOR: Humans are the most adaptable, versatile,
Rural* G'Shul** and diverse race on Mithra. They continually strive to
Mablung ** Gryphon Cultures build and expand, to reach above and beyond their
Rhona Cultures Nomad* current means. Unfortunately, this drive to succeed
often puts them in direct conflict with both the other
Rural* Rural* races of the world and even other humans during the
Shallow Warrens* Sylvan* course of their lives.
Sylvan* Gryphon** APPEARANCE: Humans run the gamut of skin coloring
Underhill* Nagazi Cultures and body shape. They are one of the most diverse
races when it comes to appearance.
Rhona** Rural* Tarahiri – The Tarahiri are a mix of many different
Sithi Cultures Shallow Warrens* human races that have interbred with each other for
Rural* Urban* countless years. Male Tarahiri stand about 5'10" tall
with the females averaging about 4" shorter. Tarahiri
Sylvan* Nagazi** come in all sorts of different body types, and their
Sithi ** skin is usually a light olive complexion.
Orsai – The Orsai have dark skins, ranging from
*HARP Culture
grayish olive tone to a very deep bluish-black,
**Unique Cyradon Culture
71
Chapter Five Character Creation
depending upon the region that their tribes originate war with one another or selling their swords as merce-
from. Male Orsai are, on average, about 5'11" tall with naries. Thus they have a more martial outlook on life.
the females averaging about 9" or 10" shorter. The SPECIAL ABILITIES:
majority of the Orsai have the dark olive skin tone
Profession Adaptability – Being extremely adaptable,
with the rock-like grayish cast to it.
all humans receive a 5 point discount on the number
Skaldi – The Skaldi are among the tallest of the of Development Points necessary for a change of
human races in Cyradon. Standing a bit over 6' tall Profession, requiring only 15 points instead of the
on average, with the female Skaldi standing just a few normal 20.
inches shorter, they have a light or pale skin color,
Bonus Skill Ranks – Humans excel in learning skills
with blond, red, or light brown hair.
at a young age. Their astute nature merits a one-time
LIFESPAN: Humans have an average lifespan of bonus of 5 ranks, which may be spent on skills found
about 100 years, although this will vary from indi- in any of the character’s Favored Categories.
vidual to individual.
Skill Specialization – With minds capable of unwa-
CULTURE: Humans come from many different
5 types of cultures. A player may select from the
Urban, Nomad, Rural or Sylvan cultures from the
vering focus, humans may select one skill during
character generation to receive a +10 bonus.
HARP rulebook for his character, or alternatively he
may select one of the distinct Cyradon cultures
Additional Human Racial Information
listed below). Base
Base Height Weight Modifier
Weight
Tarahiri – The Tarahiri culture is an urban-based
Male 5'10" 180 5
culture that centers on crafts and trading.
Female 5'2" 120 4
Skaldi – The Skaldi culture is based upon the rural
Adulthood Lifespan Increment
template, but the Skaldi are warriors who are often at
25 130 3
TARAHIRI CULTURE are already planning to make the ruined magician’s city a
place to rival Tarahir at its height.
Tarahir was a good sized city, filled with all the hustle
and bustle that is implied. It was a center of commerce for PREFERRED LOCATIONS: Those from Tarahiri prefer big
many different peoples and thus became a melting pot of cities to any other type of location. They like the
traditions and cultures. The Tarahiri people retain some of protection that the walls give them. Those from the
their pride, and their mercantile spirit. They remain outlying areas prefer smaller towns that mimic the
cosmopolitan. They remain tolerant (if grudgingly) of bigger cities.
other races and religions. Now, the people of Tarahir are CLOTHING & DECORATION: Tarahiri apparel runs the
resigned to the loss of their city. Infinitely adaptable, they gamut from low-born folk draped in rags, to those
72
Chapter Five Character Creation
of noble blood dressed in extravagant fineries. For west, and even south into and beyond the Great Desert.
those involved in the defense of Tarahir, armor However, since the rise of the Asut Theocracy, the Gryx
normally consists of soft or rigid leather with steel who settled in the Orsai lands have been slaughtered just
pauldrons or perhaps a metal breastplate. Those for being different. Many were able to escape to the north,
from Tarahir prefer daggers, long knives, and short and they sent out a call to their brethren asking for aid.
swords as weapons. Hundreds, if not thousands of Gryx men and women
DEMEANOR: As varied as the clothing, nearly any responded and traveled to Tarahir to battle the Theocracy
disposition or motivation can be found among the and their hordes. A number of them were among the
citizens of Tarahiri. However, commerce was a big refugees who escaped to Cyradon.
part of the life of those in Tarahiri and therefore DEMEANOR: Though their fearsome appearance
negotiation and being able to trade for or buy just suggests a savage mind, the Gryx are a peaceful race,
about anything is a common attitude. preferring to tend to their own affairs. It is rare to find
STARTING LANGUAGES: Tarahiri Common (S 6/W 5), a Gryx in a violent profession, although it does
one additional language (S 4/W 3) occasionally happen.
SKALDI CULTURE
APPEARANCE: Gryx stand about 6' in height, with females
ranging only a few inches shorter. All Gryx are extremely
5
Hailing from the rugged lands north of Tarahir, the muscular and are very large by racial standards, often
Skaldi have a culture that reflects their way of life. Theirs is weighing between 250 and 300 pounds.
a wild life, where the Skaldi spend much time in smaller Despite their best intentions, the Gryx are an un-
battles between their various clans. The Skaldi culture sightly race. Their skin is dark and blotchy, and their
values bravery and skill in combat. hair is coarse. A low, protruding brow, deep-set eyes, a
PREFERRED LOCATIONS: Skaldi prefer to live in small, flattened, upturned nose and tusk-like teeth often
isolated, villages and hamlets in the hills and find them mistakenly labeled as monsters by other
valleys of their lands. Many Skaldi communities races at first sight.
chose to dwell close to Sithi woodlands, usually in a LIFESPAN: The Gryx have an average lifespan of about
fertile defensible valley. They are uncomfortable in 80 years, although a few exceptional individuals have
warmer climes. lived as long as 95 years.
CLOTHING & DECORATION: Coming from the wilderness CULTURE: Gryx can be found in almost any commu-
of the northlands, the Skaldi often wear heavy leathers nity, but prefer the Nomad, Sylvan, or Rural cultures.
and furs along with coarse cloths of colors that reflect However, they most prefer their own G’Shul culture.
the darker earth tones. In combat, some wear chain Special Abilities:
armor in combination with various bits of rigid
leather. The Skaldi prefer such weapons as broad- Lightning Reflexes – All Gryx enjoy extremely swift
swords, long swords, spears, daggers, and long bows. reflexes, granting them a +5 bonus to their Initiative roll.
DEMEANOR: Big, broad, white skinned, red cheeked Dense Musculature – With a sturdy bone structure
men with long dirty hair, screaming imprecations and and musculature, all Gryx receive a +5 bonus to both
fighting like madmen – or so the stories say. This is their OB and DB. The weight alteration brought
true enough, up to a point, but like all stereotypes it about by this natural heftiness has already been
disguises a wider reality. The Skaldi tend to be a calculated into the Gryxian Base Weight.
tough, though good-natured, people. The Skaldi Night Vision – Gryx can clearly see up to 100' easily
tribes tend to be dour and grim and distrusting of on a starlit night. By the light of a full moon they can
strangers. When amongst friends, the Skaldi are see up to 500' as if in broad daylight. In total darkness
relaxed, uncouth and good company. they are as blind as the majority of the other races.
STARTING LANGUAGES: Skaldic (S 6/W 5), one additional
language (either Cana or Tarahiri Common) (S 4/W 3) Additional Gryx Racial Information
GRYX Base
Base Height Weight Modifier
Weight
The Gryx are spread all across Anias, living among Male 6'0" 250 6
many different cultures and nations. They originally hail
Female 5'10" 200 5
from the Great Steppes to the far east of Tarahir, but a
Adulthood Lifespan Increment
couple hundred years ago something drove them from
17 80 2
their homelands. They have since continued to migrate
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Chapter Five Character Creation
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Chapter Five Character Creation
MABLUNG CULTURE stockier and more muscular than their fellows. Sithi
average 5' 6" tall, with females of the race ranging
The Mablung culture is built upon a rugged ethic that
only a few inches shorter. All have very lithe forms
prevails through every aspect of their lives. It stresses hard
with Elven males weighing around 140 pounds.
work and hard play once work is done for the day. This
culture also stresses crafting of almost any type, be it Sithi have upswept ears that top off in delicate
smithing or gem working or even just woodcarving. Every points, although these are more rounded than those
person in this culture is trained to perform at least one of other Elves. Male Sithi are unable to grow beards.
type of crafting work, and many times more than one, Their skin color is often a light brown, similar to
depending upon the ability of the individual. that of an acorn, while their eyes are often some
shade of grey or green.
PREFERRED LOCATIONS: This culture prefers to live close
LIFESPAN: Sithi are quite long-lived yet do not live as
to the materials that they desire to craft. Thus cities,
long as their other elvish cousins. Most Sithi live for
towns and villages located on, in, or under rugged hills
approximately 450 years, remaining young in appear-
or mountains are the norm, especially if there is a vein
ance until just a few short months before their death.
of precious metals, gemstones, or rare wood near. That
is not to say that the Mablung people do not appreciate
the open air – they do. It’s just that sitting around in
CULTURE: Sithi have a unique culture that is based
upon the Sylvan culture. Most Sithi will be from this
5
the fresh air doing nothing achieves little. or the Sylvan or Nomad cultures, although it is
possible that an individual has been raised in
CLOTHING & DECORATION: Rugged, tough clothing, in
another culture.
somber earth tones are the norm. Bearded males tend to
decorate those beards with colorful beads and braids. SPECIAL ABILITIES:
Individuals with a higher social standing within this Enhanced Senses – With acute senses honed to
society are generally denoted by more ornate decora- perfection, all Sithi gain a special bonus of +10 to all
tions and accoutrements. When going into battle, the General Perception rolls.
Mablung prefer war hammers, battle-axes, spears, short Outdoorsman – Sithi are naturally adept out in
swords, daggers, and crossbows. In armor, the Mablung nature. They gain a +15 bonus to all skills from the
almost always wear chain or variations of heavy leather Outdoors category and the Herbcraft skill.
covered in studs and rings (rigid leather base). Night Vision – Sithi can clearly see up to 100' easily
DEMEANOR: Being very reserved, this culture does not on a starlit night. By the light of a full moon they can
trust outsiders easily, but once a person has been see up to 500' as if in broad daylight. In total darkness
named as a friend, they are a friend for life, and are they are as blind as the majority of the other races.
often considered to be like family for the one who
named them as a friend. SITHI CULTURE
STARTING LANGUAGES: Mablad (S 6/W 5), one additional The Sithi culture is built around their Sylvan roots
language (S 4/W 3) and their life within the forests of the northlands. The
Sithi live in small villages and hamlets, or sometimes semi-
ELVES (SITHI) nomadic tribes that travel through the great forests of the
The Sithi are an elvish kindred that chose to remain north within limited areas.
on Anias, instead of participating in the migration to PREFERRED LOCATIONS: The Sithi prefer forests, green
Cyradon. Unlike many of their brethren the Sithi have no hills and grey skies – or so the song goes. In truth,
problems getting along with humans, and over the while they prefer to make permanent homes in
centuries their blood has often mingled with that of the temperate climes, they will happily live anywhere for
neighboring human communities. The Sithi dwell in several years. They are hardy and curious and enjoy
forestlands, and are excellent archers, rangers and trackers. the challenges of living somewhere new.
They live in close harmony with nature.
Note: The Sithi are only slightly different from the
Elves presented in the HARP rulebook. Players may freely
use Elves from HARP as Sithi or the Sithi as presented
here for characters.
DEMEANOR: The Sithi deeply respect nature and this
shows in their outlook on the world around them.
APPEARANCE: The Sithi are said to be the most like
humans of all the elvish tribes. They are shorter,
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Chapter Five Character Creation
CLOTHING & DECORATION: Varies, but the Sithi tend to tive and civilized. They are also a wise race, that honors
dress in muted earth and forest colors, and wear their commitments and guard things they hold precious.
practical and hard wearing clothing. The Sithi prefer soft Gryphons share many characteristics with the raptors and
and rigid forms of leather armor when it is needed. For with the large cats, but are related to neither.
weapons they use spears, javelins, staves, and bows, both Gryphons’ talons let them do many of the things that
long and short. While the Sithi do have metalworking humans can do with their hands: cook, write, paint,
skills, those are saved for daggers, and jewelry and such. inscribe or etch runes, carve wood, work metal etc. They
Swords are rare among the Sithi, a relatively new concept can use most standard magic items including rings. They
introduced by contact with the Skaldi. cannot use two-handed melee weapons or long bows,
DEMEANOR: The Sithi are often a bit aloof from the short bows and composite bows. They can use one-
affairs of others (other than their Skaldi neighbors). handed swords, but prefer to fight with their beaks and
Their aloofness is not because they believe themselves talons. They can and do use crossbows on occasion.
to be superior, but because they have had bad dealings Gryphons can only wear armor that has been specially
in the past and are wary. Once past their defenses, it designed to accommodate their physique. (See the
5 can be seen that the Sithi are vibrant people who fully
enjoy life.
equipment section later in this chapter for more details.)
Gryphons cannot carry riders on their backs—their
backbones cannot support the weight of a rider. They
STARTING LANGUAGES: Cana (S 6/W 5), one additional
language (S 4/W 3) would also consider this demeaning—if circumstances
forced a Gryphon to carry a two-legged comrade, the
Additional Sithi Racial Information Gryphon would carry the individual in his or her talons.
Base Special Note: While Gryphons can fly, they are
Base Height Weight Modifier
Weight quadrupeds. When moving on the ground, they must keep
Male 5'6" 140 3 two opposing limbs on the ground. When standing still,
Female 5'3" 120 3 they can remain upright by keeping their two rear limbs
Adulthood Lifespan Increment on the ground.
60 450 8 As a result, they are at a distinct disadvantage in
conventional hand-to-hand combat. While a Gryphon
could theoretically wield a sword in combat, they don’t
CYRADON RACES & CULTURES fight in this way because it doesn’t make sense. Gryphons
take a different approach to combat—using their ability to
GRYPHONS fly and their speed to their advantage. Gryphons have
The Gryphons are a wild, freedom loving people, who developed a special style of Martial Arts and special
strive to find joy in every day. They are dynamic, inquisi- weapons that maximize their advantages and minimize
76
Chapter Five Character Creation
their vulnerability in combat. Garuda Gryphon fighters moves 10' per round. This also scales up or down
will ambush their foes from above and behind whenever accordingly if the Gryphon happens to be taller or
possible; they often wear talon and claw tips that allow shorter than average. A 5' 2" tall Gryphon, with a
them to inflict extra damage on their foes. Like all Quickness stat of 95 would have a Base Movement
intelligent warriors, they choose the terrain of a battle Rate (BMR) of 14' per round (10' + 1' + 3') while a
with care. Gryphons are keenly aware that they need Gryphon, with the same Quickness stat, who was
ample room to maneuver to fight; they will also do only 4' tall would have a BMR of 12' per round (10' -
everything that they can to avoid being pinned down. 1' + 3').
They also prefer not to fight in narrow corridors. To calculate the Base Flight Rate (BFR) of a Gryphon,
DEMEANOR: Gryphons love the freedom that flight you must first calculate its BMR, and then double it.
gives them, but they are also extremely serious about Thus a Gryphon with a BMR of 14' per round has a
any oaths that they give. They are curious and BFR of 28' per round and a Gryphon with a BMR of
intelligent and enjoy exploring. 12' per round would have a BFR of 24' per round.
LIFESPAN: Gryphons only live for approximately 80
APPEARANCE: Most Gryphons have the body and
hindquarters of a large feline while having the head
and fore quarters of a large bird of prey, the various
years, although there have been instances of one or
two who live to close to 100.
5
types of each separate the Gryphons into 6 tribes: CULTURE: Gryphons will normally take the Gryphon
The Gwalchmei have a hawk-like head and shoulders culture provided, although Sylvan, Rural or Nomad
and plumage and leonine hindquarters. cultures are not unknown. If the player selects one of
The Shahaba are noted for their grey and black the cultures from the HARP rulebook, he should
mottled plumage and their merlin - like heads. They swap out the ranks in missile weapons for ranks in
have the hindquarters of a mountain lion. Flying/Gliding.
The Gandharvas have the forequarters of a black SPECIAL ABILITIES:
eagle and the hindquarters of a black jaguar. Flight – Gryphons can fly. Their Base Flight Rate
The Whitewings have the forequarters of an osprey (BFR) is twice their Base Movement Rate (as noted
and the hindquarters of a lynx. above, the BMR of an average sized Gryphon is 10',
The Arimaspias have the forequarters of a golden making their BFR 20') and Pace Modifiers Apply
eagle and the hindquarters of a lion. normally. Flight is extremely tiring, and they may
only stay aloft a maximum number of hours equal to
The Manannan have the forequarters of a sea eagle,
their total Constitution bonus. For each encumbrance
and the hindquarters of a leopard.
level above Light, their BFR is reduced by half, and so
The fore quarters of the Gryphon differs from normal is the amount of time they may stay aloft (i.e.
birds of prey in that they have 3 forward talons and one Medium encumbrance = ½ normal BFR and time
rear talon on each front appendage, allowing them to aloft. Heavy encumbrance = ¼ BFR and time aloft).
use their talons just like a human uses their hands. Gryphons, being natural aerialists, gain a bonus of
While they may not have quite the same amount of +50 to the skills Aerial Combat and Flying/Gliding.
manual dexterity, they can manage extremely well.
Natural Weapons (Talons) – Gryphons have talons
Occasionally a Gryphon is born with the full body of a that you can use as weapons, delivering a Small
cat and the head of a bird of prey. This is normally the Slash critical. They may learn skill with them as a
mark of a Gryphon who has the Shapechanger talent. Martial Arts skill.
Male Gryphons stand approximately 4'6" tall with Enhanced Senses – With acute senses honed to
females just a few inches shorter. Most Gryphons perfection, all Gryphons gain a special bonus of +10
also range between 4' and 6' in length, with an to all General Perception rolls.
approximate wingspan of about 10' when their
wings are fully extended. An average sized Gryphon
has a BMR of 10'. Gryphons of larger or smaller Additional Gryphon Racial Information
sizes do adjust their BMR accordingly. Quickness Base
Base Height Weight Modifier
bonuses also apply normally. Weight
Male 4'6" 250 3
Special Note: Because Gryphons are quadrupeds,
they are faster than other PC races of roughly the Female 4'4" 240 3
same height. Where a human or a Dwarf of the same Adulthood Lifespan Increment
height would only move 7' per round; a Gryphon 17 80 2
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Chapter Five Character Creation
GRYPHON COMBAT
DAMAGE & FLIGHT distance equal to or less than the Gryphon’s
BMR. When a Gryphon pounces, he is able to
If a Gryphon receives any maneuver penalties
move his BMR in a single bound and make a
during combat, their ability to fly will be adversely
Medium Unbalancing attack (Martial Arts Sweeps/
affected by the severity of the maneuver penalty.
Unbalancing criticals) against his target. The
Generic penalties ranging from -1 to -20 will have no
Gryphon receives a -20 modifier to this attack roll. If
effect upon the Gryphon’s ability to fly. Generic
the critical result indicates that the foe has fallen,
penalties from -21 to -50 will result in the Gryphon
then Gryphon has landed on top of the target and
only being able to fly at one half of their normal BFR.
has it pinned. Starting the following round, so long as
Generic penalties greater than -50 will result in the
the target remains pinned, the Gryphon may make
Gryphon not being able to fly at all.
Rending attacks (see below).
5 HIT LOCATIONS & WINGS
When using the optional Hit Location rules,
Improved Pounce: Those Gryphons who know
the Garu Martial Arts Style will use their style skill
for the attack. Garu practitioners also do not get the -
anytime that an attack would result to a strike to the 20 applied to their Pounce attack.
shoulders, arm, or hand, roll 1d10. If the result is
odd, then the attack has struck the Gryphon’s wings. REND
If the result is even, then the attack has struck the
If a target has been pinned through the use of
Gryphon’s fore limbs.
the Pounce, the Gryphon may, so long as the target
When using these rules, the Gryphon’s ability to
remains pinned, make a Rending attack (Small Slash
fly is impaired only by damage to his wings. For every
Attack with rear claws) on the target each round. The
-10 received, reduce the Gryphons BFR by 3' per
target receives no DB other than from armor and/or
round. Should the penalties be greater than -50, the
magical bonuses and the Gryphon’s OB is modified
Gryphon will be unable to fly at all.
by -20 for this attack.
COMBAT ACTIONS & SPECIAL ATTACKS Improved Rend: The use of the Garu style allows
for the Rending attack to be of Medium size, and it
Gryphons automatically gain access to the receives no negative modifier; however the style skill
following special Combat Actions and Special is used as the OB not the Gryphon’s base OB for
Attacks, which have been designed specifically for claw/talon attacks.
them. Those Gryphons who have learned the
Garu Martial Arts Combat Style are able to use STOOP
the Improved versions of the Combat Actions
The Stoop attack is an attack from above. The
listed below.
Gryphon flies in and basically does a downward
The GM should determine whether or not a
charge against a target on the ground. Like the
Gryphon is physically able to perform the Combat
normal Combat Action, Charge, the Gryphon gains a
Actions listed in the HARP core rules.
+1 to OB and a -1 to DB for every foot of distance
GRYPHON DODGE & SUDDEN DODGE traveled in the dive, with the modifiers not exceeding
+50 to OB and -50 to DB. The character’s skill in
When a Gryphon performs a dodge, it is unlike Aerial Combat is used for this attack. If the target of
when a human, Dwarf, or Elf performs a Dodge. the Stoop is aware of the attack, and has a Pole Arm,
When a Gryphon dodges, this normally accom- they automatically gain initiative over the Gryphon
plished by the Gryphon leaping straight up into the this round. The actual attack itself is a Medium
air. Gryphons can leap up a distance equal to their Sweeps/Unbalancing attack, and if the result indicates
BMR. Other than this difference, the mechanics for that the target falls, then the Gryphon is on top of the
Dodge and Sudden Dodge work exactly as they do in target and has him pinned.
the HARP core rules. Improved Stoop: The Gryphon gains an
POUNCE additional bonus to his Stoop attack equal to the
number of ranks he has in the Garu combat style.
Gryphons are very dangerous fighters. A
Gryphon may pounce upon any foe that is within a
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Chapter Five Character Creation
79
Chapter Five Character Creation
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Chapter Five Character Creation
Night Vision – Arali can clearly see up to 100' easily as arrogant as their kin, however, they are still arrogant
on a starlit night. By the light of a full moon they can and often have the “we know best” attitude.
see up to 500' as if in broad daylight. In total darkness PREFERRED LOCATIONS: The Janieal prefer to build their
they are as blind as the majority of the other races. cities upon the eastern slopes of large hills and
Internal Stability – Arali have an extremely strong mountains. This way they can gain the first rays of
sense of self. They receive a +10 modifier to all sunshine as early as possible.
Stamina RRs versus Stun. CLOTHING & DECORATION: Janieal Arali prefer fine
fabrics and rich vibrant colors for their clothing. In
Additional Arali Racial Information times of trouble and battle, they clothe themselves in
Base light chain armor. As with the Desnians, Janieal use
Base Height Weight Modifier the Masuna, although very few Janieal wield it with
Weight
Male 6' 150 3 the Masi. Janieal Arali troops also use the Arula, a
Female 5'9" 125 2 heavy spear with a leaf shaped head on one end, and
Adulthood
75
Lifespan
550
Increment
10
sheathed in studded steel at the other.
DEMEANOR: The Janieal view themselves as the big
brother to all the other races. They are slightly
5
condescending and patronizing to the other races, but
DESNIAN CULTURE in a kindly, “we know best” attitude.
Desnia is a very militaristic society. All Arali from STARTING LANGUAGES: Elu (S 6/W 5), one additional
Desnia spend time as part of their military, working to language (either Rukha or Tylst) (S 4/W 3)
better their small nation. Within the rigid confines of
their society, the Desnians enjoy a lot of pomp, formality,
DANAE ELVES
and pageantry. The Danae Elves dwell in the area of Cyradon known
as Aneirin. They are identical to the Sithi Elves for stats
PREFERRED LOCATIONS: The Desnian Arali prefer to
and racial abilities. However, their culture and outlook is
build their cities and towns near important strategic
identical to that of the Rhona.
locations as this will aid them in times of war. They
Sometimes the Danae hire themselves out to people
prefer locations that are easily defensible.
in other lands, so it is possible that some may be among
CLOTHING & DECORATION: When not in combat, the the Arali contingents that arrive in Belynar, and that a
Desnian dress in fine clothing of various manufac- player may wish to play a Danae.
ture. They prefer tunics and vests upon which to show
off their military regalia and medals. In combat, the LIZARDMEN (NAGAZI)
Desnian wear armor comprised of a mixture of light
Created by the Dragons of ancient legend as slaves,
chain mixed with plate armor. The Desnians preferred
the Nagah gained their freedom during the First Age. Left
weapon is the Masuna, a long, thin, slightly curved
in barbarism, they slowly clawed their way to the rudi-
blade that is wielded one-handed, often used with
ments of civilization in the depths of the Madiarian forest.
either a shield or a matching long knife, known as the
Two sub-groups of Nagah split off from the rest and
Masi in the other.
traveled north. One group settled the northwestern coast
DEMEANOR: Arali from Desnia are all almost univer- of Cyradon and became the Nagaral.
sally arrogant and condescending. They like to claim The other group continued to the east and came upon
to the chosen children of the first race, the Mithrans. the ruins of Evefalim. One of their wise ones discovered
They tend to believe that they are never wrong. They and partially translated some of the ancient Mithran texts
tend to treat everything as some sort of contest or found there. These texts led to a new age of enlightenment
battle, even politics. for the Nagazi, as they now called themselves. The Nagazi
STARTING LANGUAGES: Elu (S 6/W 5), one additional have created a small confederation of city-states, and have
language (either Rukha or Tylst) (S 4/W 3) opened trade relations with all those around them,
including the more barbaric Nagaral city-states to the
JANIEAL CULTURE west, the Arali settlements along the coast to the east, and
Seeing themselves as a moderating force upon the even with the Arali of Ciastan who have closed their
ambitions of the Desnians, those from Janieal are often borders to other Arali.
more open-minded and less condescending than their DEMEANOR: The Nagazi are very cosmopolitan and
Desnian cousins. This means that the Janieal Arali are not refined with impeccable manners towards all others.
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Chapter Five Character Creation
They dislike fighting, but will do so if they have to. limited to such. Being civilized they can adapt
They prefer negotiation and trading to conflict locations to suit their needs
APPEARANCE: Nagazi are humanoid reptiles standing CLOTHING & DECORATION: As a culture who are rarely
an average of 6' in height. They have a tough leathery idle, Nagazi clothing is comfortable and practical
skin that varies in hue from brown to a deep green. first, decorative later. The Nagazi love jewelry,
They have only a vestigial tail, and retractable claws especially gold and silver jewelry worn as necklaces,
on their hands, which have only 3 fingers and thumb earrings armbands and wristbands. The members of
unlike many other races. each class tend to decorate their “primary tool”- a
LIFESPAN: The Nagazi are not quite as long-lived as warrior’s spear, an artisan’s hammer or a merchant’s
they Elves, Gnomes, and the Dwarves, living only 150 astrolabe – with intricate designs symbolizing name,
years on average. family ties and history. For clothing, the Nagazi
CULTURE: The Nagazi have a very cosmopolitan culture prefer tunics and leggings, and soft leather boots or
unique to themselves. However, Nagazi may also shoes. They make fine cloths and materials and
come from the Urban, Shallow Warrens and Rural create exquisite clothing. In times of battle, they will
5 cultures found in the HARP rulebook as well.
SPECIAL ABILITIES:
often augment the natural toughness of their own
hide with leather scale armor (rigid leather) or light
Tough Hide (Minor) – Nagazi have a tough leathery chain. While the Nagazi have their claws as weapons,
skin that provides a natural +20 to their DB. they prefer to extend their reach using finely curved
swords, and bows and spears.
Night Vision – Nagazi can clearly see up to 100' easily
on a starlit night. By the light of a full moon they can DEMEANOR: The Nagazi come across as cosmopolitan,
see up to 500' as if in broad daylight. In total darkness tolerant and generally good-natured. They have wide
they are as blind as the majority of the other races. smiles and long booming laughs. They have a sharp
sense of humor and delight in gently ribbing all in
Natural Weapon (Claws) – Nagazi have natural,
their presence. This love of life easily can easily
retractable claws that they may use as weapons in
become wrathful violence if they or their loved ones
combat, delivering a Small Slash critical. They may
are threatened.
learn skill in using their claws as a Martial Arts skill.
STARTING LANGUAGES: Common (S 6/W 5), one
additional language (S 4/W 3)
Additional Nagazi Racial Information
Base Height
Base
Weight Modifier
BLOOD TALENTS
Weight
Many players prefer to customize their characters by
Male 6'0" 250 6
creating a character with a mixed racial heritage. To do so,
Female 5'10" 200 5
the player should select one race to be the primary
Adulthood Lifespan Increment influence for the character. Players may then use their DPs
20 150 3 to purchase one Greater or two Lesser Blood Talents to
become either the hybrid of two races (such as the Half-
Elf), or to have the heritage
NAGAZI CULTURE of several races!
The Nagazi are a forward-looking culture. They prize The original race Blood Talents
education above all. Getting a scholarship to a magical selected becomes a Anias Races Cost
academy or a religious college is one of the easiest methods character’s Base Race, Dwarf (Greater) 2
for a lower class Nagazi to be able to raise their social class. determining the character’s Dwarf (Lesser) 1
Many lower or middle class Nagazi will often become traits and abilities. Blood Sithi Elf (Greater) 2
adventurers just for the opportunity to earn wealth for Talents (whether Lesser or Sithi Elf (Lesser) 1
education in order to raise their social status. This respect Greater) modify or add to a
Specials
for education is so widespread within the Nagazi culture, character’s racial abilities or
that they rule themselves through a Regency Council. This natural affinities. Blood Cyrad 10
Regency Council is made up of nobles, officials, mages, and talents may only be chosen
representatives of every major school, academy, college and at the time of character creation.
university within their nation. This section will provide Blood Talents needed to
PREFERRED LOCATIONS: The Nagazi prefer to build create racial hybrids. Given that the starting time
towns and cities in humid climates, but are not period for Cyradon is just a few days; or weeks at most;
after the arrival of the refugees from Anias, it will not
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Chapter Five Character Creation
be possible to have characters who come originally For the purpose of taking Blood Talents, a character
from Anias to have the blood of one of the Cyradon may not acquire a Blood Talent for his base race; this
races flowing through its veins. Nor will it be possible includes the variants presented here. Thus a Dwarven
to play a character from Cyradon who has the blood of character may not take the Dwarven Blood Talent, nor may
one of the Anias races flowing through his veins. No a Dwarven Character acquire a Mablung Blood Talent.
Cyradon Blood Talents are given because the races of
Cyradon do not mix with each other, or are not com- MABLUNG DWARF BLOOD (LESSER)
patible enough to produce progeny. The character has a bit of Mablung blood in his
ancestry, marking him with slightly dwarvish features. The
ANIAS RACES BLOOD TALENTS player may also select any one of the following Special
Abilities to replace any one of the character’s normal racial
Human and Gryx Blood Talents are identical to those
Special Abilities. Once selected, it cannot be altered.
from the HARP rulebook and should be used. Addition-
• Dark Vision (Greater)
ally, characters may have Dwarven (Mablung), Elven
• Dense Musculature
(Sithi) or Cyrad Blood Talents by selecting the proper
talents from the HARP rulebook or using the ones listed
in this section accordingly.
• Hammer Throw
Cost: 1
5
Adolescent Skill Ranks Table
Anias Races Cyradon Races
Cultural Skills Naga-
Tarahiri Skaldi G'Shul Mablung Sithi Gryphon Rhona Desnian Janieal
zi
Ambush 0 0 0 0 1 0 0 0 0 0
Animal Handling 0 1 2 0 0 0 0 0 0 0
Appraisal 2 0 0 0 0 0 0 0 1 2
Armor 2 2 1 2 1 0 0 2 1 0
Attunement 0 0 0 0 0 0 2 0 1 0
Climbing 0 0 1 1 1 0 1 1 0 1
Crafts 3 1 0 3 0 1 1 1 3 2
Flying/Gliding 0 0 0 0 0 3 0 0 0 0
Endurance 1 2 2 3 1 1 1 1 1 1
Healing 1 1 0 0 0 1 1 1 1 1
Herbcraft 0 1 0 0 1 1 1 0 0 0
Jumping 1 0 0 0 0 0 1 1 1 1
Locks & Traps 0 0 0 1 0 0 0 0 0 0
Lore (Local Region) 2 1 1 1 1 3 2 2 2 2
Navigation 0 1 2 0 0 2 0 1 1 1
Perception 2 1 1 2 2 3 2 1 1 1
Riding 0 1 2 0 1 0 0 0 1 0
Runes 0 0 0 2 0 1 2 2 1 0
Stalking & Hiding 2 1 1 0 3 1 3 1 1 1
Swimming 0 1 1 0 1 0 0 0 2 2
Tracking 0 1 1 0 2 1 1 0 0 1
Weapon Skills* 2 3 2 3 2 2 1 3 1 2
Weapon Skills** 2 2 3 2 3 0 1 3 1 2
*Skill in using a melee weapon, or a natural attack (learned as a Martial Arts Strikes type of skill).
**Skill in using a missile weapon.
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Chapter Five Character Creation
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Chapter Five Character Creation
To a Skaldi it sounds maddeningly familiar, but are law codes, histories, some poetry, and
understanding is just out of reach. Cana is a commemorative inscriptions.
vibrant, living, language, as useful for trade as Tylst: Tylst is the language the Rhona. It is a
romance, musical enough for song, but rich in soft guttural language filled with many
insult, and harsh for anger. Speakers of this glottal stops and clicks. The Rhona have few
language may understand Elu at half the normal written texts.
number of ranks. The Sithi have a large body of Gazial: The sibilant language spoken by the Nagazi.
recorded history, literature, and natural observation. It is a soft, hissing language first descended from that
Elu: Elu is the language of the Arali of the Daybreak of the Wyverns and Dragons. The Nagazi have the
Country. Elu is a sophisticated, charming language finest libraries on Cyradon. Every Nagazi child is
with ancient roots in the tongue of the Elves, but taught to read and write. All Nagazi scholars write
adapted to the civilized realities of life in the city- literate, intelligent scholarly works. Nagazi merchants
states of the Daybreak Country. Soft, poetic and keep thorough financial records, Nagazi craftspeople
seductive, it is perfect for expressing passion and
despair. Elu is also the most common tongue spoken
on Cyradon prior to the coming of the humans.
enjoy writing clear, insightful treatises on their work,
and even Nagazi legal texts are miracles of clarity and
conciseness. If it’s important, the Nagazi write it
5
Speakers of Elu may understand Cana at one half of down. What is more, they also keep excellent track of
their ranks in this language. Arali texts reflect the all information that they record.
passions, prejudices, and views of their authors to an Taloc: Taloc is the language of the Gryx. It is a harsh
intense degree. There is no such thing as an “objec- guttural language, which like Tylst, is filled with
tive” Arali history. While there is a large body of Arali many glottal stops and clicks. While Tylst and Taloc
writings, races such as the Gryphons feel strongly that may contain some of the same type of sounds, they
any “factual” Arali texts must be taken with a grain of are two completely different languages with no
salt—a very large grain at that. relation to one another. This language has a rather
Skaldic: Language unites the Skaldi more than odd written form. The Gryx do not write on paper
culture, race or law. It is a rolling, liquid tongue, as the other races do, instead they carve on message
with many regional accents; however, these differ- sticks, and Taloc is always the language that they use
ences are minor enough that the Skaldi may easily to do this. The written form of Taloc was specifically
understand one another. The Skaldi do not have a designed for the message sticks, and the language
large body of written literature; most skaldic texts itself reflects this as well.
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Chapter Five Character Creation
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Chapter Five Character Creation
ROGUE & THIEF Perform Alchemy (-40): This is the sub-skill that is
actually used in the creation of a “potion”. Alchemists
Rogues and Thieves on Gryphon Word do not differ
may create spell “potions” for the base form of any
much from their compatriots in other fantasy settings. Their
spell that they know. An Alchemist may also know the
motives and goals vary widely, which can make them
methods for creating one spell “potion” (whose spell
interesting, flexible characters to run. Every race on Cyradon
he does not know) or one formula “potion” for every
has members who practice these skills—mostly in secret.
five ranks in the Alchemy skill.
WARRIOR MAGE (Mystical Arts - In/Re - All-or-Nothing)
The Warrior Mage is one of the most uncommon CANTRIPS
professions on Gryphon World. The most famous Warrior
Mages are those of the Pascalline Order, dedicated to the Cantrips is the skill used in learning and casting the
defense of the Treaty Kingdoms. Still, other Warrior Mages minor magical effects (also known as cantrips) that
may be part of a tradition handed down among families comprise Low Magic spells. All Low Magic spells cost 1 PP
to cast and cannot be scaled upwards to increase their effect.
for generations; both on Cyradon and Anias. The
Pascalline Order is a variant Warrior Mage and has its own
Sphere of spells separate from those of a normal Warrior
For every rank gained in the Cantrips skill, a caster
learns one new cantrip, e.g. Anna has 5 ranks in the
5
Mage. Refer to Chapter 7 for more details. Cantrips skill and so knows 5 cantrips. See Chapter 7, page
124 for a complete list of available cantrips.
SKILLS To cast a Low Magic spell that he knows, a caster
makes an open-ended maneuver roll, adding his total
Once players have chosen a race and profession for
Cantrips skill bonus, and then consults the Utility
their characters, they should purchase skills. All HARP
column of the maneuver table to determine the result. As
skills are available to all races and professions. Addition-
with normal scalable spells, results may range from
ally, there are several skills not present in HARP that will
Fumble to Failure through Normal effects to the multi-
be useful or interesting to have. These new skills are
plication of some spell attributes (i.e. Double, Double x2,
described below, and then afterwards is a small section
and Triple). The last set of possible outcomes is the only
detailing some important skills that players should
way in which a cantrip may achieve a more potent effect
seriously think about having their characters acquire.
than the norm. All other rules regarding spell-casting
(such as requiring extra PPs for wearing armor) are
NEW SKILLS applicable to Cantrips.
The majority of the skills presented in this section A caster must have at least one rank in Cantrips and
represent skills actually presented in the other HARP know the desired cantrip in order to cast it; like normal
products, Martial Law and College of Magics. They are Spell Casting, Cantrips may not be used untrained.
reproduced here for the convenience of the player and (Mystical Arts - Re/SD - Utility)
GM. Other skills from those books may also be included if
the GM permits. CHARMCRAFT
ALCHEMY Charmcraft is the skill used to identify magical
charms and to research the occult ingredients and sigil
Alchemy is the skill used to identify magical “potions” patterns required to create them. Use of this skill is
and to research the occult ingredients and sigil patterns optional and requires College of Magics.
required to create them. Alchemists must specialize in one
of the following categories of alchemy: Create Charm (-40): This is the sub-skill used in
charm creation. A caster may create one type of
Potions: These are liquid or gaseous compounds charm for every five ranks possessed in the
which must be imbibed. Charmcraft skill.
Lotions and oils: These compounds must be applied (Mystical Arts - In/SD - All-or-Nothing)
to the skin or surface of the intended target.
Candles: The effects are imbued into the wax of the COMBAT STYLES & MANEUVERS
candle and it must be lit for the effect to occur.
Powders: These fine powders must be sprinkled on HARP contains several combat styles that charac-
the target or burned for their effect to occur. ters may learn. The following styles add to the list of
possibilities available for them. The styles listed here are
Use of this skill is optional and requires College of Magics.
learnable only by those of a given race. If Martial Law
or College of Magics is available, then the styles
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Chapter Five Character Creation
88
Chapter Five Character Creation
MARTIAL ARTS COMBAT STYLES Maneuver roll, using his style bonus, to initiate the
Stone Fist technique. When using the Stone Fist
The following Martial Arts Combat Styles can be used
technique, all attacks are resolved on the Impact
to expand the list available in the HARP core rules. These
Critical Table. Use of the Stone Fist technique follows
styles are only available to Monks from of a given Order,
the normal rules for using Chi Skills. It takes one full
as detailed in the section for Training Packages.
round to initiate the Stone Fist technique.
Ji’Corva Style – This style requires that the (Combat – SD/Co – Combat)
character have an equal or greater number of ranks in
Martial Arts Strikes, Chi Focus, and the Acrobatics Garu Style – This is the Gryphon style of martial
skill as he has in this style. Being of Nagazi origins, combat. Characters knowing this style must have an
this fluid style tries to represent balance in both equal or greater number of ranks in Martial Arts Claw
attack and defense just as with (Strikes), Flying/Gliding, and Aerial Combat as
everything else. When he does in this style. When
attacked, the character using this style, the
may make a Medium
Acrobatics maneuver
(this does not count
Gryphon’s claw attacks are
increased in size from Small
to Medium. The Gryphon
5
against their actions also gains access to the
for the round). If improved versions of the
successful, they may Gryphon Combat Actions
reduce any critical (see the sidebar on page
received by a number 78). If the Gryphon is using
equal to their ranks the talon/claw tips with this
in the Acrobatics style, then he gains a +10 to
skill. This is called criticals done. This +10 can
the Receding Wave. allow the Gryphon to
On the round exceed the Damage Caps by
following the use of up to 10 points.
the Receding Wave, (Combat – SD/Ag –
the character may Combat)
make a Medium Chi
Focus maneuver roll IMPORTANT SKILLS
(this roll also does When choosing skills,
not count against players should avoid
the character’s overspecialization. To
actions) and if survive, characters will
successful the need a broad range of
character can skills so they can cope
increase the critical with a wide variety of
delivered by a challenges. Outdoor
Martial Arts Strike survival skills will be
that round by a number equal to the number of ranks especially important. Don’s leave home without a good
that the character has in Chi Focus. This is called the selection of the following skills:
Thundering Wave.
At least one Weapon Skill! It’s a rough world out there.
(Combat – SD/Ag – Combat)
Survival/Foraging: Provisioners are in short supply
Stone Fist Style – This is a sturdy defensive style. A on Cyradon. Food and water in the vicinity of Belynar
character learning this style is required to have an are scarce. Money can’t buy what is not available.
equal or greater number of ranks in Martial Arts
Perception: Vital. We recommend purchasing at
Strikes and in the Chi Focus skill as he does in this
least one rank of Perception each level. Paranoid types
style. When using this style, the character gains a +20
like game designers usually purchase two ranks per
to DB when parrying, and to all attempts to resist
level, at least.
being knocked down or moved. Additionally, the
character may use the skill may make a Medium Climbing: This skill will help your character cope with
the rough terrain that he or she will be encountering.
89
Chapter Five Character Creation
5 potential lifesaver.
Rope Mastery: Some one in the adventuring party
should have this skill.
Arcurian Composite Bow
Arcurian Long Bow
Argentian Cuirass
25
30
25
Elenterial Lodestone 20
Trading: If you can’t buy what you need, you
might be able to trade for it. Arcurian Short Bow – The Arcurian Short Bow is a
Appraisal: To paraphrase: “Every adventurer weapon of extraordinary manufacture and craftsmanship.
knows that the secret to survival is knowing what to It requires a character to have a Strength of at least 75 to
throw away and knowing what to keep…” use and has the Range Increment and other stats of a
Composite Bow. Any fumbles made with this weapon
Attunement: Certain magic items won’t work
ignore results of “weapon breaks”. These are one of the
unless your character can attune to them. Chances are
preferred weapons of the Arcurias Bowmen. Not all
these will be the really great items.
bowmen have an Arcurian bow, and they are never sold,
Runes: Spells are not just for spell casters. only awarded for feats of valor. It would be extremely rare
Navigation: Cyradon has almost no roads. for a non-Sithi to have one, but not impossible as bows
Without this skill, a group’s chance of getting lost and have been awarded to outsiders on occasion or passed
dying in the wilderness increases astronomically. down through families.
Tracking: Everyone should have at least one rank Arcurian Composite Bow – The Arcurian Composite
of Tracking. Bow is a weapon of extraordinary manufacture and
Armor: Everyone should wear some sort of armor. craftsmanship. It requires a character to have a Strength of
Endurance: Don’t skimp on Hits. at least 85 to use and has the Range Increment and other
stats of a Long Bow. Any fumbles made with this weapon
Jumping: At least on rank.
ignore results of “weapon breaks”. These are one of the
Swimming: A vital survival skill. Remember the preferred weapons of the Arcurias Bowmen. Not all
action starts on the shore of an inland sea… bowmen have an Arcurian bow, and they are never sold,
Locks & Traps: Every adventurer should know how only awarded for feats of valor. It would be extremely rare
to pick a simple lock and how to recognize and for a non-Sithi to have one, but not impossible as bows
disarm a simple trap. have been awarded to outsiders on occasion or passed
Stalking & Hiding: Even if you are not a stealthy type, down through families.
the time comes all too soon when you’ll need to hide. Arcurian Long Bow – The Arcurian Long Bow is a
Talent: Shield training. This can give even spell weapon of extraordinary manufacture and craftsmanship.
casters a good defensive edge in combat. It requires a character to have a Strength of at least 90 to
use and the modifiers for Range Increments are only a -5
This may seem like a very long list of skills, but
instead of the normal -10. Any fumbles made with this
remember your character does not have to invest a large
weapon ignore results of “weapon breaks”. These are one
amount of ranks in all of these skills. One or two ranks
of the preferred weapons of the Arcurias Bowmen. Not all
in most of the skills above are plenty. Also for what it’s
bowmen have an Arcurian bow, and they are never sold,
worth, these are the HARP skills that we the designers
only awarded for feats of valor. It would be extremely rare
purchase when we are creating our characters. By third
for a non-Sithi to have one, but not impossible as bows
level our characters usually have at least one rank in each
have been awarded to outsiders on occasion or passed
of these skills.
down through families.
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Chapter Five Character Creation
Argentian Cuirass – This steel breastplate is highly *May select to divide these ranks in any one or more
prized by the more magic-oriented members of the spells available through the character’s professional Sphere
Argentian Legion. The breastplate is coated in a special or from the Universal Sphere.
silvery material that keeps it from tarnishing and keeps it
clean at all times. The breastplate also acts as a +3 PP ARCURIAS BOWMAN
Adder, but only to counter the extra Power Points required Guarding the Sithi homelands from invasions, the
by the breastplate itself. Arcurias Bowmen are some of the most deadly archers in
Elentirael Lodestone – This is a reddish colored stone the world. Their bows are of unprecedented quality and
shaped much like an oversized wolf ’s fang about 6" long. durability and the archers themselves are rarely, if ever,
These rare items are widely prized by those who know seen before they make their deadly strikes.
how to use them. The Lodestone acts as a focus item, Prerequisite: Only those of Sithi blood may acquire this
granting the caster with a +5 to all spell casting. Addition- Training Package.
ally, it grants a +5 bonus to inscribing runes of all types, Skill Rank
and to sensing active magic. The Lodestone must be held, Armor 2
much like a wand, in order to be used.
TRAINING PACKAGES
Stalk & Hide
Sniping
5
5
5
Weapon Group (Bows) 5
Players can use the Training Packages below to help Weapon Group (any*) 3
customize their characters. These packages reflect cultural
*This weapon group may be any group other than
biases and interests of both Anias and Cyradon, and can
Bows that the character selects.
be a big aid in creating characters. As always, GMs and
players should feel free to create Training Packages that
suit their campaign and play style.
The Training Packages have been divided between
Anias and Cyradon. Characters from Anias, you may have
access to the Anias Training Packages, and characters from
Cyradon may have access to the Cyradon Training
packages. Certain of the following Training Packages have
prerequisites, which may place restrictions on who may
take them. These prerequisites may be based on profes-
sion, race or some other aspect of a character.
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Chapter Five Character Creation
5 Healing
Power Point Development 2
Riding
2
2
Weapon Group (Swords) 4
CHARMWEAVER
Spell Casting (one spell*) 2 The Charmweaver’s charms are relied upon by young
Survival 2 and old alike to preserve them from magical and mon-
Weapon Group (Swords) 3 strous threats. When uncanny misfortune befalls the tribe
*This spell must be from either the Universal Sphere or disease strikes down the healthy, the malice of an
or the character’s professional Sphere. The player may angered Charmweaver may be blamed and respect turn to
select which spell gains the ranks. superstitious fear and revenge.
Skill Ranks
Cantrips 2
Charmcraft 5
Divination 2
Healing 2
Herbcraft 3
Mundane Lore (Fauna Lore) 2
Mundane Lore (Flora Lore) 2
PP Development 2
FESHARIAN ACOLYTE
The Fesharian Acolytes have the respect of all Orsai –
and the fear and resentment of the Theocracy priesthood.
The Theocracy considers the Fesharians to be heretics.
They practice several different styles of martial arts, both
armed and unarmed. The Fesharians rely on a deep
spirituality augmented by years of austere training to
always remain calm and to know when or when not to
fight. The core of Fesharian belief is this: always help those
in need of help. They make no distinction between Orsai
or Skaldi or Tarahiri, or indeed human and Elves.
Fesharian Acolytes will never leave a situation unresolved.
Skill Rank
Chi Defense 3
Chi Focus 2
MA Combat Style (Dragon Style) 2
MA Combat Style (Monkey Style) 2
Martial Arts Strikes 2
Martial Arts Sweeps 2
Mundane Lore: Memran Theology 3
Weapon Kata (Staves) 2
Weapon Kata (Swords) 2
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Chapter Five Character Creation
G’SHUL ROVER
As the G’Shul travel across Anias, they are protected,
led, and supplied in the wilderness by a small but elite
group known as the Rovers. The Rovers are hunters,
trackers, guides and scouts all rolled up into one.
Skill Rank
Navigation 4
Perception 3
Signaling 2
Stalking & Hiding 4
Tracking 4
Weapon Skill (Missile) 3
OSH’TAHL HERBALIST
During their many years of wandering, the Gryxian
G’Shul learned many things about the properties of
5
plants and herbs and how to best use them and prepare
them. Over the years, the Osh’Tahl Herbalists became
well known, especially within the many small communi-
ties that the G’Shul traveled to. In those remote commu-
nities, the Osh’Tahl Herbalists were often the only
doctors to be found.
Skill Rank
Foraging/Survival 2
Healing 4
Herbcraft 4
Horticulture 2
Mental Focus 2
Mundane Lore: Flora 2
Mundane Lore: Herbs 2
Perception 2
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Chapter Five Character Creation
5 quite so…insane.
Skill
Lore (Skaldi history)
Rank
4
GARUDA APPRENTICE
The Garuda are the Warriors of the Gryphon society. It is
they who protect the eyrie from intruders and other threats.
Play Instrument (War Drum) 4 They are fierce in battle and their airborne attacks can be
Play Instrument (Battle Harp) 4 devastating to those one the ground. One of the other primary
Singing 4 tasks for the Garuda is the hunting of game to feed the eyrie.
Weapons Group (Axes) 4 Prerequisite: Only Gryphons may acquire this Training
VENTURER’S CLERK APPRENTICE Package.
Skill Rank
If you need to travel someplace that you have never Armor 2
been before, it is best to hire a guide. The best, and often CA&M (Ariel Combat) 4
the most expensive, guides are the Venturer’s Clerks. These Healing 2
guides use their skills and spells to the best of their Flying/Gliding 4
abilities in order to get their charges to their destination, MA Combat Style (Garu Style) 4
no matter where that may be. Martial Arts (Claws) 4
Prerequisite: Must have access to the Clerk’s Sphere of spells.
Skill Rank GRAYM WARDERS
Craft: Cartography 4 The Rhona are normally a very peaceful, however
Herbcraft 3 living within the confines of the Devastation can be very
Foraging/Survival 3 dangerous. To protect themselves, they formed the Graym
Trading 2 Warders to guard and protect their holdings.
Navigation 3 Prerequisite: The character must be Rhona to acquire
Spell Casting this package.
(Universal/Clerk Sphere only) 5 Skill Rank
Chi Defense 2
CYRADON TRAINING PACKAGES Chi Focus 4
MA Combat Style (Stone Fist Style) 4
ATRIAH APPRENTICE Martial Arts Strikes 4
The Atriah comprise the largest group among any Weapon Kata (Gnorish) 4
Gryphon eyrie. They are the craftsman and farmers; they
tend to the needs of the eyrie and everyday life. JANIEAL INFANTRYMAN
Prerequisite: Only Gryphons may acquire this Training The average infantryman from Janieal is taught this
Package. style with their standard weapon, the arula. The arula is a
Skill Ranks staff with a leaf shaped blade at one end, with the other end
Appraisal 2 shod in studded steel. They are taught to not only use this
Craft (one craft) 5 weapon effectively, but to also work together with others.
Mundane Lore (related to craft) 5 Prerequisite: Only those of Janieal Arali blood may
Perception 3 acquire this Training Package.
Trading 5
94
Chapter Five Character Creation
S’TOK INITIATE
After the Nagazi settled Evefalim, they discovered many
old texts and manuscripts in the ancient ruins. Among
those were the ones that became revered by a small group
who later founded the S’tok Monastery. Over the years, the
teachings of those manuscripts have allowed a small
portion of the Nagazi to work towards spiritual enlighten-
ment through striving for unity of mind, spirit, and body.
Skill Rank
Acrobatics 3
Chi Defense 3
Chi Focus 3
MA Combat Style (Ji’Corva Style) 3
nagazi
Martial Arts Strikes 4
Weapon Kata (Staves) 4
USIRAE APPRENTICE
The Usirae are considered to be somewhat fey or odd
to the rest of the Gryphon society. They deal with things
that, once upon a time, ended up causing the Devastation.
s'tok
This causes the other Gryphons to be both in fear and in
awe of them at the same time. They are not quite outcasts,
but other Gryphons tend to avoid them when possible. initiate
Prerequisite: Only Gryphons may acquire this Training
Package.
Skill Ranks
Alchemy 2
Arcane Lore (Spell Lore) 3
Cantrips 3
PP Development 2
Resistance (Any) 3
Runes 2
Spell Casting* 5
* = Ranks may be applied only to spells from the Universal
Sphere or the character’s Professional Sphere.
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Chapter Five Character Creation
Weapons
Item Cost Weight Production Time Attack Size/Type Weapon Group Fumble
Arula 15 sp 5-8 lbs 4 days Med. Slash/Crush Staves or Pole Arms 01-04
Masuri 25 sp 4-6 lbs 5 days Medium Slash Long Blades 01-03
Masiri 20 sp 1-2 lbs 3 days Small Slash Short Blades 01-02
Gnorish 15 sp 2-3 lbs 4 days Medium Crush Clubs 01-02
Talon Tips 20 sp 2-3 lbs 6 days Medium Slash Martial Arts Strikes 01-02
Med.
War Fork 20 sp 6-10 lbs 6 days Staves or Pole Arms 01-04
Slash/Crush/Puncture
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Chapter Five Character Creation
Animal Cost BMR MPH Max Pace MN Bonus Ht/Wt Capacity (lbs)
Areya Stionoir (herd beast) 40sp 10 3.4 Dash 10 4'/700 600
Aumo Stionoir 20gp 18 6 Dash 30 7'/950 700
Okin Stionoir 45sp 16 6 Dash 40 6'/800 500
Vatoh Stionoir 50sp 20 6 Dash 20 4'/300 200
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Chapter Six Cosmology
COSMOLOGY
98
Chapter Six Cosmology
THE WORLDS who are about to be born. When an Elf is born, they say
that the star which is directly overhead is the birthstar of
Mystics and philosophers speak of several worlds. the newborn child, and the flame from which his spirit has
sparked. Thus many elven families (particularly the Janieal
THE MATERIAL WORLD and Desnian Elves) have constructed silver mirrored
The first world, the lowest world, is the world of basins in their homes open to the sky. The Elves call these
earth. This is the world, the physical realm. basins the “Pool of Hearts.” When a child is born, the stars
which can be seen in the basin are the child’s life stars.
THE SPHERE OF THE MOON
Proud parents record the pattern of stars in the basins and
Mithra has one moon, a large blue white globe which etch it on platinum scrolls.
orbits the planet in a regular cycle. Its bluish hue is most Certain of the elder elvish spirits, wandering the
noticeable the further one gets from the equator. In the realms of spirit between the Ocean and the world of life,
equatorial lands, over Cyradon, the moon is a pale and are linked by their own birth stars to certain realms of the
almost empty globe casting pitiless and cool light down heavens. Some Elves even pray to these ancients for
onto the world below. guidance. See “Elvish Fellowships,” below.
The Narsi believed that beyond the orbit (or
sphere) of the moon, the void began. All things below THE OTHERWORLD
the moon, they wrote, can be understood and de- Beyond the earth is the world of spirit. The realm of
scribed. All things beyond cannot. Whether this is true
or not cannot be proved, only disproved. But it gave the
Narsi the sense that Mithra was a lonely place, a place
spirit is the realm of the dead, and the half living, and the
place where elemental spirits take form. In many ways the
6
world of spirit is not really a world, rather an echo of the
of life and light in an empty void. This melancholy physical world, a shadow to the physical world’s light.
attitude did not, sadly, prevent them from almost Living things do not live here; they may visit on occasion,
destroying the world. in dreams, or more perilously, through magical travel. It’s
THE ETERNAL OCEAN & THE POOL OF HEARTS possible that the spirit world is actually part of the
physical world, just hidden.
Beyond the Sphere of the Moon lies the Eternal
Ocean, in which the stars and worlds are mere THE OUTER PLANES
islands in the tide. Everything is born
Beyond the spirit world lie the
from that ocean of nothingness
outer planes. The outer planes
and potential, and all things
are the realms of the higher
return to the ocean in the
spirits, the messengers
end, or so the Elves say.
of the gods, the gods
The spirits of
themselves and other
fallen Elves some-
such creatures.
times have enough
will and passion to THE VOID
remain whole.
Beyond the
Such spirits walk
furthest ex-
the ways between
tremes of the
the Eternal
mortal realms,
Ocean and the
the place where
living world,
the stars gutter
guarding the
and fade is the
secret paths and
void. This is the
looking over the
black emptiness
vast dance of the
of the time before
stars. The stars, the
the coming of light
Elves say, are the
and life. The Void is
burning sparks of
bereft of energy and
passion and life of Elves
motion. It exists as a state
who have died, or Elves
of oblivious nothingness.
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But intelligences lurk there. What they are is un- on them in need, just as a follower of a deity would. How
known. The Narsi made one attempt to catalogue these many different deities are there? Does a single god or
beings: they stopped when the magicians studying the goddess take different forms for different cultures? This
void attempted to kill themselves. The Order speculated question has never been settled. A religious scholar might
that these things were the last fragments of the souls of the argue that human goddess Mia-sha and the Dwarven
things of an older universe. They labeled these powers goddess Tamine are one and the same. The gods of Mithra
“demons” and then they closed the study and never do not reveal their secrets.
mentioned them again. They encountered these beings on
occasion in the years following, and more than a few TARAHIRI DEITIES
mages met their deaths fighting them. The most commonly worshipped god in Anias is
While the void exists beyond the physical universe, a Memra. Memra is the youngest of an old and largely
part of the void bleeds into the emptiness between the forgotten pantheon. Memra came to be seen as an avatar
stars and its chill undertow effects the fringes of the of the ultimate god of the sun; eventually he came to be
spirit world. worshipped as the “king of the gods”. A god of life and
On at least two occasions, mortal occultists have light, Memra was the major deity of the people of Tarahir
drawn forth some of the power of the void for some and the New Tarahiri city states. Other deities popular
unknown reason. among the Tarahir were, Mia-Sha, (Memra’s spouse), and
Nirgal, the patron of merchants. Most Tarahiri cities had
6 HOLY MAGIC
Holy magic is the touch of the divine on earth: be it
huge temples to these deities, clad in white marble. At the
peak of the Empire, from southern Skaldi tribes in the
north to the people of the city of Asut in the south all
the breath of God, the passions of the deities of the Skaldi
pantheon, or the subtle workings of the gryphon yazatas. worshipped at the white temples. However, the masters of
Every culture has its society of “holy” magicians. Holy Tarahir knew that religion was an important political tool,
magicians call on God or the gods to work wonders for and as the empire grew, the deities of other peoples joined
their followers. Those who do study the arts of holy magic the imperial pantheon. While they encouraged other the
are remarkable individuals who try to study the inner people of the empire to worship Memra and his fellow
workings of their god’s teachings and tend to the needs of deities, they issued Edicts of Tolerance forbidding any
their community. Those who do make the sacrifices and official interference in the construction of other temples,
undertake the arduous studies to learn the secrets of holy or the activities of other religions.
magic are highly respected and valued by their fellow When the empire retreated, the worship of imperial
priests. To most, the sight of a cleric working miracles is deities remained, curiously unchanged. It left a massive
enough to confirm that their god exists. However, most cultural imprint and the cults even grew, finding worship-
will convince themselves that when they see someone who pers in the cities and ports of the new Treaty Kingdoms, or
is obviously worshipping a “false god” using such holy in the heavily defended mountain vales of the city-states
magic, they are witnessing charlatanry or arcane magic. to the north of Tarahir.
The following section details a number of deities To the south, in the Theocracy of Asut, worship of
worshipped on Mithra. This is not a comprehensive or all- Memra became all-encompassing and eventually pushed
inclusive list and should not be taken as one. Only those out most of the other deities. The Theocracy then actively
deities with relatively large followings are detailed. strove to destroy those who worshipped anything other
Following it is a section which details a few of the holy than the state religion. This, along with many other
orders that can be found in Cyradon, either among the factors, eventually led to the war between Tarahir and the
refugees or those who already inhabit Cyradon. As with Theocracy, leaving Tarahir destroyed and a ragged band of
the list of deities, this is not a comprehensive or all- refugees fleeing through the mountains and finally
inclusive list. through one of the Royal Roads to Belynar on Cyradon.
The human refugees stranded in Belynar have found
DEITIES themselves in a place where everything is alien. They have
What is the definition of a deity on the world of sought solace in communion with their gods – because
Mithra? Definitions vary from culture to culture. A where ever they are, only the gods can hear them. The
Gryphon philosopher might argue that the mountain refugees have no familiar temples, no places of worship, so
deities of Rasa and Elgan are really yazatas, and not deities. they have improvised. Old Cyrad and Narsi temples and
A worshiper of Rasa and Elgan might conversely argue meditation chambers have been converted to small temples
that the yazatas are really deities. After all, the Gryphons for their gods. The congregations are small and the décor is
revere the yazatas, hold ceremonies in their honor, and call sparse or non existent (some have found some small Narsi
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SAMIA PERKUNA
Samia is the goddess of love—playful, mischievous, Perkuna is a heroic god, noted for his lightning spear.
and full of laughter. She embodies true love, and is the He is the slayer of monsters and demons and the guardian
patron of lovers and happy families. Of all the gods, Samia of Skaldi communities. When he and his company mount
is said to interfere most in earthly affairs—constantly their magical steeds and hunt for monsters, there is
striving to bring suitable parties together to promote love thunder and lightning. Perkuna is a plain spoken, honest
matches. Samia is the protector and guardian of all lovers, god who despises trickery and deceit. The Skaldi invoke
both young and old. Perkuna’s name when swearing oaths.
Sigil: A lovers knot. Sigil: A lightning blast or a spear.
Aspects: Love, goodness, harmony, spring, rebirth, Aspects: Combat, hunting, justice, storms.
happiness.
Allies: Perkuna is the first among equals of the
Allies: Nirgal, Mia-Sha, Memra. Skaldi pantheon.
Enemies: Evil beings, rigid, narrow-minded people Enemies: Perkuna is bitter enemies with the evil god
with no sense humor, the haughty and the arrogant. Y’gin; he is also the foe of monsters and demons.
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Sigil: The Symbol of Y’Gin is single flame, a candle in Sigil: Hammer and anvil.
the dark. Aspects: Crafts, Smithing, Mining, Building, Trade,
Aspects: Death, pain, winter, the trickster god, the Commerce, Fairness.
lord of midnight, the patron of sorcerers.
Allies: Y’Gin is the god of the rogues and thieves He Allies: Vasila, Tamine, Atla and other dwarvish deities.
works against Perkuna. Enemies: Enemies of the Dwarves, and evil gods.
Enemies: Y’Gin constantly strives against Perkuna’s
insistence on goodness and nobility. ATLA
DWARVEN DEITIES Atla is the embodiment of the mountains and sky. His
realm is where the mountains meet the sky. He is a god of
The Mountain People worship ancient Mithran weather and storms, flying creatures and animals that
deities, and are a deeply spiritual people. This spiritual- dwell in the high mountains. He is also the god of
ism is reflected in their intense sense of community and dwarven dreamers, mystics, poets, artists, and of inspira-
deep loyalty to each other – and their tolerance of others. tion. He is also the patron of travelers.
As Dwarves farm their mountain vales, or delve their
mines and build their cities, they are working with the Sigil: An eagle.
very stuff of creation – clay, fire and stone. Touching the Aspects: Storms, travelers, the arts, animals,
stuff of creation with one’s bare hands, they say, puts one flying creatures.
in closer contact to the divine than any prayer. The
Dwarves prefer to live their lives in accordance to their
gods’ wishes, rather than “frittering it away in temples
Allies: Vasila, Tamine, Mikuel, and other dwarvish deities.
Enemies: Enemies of the Dwarves, and evil gods.
6
and endless religious services.” After all they say—talk is
cheap. Any one can claim fidelity to a god—but in the TAMINE
end it’s an individual’s actions and life that are a true Known as “The sower”, Tamine is the goddess of
expression of his or her faith. plants and growing things. She also sows veins of
The only moments when the Mountain People precious and magical metals and gems beneath the earth.
outwardly and actively pray to their gods are before and She is the patroness of miners, farmers, gardeners and
after battles, and at the birth of a child. In these instances, dwarven rangers.
the Mablung thanks the gods for life, and asks the gods for Sigil: A flowering tree.
a little help if the cause is just, or the child is worthy.
Aspects: Plants, farming, harvest, mines, growth, life.
VASILA
Allies: Vasila, Atla, Mikuel, and other dwarvish deities.
Vasila is known as “The little grandmother” of the
Dwarves. The Dwarves revere her as their creator and Enemies: Enemies of the Dwarves, and evil gods.
the wise old grandmother of their tribe. She is their
teacher and protector—all dwarven children are placed GRYX DEITIES
under her protection at birth. The Dwarves consider The nomadic Gryx worship many deities. In their
themselves to be her children. According the dwarven travels the Gryx adopted deities and religious practices
legend, other deities bestowed gifts on her children at from the many cultures of Anias, including those of the
birth. These “gift givers” are worshipped by the Dwarves Elves. Players running Gryx clerics may choose to be
as their patron deities. followers of any of the deities of Anias.
Sigil: A hearth and a spindle. However, the most commonly worshipped gods by
the Gryx are the Shrine Deities of the Juras Mountains. In
Aspects: Birth, children, life, protection. fact, it has been the migrations of the Gryx themselves
Allies: Mikuel, Tamine, Atla, and other dwarvish deities. that has re-awoken worship of these deities and spread
their worship through the Treaty Kingdoms and the
Enemies: Enemies of the Dwarves, and evil gods. southern Skaldi tribes.
MIKUEL/NIRGAL THE SHRINE DEITIES OF THE JURAS MOUNTAINS
The Mablung also worship Nirgal, but call him
The high valleys of the Juras Mountains are dotted
Mikuel. According to dwarvish legend, when Vasila created
with hundreds of shrines to half forgotten deities of the
the Dwarves, Mikuel taught them various crafts; mining,
old tribes of the hills and mountains above Tarahir. The
metallurgy, building, so that they might have a roof over
tribes have long been absorbed into the southern Skaldi or
their heads, carpentry and other necessary skills.
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New Tarahiri populations, but fragments of their old Allies: Rema has no allies, he walks alone. He
language and worship survive even now, passed down watches over those who call his name when lost in the
through the generations from mother to daughter. dark or the storm.
Enemies: All who do not respect this god are Rema’s
The shrine deities have proved oddly popular, viewed
enemies. He will destroy them without mercy or care.
as links to an ancient and barely understood world. A few
samples are included below. The shrine deities are usually ELGAN
symbolized by animals such as cats, wolves and deer. The In summer, Elgan soars on the warm south winds,
deities all have small informal cults amongst the new bringing warmth to the high vales. In winter, Elgan enters
Tarahiri and Southern Skaldi people. A number of the fires and beats his wings in the hearth fires of the
independent clerics in Tarahir, the Treaty Kingdoms and people of the hills. Elgan means both “hawk” and “fire” in
the southern Skaldi lands practice the old shrine faith. the old aboriginal language.
Sigil: Elgan is represented by a hawk. Elgan is said to
RASA
be a spirit of fire incarnate in birds of prey. Elgan’s
Rasa heals by the touch of his fur. He visits the dying followers keep hawk feathers near their hearths.
and infirm at night and either eases their pain or allows Aspects: Fire, summer, the sun, birds of prey.
them to pass peacefully. Rasa simply means “cat” in the old Allies: Elgan is a close ally to Rasa, though the
aboriginal language. deities belong to different worlds and their shrines are
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Boreal spirits are old and have been worshipped since HUAITHE
ancient times. The Sithi do not bow to the Boreal gods, Huaithe is the spirit totem of power. He is the most
but the Boreal gods love the Sithi. They entreat with each dangerous and most blessed of the Boreal Gods. He rules
other as equals. The Boreal gods can be harmed by the fire, which is both a blessing and a curse in the Boreal
felling of a mere tree. The forests of the Boreal are vast, forests. He rules the lightning storms – the birth of fire in
however, and the Boreal gods remember. But the bravest the Boreal. His influence can bring cooling rain in the
of the ancient Sithi went and knelt before the Boreal Gods summer or destructive fires. Cealla – Sithi magic workers
and made alliance with them. Those Sithi, the makers of – utter spells in Huaithe’s name, in the hope that his
alliance, were the first Draiocht. influence will ensure the spells they are wielding work. But
The Boreal Gods are the Sithi’s protectors and most Cealla know that Huaithe is a wild power and often
guardians. Beith leads the souls of fallen mortal Sithi into will make magic go awry for his own reasons.
the sleeping heart of the earth. Saille brings water and Sigil: Huaithe is represented by the rune symbol of
spring to the forest. Huaithe is the spirit of fire and magic. the hawthorn tree.
When Sithi warriors carve their longbows, they pray to Aspects: Huaithe is the totem spirit of fire and magic.
Iogha to make their bows strong and make their aim true. Huaithe is the patron totem of Cealla – Sithi magic
In return, the Sithi commit themselves to the service of the workers. He is also the totem of survival in winter.
Boreal gods. Newborn Sithi are marked with the sign of Allies: Huaithe, for all his wild and unpredictable
one of the Boreal gods. The sign commits the newborn
Sithi to serve his patron god and never to harm his god. A
child born to Iogha can never fell a Yew tree for any
ways is the protector of the young. Mothers place a piece
of hawthorn branch under their child’s pillow to protect
them from childhood ailments. Huaithe is also the spirit
6
purpose other than the making of bows. A child born to called upon by travelers, wishing to be kept safe from
Saille cannot desecrate a stream for any reason. Woe betide storms and other perils of the road. Huaithe is a loyal
to any of the Sithi who violates that ban. The Boreal gods servant to Dairda, however, and does his bidding.
have ways to punish offenders, and their reach is long. Enemies: Huaithe is unpredictable and wrathful.
Those who must fear his wrath most are magicians who
DAIRDA do not pay him homage in his domain. There is a story
The Oak is the oldest of trees, the Sithi say, and is the told by the Sithi of how Narsi accompanying Tarahiri
lord of wisdom and law. An oath spoken under an oak, or legionaries into the Boreal came to a hideous end for not
a treaty signed on the bark of an oak is holy and cannot be offering the correct respect to the hawthorn tree.
undone without offending fate. Dairda is the spirit called
UIRA
upon when a king is crowned: Sithi lords all wear oak
leaves on their crown as a sign of honor. Dairda is not to Uira is the totem spirit of young girls, and the spirit
be trifled with. If the Oak is offended, he can turn all of of healing. She is also the totem spirit of farmers and
the powers and creatures of the forest against the offender. herbalists. She is the “daughter” of Dairda and is consid-
ered to be the spirit of mercy, interceding with the more
Sigil: The sigil for Dairda is the Sithi rune for Oak.
powerful spirits.
Aspects: Dairda is the spirit of riddles, the Sigil: Uira is the totem of the heather plant, and is
overseer of treaties and the lord of the forest and all symbolized by the rune Uira, or a sprig of the plant worn
that dwells therein. by a worshipper.
Allies: Dairda is the ally of chieftains and kings who Allies: Uira looks over those Cealla who specialize in
are both strong and generous. Dairda is the chief tree and herbs and healing and is also the spirit who blesses those
thus commands the allegiance of all things of the forest, who need rest. All of the other Boreal totems will come to
from the smallest of animals to the faerie spirits to the her aid if she desires it. She may be a spirit of mercy, but
Sithi themselves. she is also protected.
Enemies: Uira has no enemies, but if one carrying her
Enemies: Dairda is the enemy of oath breakers and sigil is harmed, then she can call upon many allies to
traitors. He hates cowards. The Sithi mark criminals with destroy the life of the sinner.
Dairda’s sigil and chase the criminal through the forest. If
the criminal survives the ordeal (hunted by both the Sithi BEITH
and all the things of the forest) he is considered innocent. The Sithi say that the birch trees have their roots in
the underworld where the souls of the honored dead
sleep in eternal peace. When a dead Sithi is honored and
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then burned, the funeral pyre is scattered with birch The Gryphon people do offer prayers and small
trees. Those who wish to survive the cold of winter, or sacrifices to a pantheon of spirits called the Yazatas. The
wish to die honorably often pray to the birch tree. Beith Yazatas (described under Yazatas, below) are the link
is perhaps the most feared of the Boreal deities. She is between the mortal life of the Gryphons and the divine
not unpredictable like Huaithe. She is very predictable, and distant realm of the gods. The Yazatas are commemo-
and unstoppable. Once someone has been marked for rated by ceremonies held around an eyrie’s hearthstone, or
her disfavor, their fate is as inevitable as the coming of by private meditation on festival days. When a Gryphon
winter. She always moves slowly and unstoppably. Some Varaghra calls upon the old pantheon, he is in fact calling
say that Beith enjoys the slow fear and despair of the one on the Yazatas who act in the name of the old pantheon.
that angered her. This of course leads to many debates over how metaphori-
Sigil: Beith is the birch totem, and is represented by cal the old pantheon are, how powerful the Yazatas truly
the runic symbol of the birch tree. are, and where they fit in the scheme of things. Each eyrie
Aspects: Beith is the goddess of winter and the – indeed, each Varaghra shaman – has a different answer
spirit of death. Beith leads the souls of fallen Sithi into for these questions.
the underworld. Finally, the Gryphons do speak of a being they call
Allies: Beith commands the all the souls of the “god.” For many, God is a personification for the universe,
restless dead who fall under the shadows of the birch tree the cosmos as a whole. “We are all god and god is all of us”
(even now, many Sithi execute their criminals in the they say. For others, God is a real and living force, the
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Gryphons Shamans (Varaghra) call upon the Yazatas What few elvish Clerics, called Asyr, there are
for aid and guidance. When the shamans work magic, they reside primarily in small monasteries or wandering
are asking for the Yazatas’ intercession. When the Varaghra the lands aiding those in need. The Asyr believe that
need to make important decisions, they pray to the spirits there needs to be a balance in nature and among the
for wisdom. When the Varaghra sleep, they listen for the spirits and they work to maintain that balance.
whispers of the Yazatas to gain insight. However, this has caused numerous sects within the
The Yazatas work by forcing hundreds of subtle Elven religion as elvish philosophers cannot agree
changes in the world. They draw together hundreds of upon what constitutes that balance.
threads of events and decisions to create an effect else-
where. If the Yazatas want two Gryphons to meet and have THE ELVISH SPIRITS
a child, the Yazatas will delay one Gryphon’s flight, cause Akin to the faerie lords, the elvish spirits are the
another to lie awake sleepless, cause yet another to feel powerful wills and passions of the Elves who have
slightly ill – all causing one of the Gryphons to be some- slipped from their shackles of mortality to wander
where he normally would not be, and make another take a between the earth and stars. Most fallen Elves return to
journey in another’s stead, leading eventually to a fateful the earth and the sky. Their love and their life returns to
meeting. The Yazatas are rarely so arbitrary, but it leads the source of all things. They are reborn later as an
the Gryphons to assume that everything happens for a entirely new personality. But some, whose identity and
reason. It’s a comforting idea. will are so strong to prevent them dissipating into the so-
The Gryphons do not make a habit of naming the
Yazatas, but they do believe that different yazatas have
different personalities. They consider each eyrie, each
called Pool of Life ascend to greater power. Making their
homes in shafts of moonlight and in palaces of gossamer
spirit behind the moon, the spirits walk the earth and
6
holy place to have a Yazata present. Different rivers, intercede on behalf of their descendants, watching over
seasons and mountains will also have Yazatas present. the Elves people as a whole.
Gryphons will therefore speak of the Yazatas of the Each of the elvish tribes has a number of such
Ancient Eyrie, the Yazatas of Piremor, the Yazatas of guardians. The spirits guarding the Elves are puissant and
the Upper Airs, and the Yazatas of the Tanolain River.
The Yazatas are considered to have the same
ornery personalities the Gryphons treasure in them-
selves. The Yazatas are certainly not seen as holy,
serene creatures. If the Yazatas are the closest thing the
Gryphons have to the idea of fate, then fate has a
black, wicked sense of humor. The Yazatas do things
for the hell of it as often as they do things to help out
mortals. The Gryphons also say that the Varaghra
become more like the Yazatas as they get old and the
Varaghras’ bad habits rub off on the spirits. If the
world seems to become stranger and cussed, they say,
it’s the accumulated cranky humor of generations of
old Varaghras sharpening their claws on the threads of
reality grouching through eternity.
ELVISH BELIEFS
The Elves of Cyradon do not have an “official
religion.” Instead, the Elves participate in quiet, private
worship, revering deities and spirits that individual Elves
or elvish families feel close too. The Elves also send small
prayers of remembrance to their ancestors who have faded
from the mortal world and are now free spirits under the
sky. The Elves do not build public temples, but worship
instead in small family shrines, or in sacred open spaces.
Beyond the more personalized interaction with the spirits,
the Elves share the Gryphon’s pantheist or animistic view
of the world.
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wise. They subtly speak into the dreams of their children, ers, but form the core of Rhona society. The gnomish
to warn or try and guide their listeners to wisdom. rituals seem to be about attracting the attention of their
One of these spirits is the daughter of the founder faerie kin, and something called “stirring the cauldron of
of the realm of Desnia. Her name is Kera. While her the sky.” The Rhona religious practices imbue the earth
father and brothers created a militaristic culture, she with a power and a love and a sense of holiness akin to
struggled to make the Elves of Desnia appreciate art the elvish “Echoes”.
and poetry. She was as much a warrior as the rest of her To the Gnomes, the universe is the deity. The
family. She is said to have died in battle. Her spirit lives universe, as understood through the earth, the moon and
on, watching over Desnia. Another of the spirits is the sun, encompass all that is. The Gnomes are a living
Sanda of Penlasse, a wandering knight in his day who part of the universe made flesh, or so their legends say.
fell fighting an enemy “born of the sea”. He died They are tiny sparks of the universal essence made
through impetuosity, the legends say, and now his spirit mortal, and thus the Gnomes have a powerful purpose in
walks the night counseling patience. Elvish passion has the universe. Despite this grand claim, the Gnomes only
been the undoing of the elvish people before. The Elves have the vaguest of ideas about how to execute their
of Penlasse are somewhat inclined to listen. Their “duty” as part of the universe. gnomish culture is based
Desnian overlords are not. on long tradition. Even those Gnomes who have passed
Most of the elvish spirits are little more than ghosts, but beyond, into the otherworldly realm shared by the
it is said the most powerful of these spirits are puissant spirits, the doubt continues: what is the duty of the
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3. Naunet (female deity): Naunet is the goddess of marked by art competitions, poetry readings
fertility, agriculture, love, marriage and families. and theatrical festivals.
She awakened the sleeping fields surrounding 6. Menhit (Male deity): Menhit is the god of law,
Evefalim and taught the Nagazi how to plant philosophy, and justice. He is also the god of
and gather the fruits of the earth. Her teachings wisdom and compassion, and of war. In his
promote respect for the natural world, and have aspect as the god of war, Menhit acts as the
taught the Nagazi the how to live in harmony protector of the Nagazi against aggressions, and
with nature. Her province is also love, marriage, battles fought to right injustice. Menhit does not
and families. Naunet is the guardian of the condone wars for gain or aggression.
home and hearth, and the protector of the eggs 7. Kami (female deity): Kami’s spheres are healing,
and hatchlings. Her festival in the spring is a medicine, spirituality, insight, balance, whole-
time of betrothals and marriages. Her festival is ness, harmony, integration. She is the greatest of
considered an especially auspicious time for the teachers; Kami teaches the Nagazi how to
eggs to hatch. use the arts and gifts of the other Sages in
4. Neith (female deity): There were no mages harmony. Kami is also the goddess of healing.
among the Nagazi until the coming of Neith. Hatchlings born during her festival often
She founded the first college of magic among become healers or clerics.
the Nagazi, and picked each student person- Sigil: As a group—seven interlocking circles, a tree
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ters. The list is not – and could not be – exhaustive. It is feuds and disputes and test the battle readiness of young
possible that not all of these orders will be present in warriors. In times of war, the Seidheri will also leads troops,
Belynar. Which ones are present depends on player and either directly, or as an advisor to other war leaders.
GM preference.
Favored Categories: Clerics of this order place both
The spells given for each order use the common name
of their selected Favored Categories into the Influence
of the spell as listed in the HARP rulebook. However, each
Category, gaining a total of 6 ranks in that category.
Order will have unique names for the spells within its
Sphere. It is left up to the Player and the GM to come up Spells: Seidheri have access to training in spells from
with individual names as they want. the following list. They gain access to all of the spells
listed under Seidheri Sphere and may select any 5 spells
SEIDHERI from the Selectable list to bring the total for their sphere
The Seidheri are an old priesthood. They walk at the up to 20 spells.
heart of Skaldi society, men and women protected by
ancient blood laws, and feared by many and respected by
all. Wielders of powerful magic and tremendous political Seidheri Sphere Selectable Spells
influence, the Seidheri are best considered as a tradition Bladeturn**
Bless*
rather than a priesthood, or a profession. The most Changing Ways
Calm***
senior Seidheri are the Brehai, the interpreters and ***
enforcers of the blood laws – judges, diplomats and
oftentimes, war leaders. These Seidheri are the only ones
entitled to lead all of the Skaldi tribes in times of war.
Charm***
Divine Hammer*
Drain Life*
Confusion***
Darkness**
6
Distractions***
Dreams*
Chieftains and kings may hold temporal power, but the Fear***
Guidance*
magic and traditional clout wielded by the Seidheri over- Fire Nerves**
Harm*
ride the word of kings. Jolts***
Holy Symbol*
Focus: All of the gods. Mage Armor**
Intuitions*
Merging Ways**
Culture (Temple Locations): The Seidheri do not Major Healing*
Passing**
build temples. They hold ceremonies in the old abandoned Past Visions***
Phantasm***
faerie forts, stone circles and passage tombs of the ancients. Rune Mastery**
Presence**
Tongues***
Membership: Skaldi humans and Sithi. Shock**
Turn Undead*
Stun Cloud**
Benefits of Membership: The Seidheri have access to a * = Spells from the Cleric Sphere
great deal of political power and legal clout among the Skaldi. ** = Spells from the Mage Sphere
They will always be given shelter and food by any Skaldi. *** = Spells from the Harper Sphere
Restrictions: The Seidheri may never violate an oath.
Symbol: A series of strange runes, tattooed into the
Seidher’s flesh.
Dress: Practical wool and leather clothing. Most carry
an engraved oak spear, denoting office - usually a PP
Adder by use of the Holy Symbol spell. The spear is often a
+10 OB weapon of quality as well.
Structure: The heads of the order are the Brehai
(judges). The lowest rung of the order are called bards.
Philosophy/Purpose: The Seidheri are the glue that
holds Skaldi society and culture together. They ensure that
the blood laws are respected.
Activities: The Seidheri travel from village to village
offering their services to all that need them. They settle
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Chapter Six Cosmology
Symbol: A tree. This normally takes the form of an * = Spells from the Cleric Sphere
amulet or brooch pin that is worn by the cleric. ** = Spells from the Mage Sphere
*** = Spells from the Ranger Sphere
Dress: Brown hooded robes with a leather belt. All
wear a simple amulet in the shape of a tree; the color and
ornamentation indicate rank. (It is often a PP Adder as
well – i.e. by use of the Holy Symbol spell).
Structure: The head of a branch (the church is often
referred to as the Tree) is referred to as Father or Mother,
while all other are simply brothers and sisters. The struc-
ture of the religion is very loose.
Philosophy/Purpose: Respect for nature is the theme
stressed by the order. While not vegetarians, they teach that
killing for sport or other wasteful purpose is evil. The order
has an understanding of smart farming techniques (crop
rotation, etc.) and imparts this information to area farmers.
They bless harvests and often preside at fall festivals.
Activities: These Clerics are rurally oriented and a
good portion of the membership travels constantly,
teaching farming techniques and urging respect for the
earth. The group operates in opposition to the Seidheri.
The Seidheri see these people are political threats and
heretics. Fortunately, the Seidheri have little interest in
pursuing a religious war against them. The Seidher’s
bardic allies have composed a series of rather pointed and
wicked songs sneering at the Brotherhood.
Favored Categories: Clerics of this order place both
of their selected Favored Categories into the Outdoor
Category, gaining a total of 6 ranks in that category.
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Restrictions: No restrictions. The Firebrands also wander the lands seeking out evil
Symbol: The Lightbringers wear a stylized sun and helping those in need. However, Firebrands are often
medallion for those Clerics who maintain the temples and more concerned with destroying undead and evil than
churches. Firebrands wear a medallion of a stylized they are in helping the needy.
flaming torch. These medallions are often PP Adders by Favored Categories: Clerics of this order must place
way of the Holy Symbol spell. one of their selected Favored Categories into the Influence
Dress: The Lightbringers wear ceremonial robes for category giving a total of 3 ranks in that category. The
services, but no special clothing at other times. However, a other selectable Favored Category (3 ranks) may be placed
Lightbringer would never remove or hide their medallion. in any category, including one that is already marked as
It will always be visible under normal circumstances. being a Favored Category. Should the Cleric select the
Combat category as a Favored Category, then that Cleric is
Structure: The Lightbringers determine seniority in known as a Firebrand.
a number of ways. Most of the time, the most senior will
lead the order; however, there have been instances of Spells: Clerics who belong to the Lightbringers have
unusually gifted and wise younger men being given the access to the following spells as their Sphere. They gain
leadership of the order. The Firebrands have much the access to all of the spells listed under Lightbringer Sphere
same structure when in training. Once training is over, and may select any 5 spells from the Selectable list to bring
the total for their sphere up to 20 spells. If College of
6 the Firebrand is usually on his own until he rejoins a
temple (see below).
Philosophy/Purpose: Lightbringers seek to bring the
Magics is available then a character of this order may also
select from the following spells as well as those below:
Elemental Aura (Fire), Flash, and Heat.
light of Memra to all. They believe that in doing so; they
can destroy the dark forces that haunt the world, most
especially undead and those who traffic with demons.
Activities: Lightbringers maintain the temples and
rarely adventure, although some are often sent on special
missions for the church. A number of Lightbringers also
wander the lands, fighting evil wherever they can find it
and administering to the poor and needy.
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MAGIC
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warrior mages such as the Pascalline Order means that the around the Guild Clerk and the Clerk must at least whisper
Orsai priests redoubled their efforts to harass and destroy the words of the spell while making small gestures with his
the mountain realms. Certain traditions mention specific hands. Those of the society may still cast spells using the
magical orders. These Orders are detailed in the section normal casting time; however the caster has a -10 modifier
about magical traditions beginning on page 122. to his casting roll when doing so.
TARAHIRI SKALDI
Magic was very much a part of new Tarahiri life. The Skaldi magical traditions of the modern world are
Cantrips made the life of rich and poor easier. Potions referred to by the Skaldi as dwimmer and the practitioners
cured colds and remove warts. The right magical unguent of this tradition are known as the Drei. Most Skaldi clans
could make a noble look younger. Diviners cast the are pleased to have the services of a local Drei. Skaldi Drei
horoscopes of the privileged and determined the most include several different professions, rangers, mages, and
auspicious times for business transactions and engage- warrior mages among them. The Skaldi are keenly aware of
ments. Sophisticated illusions graces the banquets of magic, its potential and its ability to harm and heal. When
nobles and small magical toys were all the rage. needed, the dwimmer worker will be called upon. Wander-
The Tarahiri also used magic to defend their city. ing Drei have a dubious reputation however. They some-
Mages, Warrior Mages, Rangers, Bards and Monks served times sell their services to the highest bidder, and work with
in the city’s armies in various capacities. Mages skilled in no loyalty to clan or village, and incite petty quarrels. When
item creation supplied equipment to elite units. a cow runs dry, when a well runs dry or cattle grow sickly,
some will automatically assume that a Drei is to blame.
ALCHEMISTS AND THE MAGE’S GUILD
Both of these organizations utilize the same magical DREI
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Chapter Seven Magic
addition to the words of the spell and the gestures out in the provinces, the Ghershal (magic-men) still ply
required to shape the mana of the spell. These material their trade. They do so in secret, with one eye always open
components are often odd bits of unusual plants, tufts of for the priests and their agents. The Ghershal are most
fur, or oddly shaped stones and are consumed with the common amongst the Orsai tribes who are far from the
casting of the spell. So far nobody has been able to centers of power. Most of the Ghershal are from the
determine any rhyme or reason behind the selection of Gherek tribe, and are members of the Gherek Scouts.
these components. A Drei who is without his bag of Most Ghershal are rangers or rogues who know a few
components may still cast spells, but it requires 2 addi- spells or some Cantrips such as Purify Water. The priests
tional Power Points to cast. This is treated as a normal have little interest in such distinctions. The Ghershal are
scaling option for all spells known by the Drei. For those breaking the rules. Before the battle of Tarahir, a number
Drei who have an Elentirael Lodestone, the Lodestone of respected Gherek scouts were murdered by the priest-
replaces the pouch of material components for the Drei hood for practicing “forbidden arts”. Many young Orsai
and acts as a non-consumable component for their spells. warriors, who have great respect for the Gherek, have
started to resent the priest’s interference. This is the reason
ORSAI: THE GHERSHAL/GHEREK SCOUTS that many happily defected from the Orsai in the after-
The Orsai priests have spent generations trying to math of the battle of Tarahir.
wipe out sorcery in their lands. Magic is a sin against God, As with the Venturer’s Society, the casting of spells
they say. It is a danger to society. But beyond the cities, far takes twice as long as normal (2 rounds for every 5 Power
Points or portion thereof). Any character with the Sense
Magic talent may still notice that they are casting a spell
with a normal Medium Perception maneuver, and those
without the talent may realize it with a Very Hard Percep-
tion maneuver. While casting, there appears to be a slight
shimmering of the air around the Ghershal and the
Ghershal must at least whisper the words of the spell while
7
making small gestures with his hands. Ghershal may still
cast spells using the normal casting time; however the
caster has a -10 modifier to his casting roll when doing so.
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Chapter Seven Magic
and words like many other traditions. However, when ELVES (ARALI): WEAVERS
forming a spell matrix, it has a more geometric appear-
ance than those of other traditions. As it forms, it can be Arali Weavers cast spells by weaving strands of
seen glowing above the mage’s head. When scaling a spell, magical energy into intricate patterns. Weavers can sense
those of this tradition only receive a -5 modifier to the strands of magic all around them; whenever they cast a
casting roll for every full 2 Power Points above the base spell; they reach out with their minds and “pull” suitable
cost; however all scaling options cost 1 extra Power Point. strands of magical energy into visibility to create a spell
Thus, a scaling option that normally costs 2 Power Points pattern. When the pattern is complete, the spell is cast and
costs 3 for those of this tradition, but it only incurs a -5 the pattern dissipates.
modifier rather than the normal -10 modifier. The
number of ranks required for the spell is, as always, linked
GNOMES (RHONA): GRAMARYE
to the number of Power Points required. Rhona magic is a wide and subtle magic born of
the interaction with Echoes. Rhona magic is particu-
ELVES (SITHI): CEALLA larly effective on “holy ground”; pools of magical
The Cealla of the Sithi view magical energy as a rainbow energy. The Rhona enjoy using magic and consider it
of color. Certain colors have an affinity for different types of part of life and their culture
magic; blues are associated with protection and healing The Rhona tradition uses a powder that the Rhona call
magic, and red with fire magic. A Cealla carries a pouch of the “Heartblood of the Earth” when casting spells. They
material components like the Drei, but their components are carry with them a small pouch of this powder which is a
chosen for their color or hue. A Cealla is constantly on the deep red in color. As they chant the words to the spell, they
lookout for the component of the perfect color. This color throw a pinch of this powder into the air where it helps
association helps them gather threads of magical energies of them to stabilize the matrix of the spell and to gather mana.
Those of this tradition who do not have this powder with
7 various colors. Once they have gathered the threads of magic,
they cast their spells. If for some reason a Cealla does not
have his pouch of components, then he may still cast spells at
them for some reason will still be able to cast spells, but do
so with a -10 modifier to their casting roll.
a cost of an extra 2 Power Points.
NAGAZI: ZIRHUS
CYRADON MAGICAL TRADITIONS The Nagazi learn magic in a very formalized setting.
They have schools and colleges which teach the casting of
All beings who cast spells on Cyradon use the
spells. To the Nagazi, having the ability to perform magic
“Echoes” either consciously or unconsciously. The Elves,
is an honor and one that many strive to achieve. Mages are
heirs to ancient Mithran magical traditions are most
welcome in all parts of Nagazi society.
aware of the Echoes. They tend to see the Echoes as elvish
The Nagazi tradition requires that the mage craft his
Magic, which is incorrect. In the past they used the Echoes
own wand which he then uses as a focus for his spell
to create the Veil, in a misguided attempt to protect
casting. Each wand is unique to its creator and reflects his
Cyradon from human incursions. Instead, the Veil slowly
personality. Those of this tradition must chant the words
leeched life and magic out of Cyradon. With the destruc-
of the spell being cast while waving their wands in a
tion of the Veil, the magical Echoes of Cyradon have
specific pattern. The tip of the wand will glow brightly
begun to slowly regenerate.
while they are doing this. Should a mage not be able to use
GRYPHONS: USIRAE his wand, all attempts at spell casting will be at -10 until
he can reclaim the wand or craft a new one. These wands
Gryphons are not built like the other races, thus their
are not magical in any way; however they do act as a focus
magical traditions tend to be different as well. Even among
device for the Nagazi Zirhus.
their own kind the Usirae are separate. Their abilities seem
strange to their kin, who rely more on their physical
abilities. CYRAD GEOMANCY
When casting spells, the Gryphons of this tradition Rivers of mana flow under the skin of the earth. The
utilize words and heavy concentration. Those using this magic flows from springs deep beneath the world. At the
tradition do not create a visible matrix near them as they centre of the earth, flickers of pure creation trapped in the
cast a spell, however the air will seem to shimmer and the planet’s core at the beginning of time, spring forth
caster’s eyes will glow brightly (each eye about the towards the surface of the world. The mana flows under
equivalent of a candle, and easily seen even in daylight) the earth and touches everything. Energy changes as it
while they are casting. This glow cannot be hidden. touches the earth. The energy of mountains is sharp and
powerful and dangerous. The energy of the low hills is
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THE MAGE’S GUILD interest in the mystic arts, and a decent ability (more than
three ranks) in Navigation. New members will be given
Group Name: The Mage’s Guild
training to make them first level Clerks. In terms of system
Group Type: A magical society of the Treaty King-
mechanics, the character must take either the Additional
doms protected by civil decree.
Profession talent, selecting the Clerk variant of the Ranger,
Motto: We Watch.
or the Arcane Power talent, selecting the Clerk Sphere of
Sigil: A stinna, a navigational device used by the
spells, and then purchase the Clerk Training Package
mariners of the Treaty Kingdoms.
detailed in Chapter 5. This training costs two years of salary.
Group Activities: The Mage’s guild is a crown ap-
It makes more sense for an already trained Ranger to join.
proved organization of mages. Magicians belonging to the
He or she can expect to be earning money immediately.
guild advise kings and merchant princes on auspicious
Acceptance into The Group: Most new “clerks” are
timings for voyages or military actions, or advise on an
expected to undertake at least three “voyages” under the
enemy’s schemes. The mages also help keep the Treaty
care and tutelage of an older “clerk.” Upon the completion
Kingdoms safe from enemy attack. The Guild is old, dating
of the third voyage, the newcomer is considered “one of
back to the years following the fall of the Tarahiri Empire.
the group”.
Candidate Requirement: Magical ability, discipline,
Expulsion: Anyone who brings the guild in disrepute
and loyalty to the Treaty Kingdoms.
will be immediately expelled. The precise definition of
Acceptance into the Group: Candidates must spend
“disrepute” depends on the superior clerks present.
five years studying magic, as well as other academic
Advancement: Rank is dependant on the number of
subjects, at the end of which time they are considered first
voyages completed. A clerk who has completed 20 voyages
level Mages.
has more authority than one who has completed 10. Older
Expulsion: Any member who shows treason or
clerks who no longer travel are automatically given a great
disloyalty to the guild or to the crown of the Treaty
Kingdoms will be expelled.
Advancement: Advancement is by election. A low
level, but popular, mage can easily expect to outpace a
deal of moral authority, but they can be still outranked by
a clerk who has made many voyages. 7
THE ZIRVAK ALUMNI
high level but unpopular one. Advancement means a Group Name: The Zirvak Alumni
higher income and greater status. Group Type: A Nagazi magical society of Acad-
THE VENTURER’S GUILD emy graduates.
Motto: Knowledge, Duty, Honor.
Group Name: The Venturer’s Guild
Sigil: A wand wrapped in a scroll.
Group Type: Professional society based in the Treaty
Group Activities: The Zirvak Alumni are the gradu-
Kingdoms.
ates of the Nagazi Zirvak Academy of Magic. This is a
Motto: In the Service of the Client.
rather loosely organized group of mages who have met the
Sigil: A stylized map and writing feather.
requirements set by the school to achieve their mastery.
Group Activities: The Venturer’s Guild is a much
After graduation, the Alumni are required to spend at least
smaller, much newer and richer guild operating in the
one year teaching at the Academy, although it is not
Treaty Kingdoms. They are more akin to a professional
unusual for one to remain for many years. Other than
society than a guild, and they remain aloof from politics.
teaching future mages, the Alumni also search for new or
They perform a singular service, and perform it well, and
unusual magics to supplement their studies, and to benefit
they expect to be well paid at the end. The guild is
the school. This is done through long tedious research or
composed of specialized Rangers whose expertise lies in
through explorations of ancient ruins by the more daring
mapmaking and exploring. They name their members
and adventurous members of the alumni.
“clerks” and one of these “clerks” must accompany the
Candidate Requirements: The Alumnus must be a
client on their journey. On the journey, they are expected
graduate of the Zirvak Academy or must be made an
to use their mystical skills in the service of the “venture”.
honorary Alumnus through the unanimous consent of the
Venturer “Clerks” can be found accompanying
current faculty of the Academy.
caravans in the desert, naval convoys on the high seas, and
Acceptance into the Group: Most Nagazi are tested
mapping expeditions into the east.
at an early age for magical aptitude. The Zirvak Academy
The guild has offices in each of the New Tarahiri
is only one of several magical academies within Nagazi
city states, and in the Treaty Kingdoms (where they do
society. They actually compete against each other to be
most of their business).
selected by the candidate, under strict guidelines set by
Candidate Requirements: The guild wants young
the Regency Council, a council made up of members
people of good standing who have, at the very least, an
from each academy.
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resolved on the Utility column of the maneuver table with RANGE: Touch
the caster adding his Cantrips skill to an open-ended roll. DURATION: —
All results from the table are applied as normal. SPELL TYPE: Utility
Cantrip lore is not limited to the ranks of the spell- RR: —
using professions. Specific cantrips are often passed down SPHERES: Cantrip
from generation to generation as “knacks” that help to DESCRIPTION: All dirt is immediately removed from
ease everyday life. Skilled artisans may use the various the touched object, leaving it perfectly clean.
Repair cantrips to mend damaged tools and farm imple-
ments, while the reputation of the local hedge wizard may
COMPASS
be founded on the shrewd application of healing Cantrips PP COST: 1
and common sense. RANGE: Self
DURATION: Concentration
SPELL TYPE: Utility
CANTRIP LIST RR: —
SPHERES: Cantrip
Body Clock Dry Clothing Ignite Repair Clothing DESCRIPTION: As long as the caster
Clean Body Dry Manuscript Magnify Repair Crack concentrates, he can perceive the direction
Clean Item Dry Weapon Measure Repair Nick of “true” north.
Compass Find Page Purify Food Repair Tear
COUNT
Count Float Purify Drink Repel Filth
PP COST: 1
Create Water Glowing Eyes Relieve Pain Repel Tiny Insects
RANGE: Self
Cure Hangover Heal Bruise Remain Dry Smoke Rings DURATION: 2 rounds
Dry Armor Heal Cut Repair Binding Weigh SPELL TYPE: Utility
RR: —
SPHERES: Cantrip
DESCRIPTION: Caster can determine the exact
number of one group of like items within line of sight -
useful for counting one’s gold.
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126
Chapter Seven Magic
PP COST: 1
REMAIN DRY
PP COST: 1
REPAIR TEAR 7
RANGE: Self RANGE: Touch
DURATION: Concentration DURATION: —
SPELL TYPE: Utility SPELL TYPE: Utility
RR: — RR: —
SPHERES: Cantrip SPHERES: Cantrip
DESCRIPTION: Precipitation is gently repelled from the DESCRIPTION: Repairs any one continuous tear in a
caster, ensuring that he remains dry for the duration of sheet of paper or parchment, restoring the document to its
this cantrip. undamaged state.
REPAIR BINDING REPEL FILTH
PP COST: 1 PP COST: 1
RANGE: Touch RANGE: Self
DURATION: — DURATION: Concentration
SPELL TYPE: Utility SPELL TYPE: Utility
RR: — RR: —
SPHERES: Cantrip SPHERES: Cantrip
DESCRIPTION: Repairs the binding of any one book or DESCRIPTION: All dirt, grime, mud, blood, gore, etc. is
scroll. Does not restore any lost magical properties. repelled from the caster for the duration of this cantrip.
REPAIR CLOTHING REPEL TINY INSECTS
PP COST: 1 PP COST: 1
RANGE: Touch RANGE: Self
DURATION: — DURATION: Concentration
SPELL TYPE: Utility SPELL TYPE: Utility
RR: — RR: —
SPHERES: Cantrip SPHERES: Cantrip
DESCRIPTION: Repairs any one continuous tear or DESCRIPTION: Any tiny insects (i.e. normal bees, wasps,
rent in an item of clothing. Does not restore any lost flies, ants, etc.) that come within 6" of the caster are
magical properties. pushed away from the caster.
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Chapter Seven Magic
SMOKE RINGS alternate Sphere of spells rather than the normal Sphere
PP COST: 1 for their profession. Each of the different magical
RANGE: Self traditions also has different spheres of spells. Other than
DURATION: Concentration the Pascalline Order (Warrior Mages), the Venturer’s
SPELL TYPE: Utility Guild and the Gherek Scouts (Rangers), all of the other
RR: — Spheres listed below are variant Mage Spheres.
SPHERES: Cantrip
DESCRIPTION: Caster can create one smoke ring (of up
ADDITIONAL SPELLS
to 3" in radius) per round. Smoke rings may be of any The tables below and on the facing page list alternate
color. Caster needs a source of smoke such as a pipe or Spheres for each of the magical traditions. A few of those
fire, and the rings dissipate naturally. spells are not from the HARP rulebook, but from College
of Magics. Those spells from College of Magics are
WEIGH reproduced for the convenience of the players.
PP COST: 1
RANGE: Touch AIR FORM
DURATION: — PP COST: 4
SPELL TYPE: Utility RANGE: Touch
RR: — DURATION: 2 rounds/rank
SPHERES: Cantrip SPELL TYPE: Utility
DESCRIPTION: Caster can determine the exact weight of RR: —
one item (which may be a filled sack or other container). SPHERES: Mage
TRADITION: Drei, Cealla
ALTERNATE SPHERES
7 Certain groups such as the Pascalline Order, the
Venturer’s Guild and the Gherek Scouts have access to an
DESCRIPTION: The target takes the form of a mist (caster’s
choice of color), able to seep through cracks and extend
himself to become virtually invisible. In this form, the
target may accomplish no physical action other than
Anias Traditions
Mage's Guild Pascalline Order Gherek Scouts Venturer's Guild Drei Cealla Trallen
Use the Mage Bladeturn Changing Ways Distractions Air Form* Air Form* Bladeturn
Sphere from the Dancing Weapon Find Shelter Find Shelter Air Wall Air Wall Changing Ways
HARP core rules Deflections Haste Locate Food Animal Transformations* Bladeturn Darkness
as it stands. Elemental Bolt Hues Natural trap Changing Ways Darkness Deflections
Elemental Weapon Locate Food Nature's Awareness* Darkness Deflections Earth Tunnel*
Guardian Blades Natural Trap Nature's Strength Distractions Elemental Ball (Water) Earth Wall*
Hammer Strike Nature's Awareness* Nature's Tongues Elemental Ball (Air) Elemental Bolt (Water) Earthen Transmutations
Magic Shield Path Lore Path Lore Elemental Bolt (Air) Fire Nerves Elemental Ball (Earth)
Reload Weapon* Traceless Passing Predict Weather* Fear Force Wall* Elemental Bolt (Earth)
Sharpshooter* Tree Door Quiet Ways Fire Nerves Haste Fear
Steel Skin Tree Merge Tongues Icy Mist Wall Icy Mist Wall Fire Nerves
Weapon's Fury Tree Skin Traceless Passing Invisibility Invisibility Fissure*
Jolts Jolts Invisibility
Long Door Long Door Jolts
Mage Armor Mage Armor Long Door
Magestaff* Magestaff* Mage Armor
Merging Ways Merging Ways Magestaff*
Misfeel Nightvision* Merging Ways
Nightvision* Obscuring Mist* Molding*
Obscuring Mist* Passing Nightvision*
Passing Past Visions Passing
Past Visions Phantasm Past Visions
Phantasm Presence Presence
Presence Quiet Ways Quiet Ways
Quiet Ways Rune mastery Rune Mastery
Rune Mastery Shock Spikes
Share Animal Sense* Sleep Stoneskin*
Shock Stun Cloud Stun Cloud
Stun Cloud Vacuum Trench*
Vacuum Water Wall Vacuum
* = Spells from College of Magics, reproduced at the end of this chapter.
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RANGE: Self
EARTH WALL DURATION: 2 rounds/rank
PP COST: 6 SPELL TYPE: Attack
RANGE: 10' RR: Magic
DURATION: 2 rounds/rank SPHERES: Mage
SPELL TYPE: Elemental TRADITION: Zirhus
RR: — DESCRIPTION: In the first round of this spell, the caster can
SPHERES: Mage cause a small globe of light to appear above his head, and
TRADITION: Trallen “explode” it in a dazzling flash. With the exception of the
DESCRIPTION: Creates a wall of packed earth with dimen- caster, everyone who is within a 10' radius of the caster
sions of 10' wide x 10' high x 1' thick. An opening can be must make an RR versus Magic or be blinded for the
dug through the wall at a rate of 2' by 2' by 1' per minute. remaining duration of this spell.
The Earth Wall must be created on a solid surface. Scaling Options:
SCALING OPTIONS: Increase Duration (to 5 rounds/rank) +4 PP
Stone Wall +5 PP Increase Radius (per additional 10' radius) +2 PP
(wall is made of stone, can only be breached with
proper tools and takes 1 hour per 2' by 2' by 1' hole)
Increased thickness (per additional 1') +3 PP
Increased size (per additional 10'x10'x1' section) +3 PP
Shape wall +3 PP
(wall can be shaped even into a curved form
- a large enough wall can be shaped into a hemisphere)
Meld wall +3 PP
(wall can fit seamlessly against other surfaces or
other Walls)
Increase Duration (5 rounds/rank) +4 PP
Increase Duration (10 rounds/rank) +6 PP
Increase Duration (1 minute/rank) +8 PP
Increase Duration (up to 10 minutes/rank) +9 PP
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Chapter Seven Magic
FORCE WALL
PP COST: 7
RANGE: 10'
DURATION: 2 rounds/rank
SPELL TYPE: Utility
RR: —
SPHERES: Mage
TRADITION: Cealla, Weavers
DESCRIPTION : Creates a translucent wall
of force with dimensions of 10' wide x
10' high x 1' thick. Each wall segment
has 10 hits per rank of the caster in this
spell. The Force Wall must rest on a
solid surface.
SCALING OPTIONS:
Increase Wall Strength (to 20 hits per MAGESTAFF
caster rank) +5 PP
Increased size (per additional 10'x10'x1' section) +3 PP PP COST: 13
Shape wall +3 PP RANGE: Touch
(wall can be shaped even into a curved form DURATION: Permanent
- a large enough wall can be shaped into a hemisphere) SPELL TYPE: Utility
Meld wall +3 PP RR: —
(wall can fit seamlessly against other surfaces or
other Walls)
Increase Duration (5 rounds/rank) +4 PP
SPHERES: Mage
TRADITION: Any
DESCRIPTION: The caster must first obtain and craft a wooden
7
Increase Duration (10 rounds/rank) +6 PP or metal staff. The staff’s length must be equal or greater than
Increase Duration (1 minute/rank) +8 PP the caster’s height. The caster then enchants the staff with
Increase Duration (10 minutes/rank) +9 PP arcane energy, turning it into a magestaff. This item is attuned
Invisible Wall +5 PP to only the caster and can only be used by him. When this spell
is cast, the caster’s staff is enchanted to work as either a +1
GROWTH Power Point Adder or a +1 spell adder. This spell may be cast
PP COST: 6 on the staff multiple times, no more than once a day, to
RANGE: Touch increase the power of the magestaff. Each increase must be cast
DURATION: 5 rounds/rank separately. This spell has three special scaling options:
SPELL TYPE: Utility Dual Adder: This option allows the magestaff to be both a
RR: — spell adder and PP adder. This option may only be used
SPHERES: Mage when Magestaff is first cast on the item.
TRADITION: Gramarye Alternate Form: The magestaff need not be a staff in its
DESCRIPTION: Caster can alter target’s size, enlarging him form - armor, weapons, clothing, jewelry, etc., may be
and his possessions to twice his original size. enchanted as PP and spell adders using this option.
SCALING OPTIONS: Unkeyed: This option allows the “magestaff ” to be used
Increase size variance (up to 5x normal size) +5 PP by anyone.
Increase size variance (up to 10x normal size) +10 PP SCALING OPTIONS:
Increase Duration (10 rounds/rank) +6 PP Increase from +1 PP adder to +2 PP adder +6 PP
Increase Duration (1 minute/rank) +8 PP Increase from +2 PP adder to +3 PP adder +12 PP
Increase from +3 PP adder to +4 PP adder +18 PP
Increase from +4 PP adder to +5 PP adder +24 PP
Increase from +1 spell adder to +2 spell adder +6 PP
Increase from +2 spell adder to +3 spell adder +12 PP
Increase from +3 spell adder to +4 spell adder +18 PP
Increase from +4 spell adder to +5 spell adder +24 PP
Dual Adder (also a +1 spell adder or +1 PP adder) +6 PP
Alternate Form +6 PP
Unkeyed (may be used by anyone) +6 PP
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Chapter Seven Magic
SCALING OPTIONS: to draw back a bowstring for bows and re-cock reloaded
Deep Mist (as heavy fog) +3 PP crossbows. Due to the exact timings involved in this spell,
Increase Radius (per additional 10'R) +2 PP Reload Weapon cannot be combined with Haste.
Increase Range (per additional 50') +1 PP SCALING OPTIONS:
Increase Duration (to 10 rounds/rank) +6 PP Increase Duration (5 rounds/rank) +4 PP
Increase Duration (to 1 minute/rank) +8 PP Increase Duration (10 rounds/rank) +6 PP
Increase Duration (to 10 minutes/rank) +9 PP Reload Bow +6 PP
Reload Light Crossbow +9 PP
PREDICT WEATHER Reload Heavy Crossbow +12 PP
PP COST: 3
RANGE: Self SHARE ANIMAL SENSE
DURATION: — PP COST: 4
SPELL TYPE: Utility RANGE: 100'
RR: — DURATION: Concentration
SPHERES: Ranger SPELL TYPE: Attack
TRADITION: Venturer’s Guild RR: Will
DESCRIPTION: Caster is able to make a prediction concern- SPHERES: Mage
ing the weather to occur in the caster’s current location. TRADITION: Drei, Gramarye
This prediction will include the time (within +/- 1 hours), DESCRIPTION: The caster may share in the perceptions
type and severity of the weather. The prediction will be received through any one sense (sight, hearing, smell,
accurate 25% of the time plus 1% per rank known in this taste, etc.) from any one animal within range. Once this
spell (otherwise, the results are random). The prediction spell has been cast, the caster may continue to receive
may not concern events further than one hour per rank
into the future, and only relates to natural weather events.
Note: The Alternate Location scaling option allows the
this sensory data as long as the animal remains within
100' of the caster. (This can be scaled using the Increased
Distance options below). This spell gives the caster no
7
caster to make a prediction concerning the weather at a control over the target.
different place than his current location. However this other SCALING OPTIONS:
place must previously have been Studied using Study Target. Share Another Sense (per extra sense) +4 PP
SCALING OPTIONS: Increase Range (per extra 50') +1 PP
Increase Interval (1 day/rank): +2 PP Increased Distance (100'/rank) +4 PP
Increase Interval (1 week/rank): +4 PP
Increase Accuracy (to 50% + ranks): +8 PP SHARPSHOOTER
Alternate Location +4 PP PP COST: 3
RANGE: Self
RELOAD WEAPON DURATION: 2 rounds/rank
PP COST: 5 SPELL TYPE: Utility
RANGE: Self RR: —
DURATION: 2 rounds/rank SPHERES: Warrior Mage
SPELL TYPE: Utility TRADITION: Pascalline Order
RR: — DESCRIPTION: The caster can reduce all his missile weapon
SPHERES: Warrior Mage penalties due to range by 10 for the spell’s duration.
TRADITION: Pascalline Order Range penalties cannot be reduced below zero, so the
DESCRIPTION: In its base form, this spell automatically effective point blank range is unchanged.
reloads a sling, allowing the caster to fire the sling every SCALING OPTIONS:
round. The caster must fire the sling every round as the Increase Duration (to 5 rounds/rank) +4 PP
spell teleports a new slingshot into the sling every round. Increase Duration (10 rounds/rank) +3 PP
If the caster does not fire the sling or if the caster fumbles
any attack, then this spell ends immediately. Likewise if
the caster has no more ammunition within a 5' radius,
then the spell also ends. The Reload scaling options allow
the caster to reload bows and crossbows with the same
benefits and restrictions. Note that the caster will still have
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Chapter Seven Magic
7 SPHERES: Mage
TRADITION: Gramarye, Trallen
DESCRIPTION : Target’s skin takes on a stony look, and
the trench is not changed, except through the other
scaling options.
SCALING OPTIONS:
becomes as protective as Soft Leather armor (+20 DB). Increased Range (per additional 50') +1 PP
The target is not affected by maneuver penalties or Increased Length (per extra 1' length) +1 PP
spell casting modifiers associated with the armor. Increased Width (per extra 1' width) +1 PP
Increased Depth (per extra 1' depth) +1 PP
Scaling Options:
Shape Trench +4 PP
Increase Protection (as Studded Leather, +30 DB) +3 PP
Refill Trench +4 PP
Increase Protection (as Chain Mail, +40 DB) +6 PP
Increase Protection (as Plate/Chain, +50 DB) +9 PP
Increase Protection (as Plate, +60 DB) +12 PP
Increase Duration (5 rounds/rank) +4 PP
Increase Duration (10 rounds/rank) +6 PP
TELEPATHIC BOND
PP COST: 7
RANGE: Touch
DURATION: 5 rounds/rank
SPELL TYPE: Utility
RR: —
SPHERES: Mage
TRADITION: Usirae, Zirhus
DESCRIPTION: This spell allows the caster to create a
telepathic bond between himself and one other target.
The bond will only allow mental communication if the
members of the bond are within a certain distance of
one another. This distance is equal to 50' per member
of the bond.
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Chapter Eight Belynar
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Chapter Eight Belynar
The haunting, ruined city of Belynar stands at the Between these peoples, confused, broken, battered
heart of Cyradon. Much of Cyradon’s sad and tragic and facing an uncertain future, the city has begun to live
history has happened here. But now the city stands at the again, after a fashion. Lights burn in the empty man-
center of events again. The rebirth of the continent begins sions. The forges beneath the earth ring again, as the
here. In the shattered ruins of old, arrogant and decadent Dwarven and Tarahiri smiths seek to finish the work left
cultures, the human newcomers are determined to make undone by those who perished in the Devastation. They
the city their home. Under the guidance of the Gryphons bravely explore the broken underground tunnels of the
and the Rhona, the humans have taken the first steps to city. Others spend time trying to translate the mysterious
putting the land to rights. Cyrad glyphs in the rooms of the oldest buildings. Still
A few weeks ago, the land was empty, dead desert. others wonder what the large stadium to the north east
Now a small fragile rebirth has occurred. One of the of the city is for, and why all its entrances have been
precious Tears of Life were sacrificed in the Ritual of sealed shut by molten metal.
Estrousal. Living grass, living water and flowers bloom in The city is no utopia. It is a place of tension, of
what was red, sick, sand. Dead, petrified trees bear leaves scarcity and of fear. At any moment, the Schirae might
for the first time in half a millennium. Children swim in storm out of the wastes. At any moment, the results of the
rivers long dry. Skaldi poets call the newborn realm “the Ritual of Estrousal might gutter and fade and the people
Re-Awakened Land.” will be doomed. But even still, there is a sense that the
In the city above, the people from Anias are going humans stand on the cusp of something, that they are
about turning this blasted city into a home. They are ready to undertake something that will make history.
laying plans to explore the continent and colonize it.
For the first time in a long time, there is hope amidst BELYNAR: CLOSE UP
the despair of the Devastation.
The ancient city of Belynar is really two cities. There was
But it is only hope. The magic cannot last forever in
the Belynar of the Cyrads—a city that was full of beautiful,
the face of a land poisoned down to the roots of the world.
elegant, buildings, full of gardens and laughter and there was
Already the winds bring the poisonous red sand across the
Belynar of the Narsi, full of artifice and elaborate magic, and
streams and pastures. In the desert beyond, the Schirae
full of intrigues and huge monuments—in its day the greatest
wait, ready to assail the city and slay all within.
8 THE PEOPLE OF BELYNAR
city in the world. And now, the city of Belynar stands on the
brink of yet another rebirth.
The Belynar of the Cyrads was the most beautiful and
In the city of Belynar, several thousand human, Sithi perhaps the most enduring city. Time, the efforts of the
and Gryx refugees, and another couple of hundred Narsi, and the Devastation have been unable to obliterate
Mablung make their home (if only temporarily). Most are the work of the Cyrads. The Cyrads built their city into all
from the city of Tarahir in the distant west, a city which, sides of Mount Belnos and around its base. They built
like Belynar, was the center of an empire once. around the shores of the lake and across the plains that
The city exists under the watchful eyes of the lead to the Camal Sea. And they built to last. The Cyrads
Gryphons of the Blunt Hill Eyrie, a nest of those prized light and space, and greenery. They terraced the
beautiful creatures built high up in the Shival Moun- sides of the mountains to create space for light and airy
tains, just below the snowline. The Gryphons were homes and gardens. Most Cyrad public spaces were
sworn to guard the city by the ancient Cyrads. They gardens, and they loved the sound of flowing water.
shirked that duty once, and the Devastation was the Magical pumps and cisterns supplied water to all parts of
result, they will not do so again. Belynar. Parts of this water supply works to this day,
When the ancient Royal Road opened, it was a group sustaining the refugees.
of terrified bedraggled refugees, fleeing for their lives, Cyrad architecture is perhaps the most visionary
not a group of arrogant magicians or empire building architecture of its time, or any time. The Cyrads were
legions. The Gryphons also sensed that other forces were master metalworkers, expert woodworkers and toolmakers.
at work, and the coming of the humans would put things But their true love was stone working. They were brilliant
in motion which could change their lives – forever. architects and master masons. But the strangest fact about
Humans had enslaved the Gryphons once before, with the Cyrads is that they created their impressive, soaring,
the connivance of the Arali. But these humans came fleeing amazing cities…without any form of concrete or indeed
slavery. The Gryphons of the Blunt Hill exist on the fringes mortar. Instead, the Cyrads expertly worked each stone,
of their society. They quickly found common cause with the each column, and each support individually. Their stone
human fugitives. Fellow mortals, they have much more in work was more akin to the Sithi’s woodwork. Tabs and
common with the humans of Tarahir than they have with alternating slots were cut into the blocks – made of basalt
creatures such as the Arali Elves or the Rhona Gnomes.
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Chapter Eight Belynar
and granite and marble – with microscopic perfection. in the world, felt that they could do better. They would
Once a block was laid, it fitted perfectly and would not rebuild and remold Belynar in their own image. It would
move. The combined effect of gravity, the weight of the become a place, where free of mundane distractions and
stones and the marvelous perfection of each individually burdens, they could devote their time to magical pursuits.
carved stone meant that the effect was an incredibly solid The new city would also be built to impress and intimi-
structure. A Cyrad building, once built, would not move. date—the haughty Arali Elves who grudgingly suffered the
But the Cyrads did not merely build solid rectangular presence of the human wizards had to be shown that the
buildings: the Cyrads built smooth, curved structures: Narsi were a force to be reckoned with.
towers, roundhouses, temples and halls all surrounded by The Narsi chose the southern and western slopes of
wide, smooth, curved walls. The Cyrads built their cities in Mount Belnos for the site of the new Belynar. They
the highest mountain peaks, shaping the very mountains demolished existing Cyrad buildings, reopened some of
themselves into places where cities could be built. The the Cyrad forges in the western depths of the city, and
Cyrad towers and mansions soared out of their high alpine then completed the tunnels out to the western slope.
homes. The Cyrads made beautiful cities on mountains the Practical considerations, however, did force the Narsin to
way lesser men made primitive fortresses on bald hills. reuse some of the old Cyrad areas of Belynar, since it was
The heart of Cyrad Belynar is the “Central Court”. unfeasible to build a new entrance to the city. The House
This is where the refugees first set foot in Belynar. In of Meeting, which the Narsin used to entertain distin-
addition to the Royal Road, the square is rimmed with guished visitors, was located in the old city as was their
large, stately buildings. Most of these buildings survived magical academy.
the Devastation reasonably well, though time has naturally Only a new site would do for the Prime Sanctum
taken its toll. Fanning outward from this square are the however, which they placed on the southern slopes of the
streets, terraces, houses, shops, and workshops of ancient mountain. The Prime Sanctum was built as a deliberate
Belynar. Most of the human refugees have established echo of the Temple Sanctum in Tarahir, but larger. The
themselves in the buildings surrounding the Central sanctum was surrounded by a ten foot high, white wall.
Court, since they have access to the working water supply Inside the walls were temples, workshops, towers and
and roofed accommodations. Much of this area still libraries. They used only the most expensive materials, and
remains unexplored, especially the areas leading to lavished the buildings with decorations. Roofs and fittings
chambers and passages built into the mountain.
Note: The readily accessible areas of Cyrad buildings
were gilded, paths were inlaid with panels of semiprecious
stones and walls were decorated with glittering patterns of
8
are empty save for the debris of two millennia. There are precious stones. Large marble statues of famous Narsi
no obvious Cyrad artifacts and no remains of unfortu- adorned the sanctum. At the center of the complex stood
nates caught by the Devastation. There are however sealed the Tower of the Stars, a thin needle like tower jutting into
doors, painted walls, and carved glyphs aplenty. When the western sky. Outside the walls, the Narsi built extrava-
asked, the Gryphons will say that these buildings have gant, elaborately decorated villas with huge amounts of
been empty as long as they can remember. As for the internal space. The more important Narsi were given leave
sealed doors and underground chambers, the Gryphons to build their villas close to the walls of the Prime Sanctum.
will say that they have not explored them—seeing no need Less important Narsi built their villas further down the
to poke their beaks into dangerous places that don’t slope, towards the bottom of the falls. Far from the concerns
concern them. (Though a few very curious Gryphons have of Anias, the Narsin looked out onto the serene sight of the
indeed made forays into these areas.) When asked about Shival Mountains and the waterfalls.
the Cyrads, the Gryphons will say that the Cyrads van- The Prime Sanctum was especially badly hit during
ished. Where the Cyrads went and what became of them the Devastation. The beautiful white walls survived
are unknown. However, Gryphons that are knowledgeable intact, though they are blackened and covered in red
in history will say this—by all accounts there was no dust. All that remains of the Tower of the Stars is a pile of
evidence that Belynar or other Cyrad cities were attacked rubble. The roofs have caved in on the few buildings that
or invaded. Scouts sent to investigate the disappearance of remain standing. Semiprecious stones lie scattered across
the Cyrads found no traces of violence. the ground. Crumbling walls mark the outlines of most
When the Narsi came to Belynar, they found that city of the buildings, and black cellar holes lead into the
was “too cluttered” with deserted buildings. Although the depths of Mount Belnos. Statues erected in memory of
buildings could all be repaired, the Narsi wanted a blank great Archmages of the order stand, anonymous and
slate for the heart of their magical activities, a place they blackened, on raised plinths proclaiming that their
called the Prime Sanctum. Cyrad architecture and names will never be forgotten. But their names have been
achievement was all very well—if you liked that sort of forgotten. Newcomers can walk through the remains of
thing. But the Narsi, who were after all the greatest wizards the citadel and wonder who precisely Gentalus was, and
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Chapter Eight Belynar
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Chapter Eight Belynar
who Eriksal might have been. No one knows, no one central court, is the safest area of the city since it has
cares and it hardly matters. been regularly patrolled by Gryphons.
The Devastation destroyed most of the villas around 3. THE VOLCANO BRIDGE
the sanctum; they were built of brick, but roofed and This was an impressive piece of engineering, origi-
floored with wood. The western slope of Belynar is a sad nally built by the Cyrads and later modified by the Narsin.
graveyard of broken buildings, fallen walls, blackened It was a long, elegant bridge that stretched across the
rocks and tumbled towers, all looking out towards the old gaping depths of the volcano itself. It was damaged during
waterfalls. Three gushes of water pour out of the moun- the Devastation, but it remains intact enough for someone
tain snows. At one time, there were a dozen such streams brave or foolish enough to pick his way across. The bridge
pouring down in endless white waves. The Narsin once spans the way across the dark abyss below. It’s a long drop.
called the cleft between the mountain of Belynar and the
waterfalls the Rainbow Valley. The flow of water has begun 4 THE RIVER GATE (AKA THE MAIN GATE)
to increase once more since the Ritual. The River Gate forms the centerpiece of the Central
The Gryphons ignore the old villas as a rule. Too Slope of the mountain. It rises at the foot of the mountain,
many young Gryphons have come to injury playing a white and blue gate, gleaming in the dawn. A wide tunnel
amongst the loose stones. Some of the refugees have taken leads beneath the gate complex and slopes upward, termi-
to coming out here to be alone, or to conduct private nating at the upper gatehouse. Visitors exiting the gatehouse
business. It is a long walk from the shelters on the eastern emerge in the central court.
side of the mountain and one is unlikely to be disturbed. Two “arches of light” pass over the road on either side
Some treasures may lie preserved and buried beneath the of the gate. The arches were made of white marble and
fallen stones. It is a lonely place, of little importance. But illuminated by a dozen torches on each arch. The lights on
there, up at the top of the slope, near the peak, the either arch and on the River Gate danced off the surface of
observatory still stands. If someone could only repair the the lake and made a beautiful and impressive sight.
damage to it and let it gaze into the heavens again. Despite all its finery, the gate is a defensive and defensible
After the Devastation, Belynar was left empty. position. It was once part of a high Cyrad built wall construc-
tion, a wall which ran the circumference of the mountain. The
BELYNAR MAP gate remained one of two primary entrances into the heart of
8 1. THE CENTRAL COURT
This is the terminus of the Royal Road. It is a large
the mountain and successive occupants have both fortified and
beautified the gate. The gate is actually a long tunnel, dotted
with murder holes for archers to man and a succession of
square with a marble “floor” and a heavy stone pedestal with
heavier and heavier gates concealed in the ceiling. If an invader
a jewel embedded in it. Beautiful old Cyrad buildings flank
were to breach the main door, a secondary gate would fall from
the square. The largest of these is called the royal palace,
the ceiling, then a third, fourth and fifth gate.
though its original purpose is unknown. The palace is now
Invaders have never entered the River Gate – anyone
the headquarters of the refugees provisional government.
assaulting the mountain would have to climb the sleep
2. OLD BELYNAR slopes under archery fire, falling rocks and counterattacks
The original city of Belynar was built on a series of by skirmishers. The mountain is hardly invulnerable, but
wide, sloping terraces carved out of the mountain. Some it does represent a difficult tactical problem. At the height
of the buildings are set into the sides of the mountain of the city’s power, it had thousands of defenders.
and others are free standing. Even the freestanding The gate is remarkably well preserved, though no one
buildings often have underground storerooms and access has relit the torches yet. The command and control areas
to the interior of the mountain. These buildings are in above, from where someone can operate the gate mecha-
different states of repair, some are almost entirely in nisms and get a good view of an attacker, are in excellent
ruins, but a surprising number are almost habitable— condition and the gates have almost been repaired by the
and have easy access to fresh water. In several places, Dwarven and the Tarahiri Guard. The Tarahiri Guard has
there are large tunnels that lead into the mountain. taken control of the Gate.
Courageous refugees who have explored these buildings Immediately above the gate is a mesa style series of
and the outskirts of the tunnels have reported many barracks rooms, built behind fortified stone. The rows of
sealed and locked doors. This area of Belynar, next to the the barracks are crowned by crenulated defensive
positions, but the roof is in a very poor state of repair.
Many of the Tarahir Guard, New Tarahiri military and
Note: The scale of the Belynar map is in Skaldi warriors have taken up residence in the old
cubits. A cubit is approximately 18". barracks and all have worked very hard to turn the ruins
into something homelike.
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Chapter Eight Belynar
A sheer escarpment, fifty feet high, looms over the platform-roads (called Streitos). Some of the houses open
barracks. The barracks are not built into the mountain, but up into cellars carved into the mountain – and by tunnels
rather built against the mountain. Thus if an invader were back towards the grand staircases inside the volcano.
to win into the barracks he would find that there is but one
12: THE PIERSIN THEATRE
heavily armored door, barely high and wide enough to fit a
The Piersin Theater took its name from a legendary
man through, blocking the way deeper into the mountain.
actor of Tarahir. Once this was one of the most popular
5+6+7 THE WESTERN MOUNTAINS buildings in Belynar; the Narsi and Arali Elves flocked to this
The western mountains are tall, sharp, snow capped large marble building in droves for theatrical performances.
and almost unclimbable by any on the ground. In the The building is now a blackened, crumbling shell. The stage
crags and cliffs below the snowline, some of the Gryphons floor is exposed revealing rooms and passages carved into the
make their homes. depth of the mountains. Gryphons have occasionally
8. THE LAKEBED reported hearing voices, music, and laughter in these ruins.
Once filled by a deep, blue lake stretching for miles 13. THE COLISEUM
out on the low plateau in front of the volcano, the lakebed The ruins of the coliseum are an enduring symbol of
became a dry, dusty waste in the wake of the Devastation. Narsi and Arali folly and hubris. Here magical constructs
Now after the ritual, the lake has slowly begun to fill again. and monsters fought one another in huge spectacles. Vast
The shores of the lake are surrounded by the ruins of sums of gold were wagered on the outcome of these battles.
Cyrad, Narsi and elvish villas and temples. Mages and Arali princes vied with each other to build more
9. THE PRIME SANCTUM powerful constructs and to import exotic monsters. Rumors
The Prime Sanctum was almost completely de- abound that some of the monsters who fought in these
stroyed in the Devastation. All that remains of the battles had their origins on other worlds. The vast pits
Tower of the Stars is a pile of rubble. The roofs have beneath the coliseum still contain constructs that were used
caved in on the few buildings that remain standing. in these battles. The pits also contain monsters—held in
Semiprecious stones lie scattered across the ground. magical stasis. Occasionally, one of these constructs or
Crumbling walls mark the outlines of most of the monsters rumbles to life and will run amok among the
ruins of Belynar. As yet none of the Gryphon guardians
buildings, and black cellar holes lead into the depths of
Mount Belnos. Statues erected in memory of great
Archmages of the order stand, anonymous and black-
have found a satisfactory means of controlling and deacti-
vating the constructs or dealing with the monsters. They
8
ened, are raised on plinths proclaiming how their have a disconcerting tendency to come to life when anyone
names will never be forgotten. approaches. All of the refugees have been warned in no
uncertain terms to not go near the coliseum.
10. THE MAGICIANS’ BUILDINGS:
14. THE THIN WALK
These were the buildings constructed by the Narsi. They
were ornate, well constructed, and enchanted. It wasn’t The Thin Walk is a slowly climbing dike built late in
enough. The mountainside was scoured by the fury of the the time of the Narsi, a walkway which allows someone to
Devastation – and many of the buildings were flattened. A progress past the gatehouse and then up past the old
few dozen hollow ruins still stand. The majority of the Narsi’ Fountain Path towards the Mages Guild. The various
homes and laboratories were on the upper slopes of the military defenders of Belynar argued against the Walk’s
western side of the mountain, but two important places are construction and continued existence. The Narsi pointed
easily accessible on the eastern side. The Lower Academy and out that their magic could defend against all comers. The
the Storehouse are easy enough to get to, but navigating military men responded by using the Walk as a place to
inside is difficult and treacherous. Fallen rocks and magical practice archery. The message was clear – any foe climbing
traps are the least of the adventurer’s worries. Many of these The Thin Walk could be shot off by archers.
buildings have chambers built deep within the mountain. 15. THE FOUNTAIN CLEFT
11. THE MESA HOUSES On the ninth level, a flue of warm volcanic water
On the cliff face above and on either side of the bubbles forth in a raging torrential stream. The stream
courtyard, there are dozens of small mesa buildings, pours down the mountainside, forming the “Fountain
rooms, homes and workshops cut into the rock. They too Cleft,” the distinctive river scar that cuts down the central
were mostly consumed by the Devastation, but the rooms slope of Belynar. The Fountain River disappeared under
themselves still exist. The rooms are linked by a series of the earth near the road, and then filtered into the old lake.
tunnels and an underground city behind. The houses are The Fountain stopped running when the Devastation hit.
generally large, and usually built in rows along the The Fountain Path is one of the newer constructions
in the city, a stairway from the custom house which met
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Chapter Eight Belynar
an old animal trail close to the barracks complex. The a sad, faded, somewhat tawdry look. The frescoes and
idea was that someone in the barracks complex could mosaics are long ago soiled and stained. The stained glass
walk up to the Custom’s House without entering the city. windows which opened to the sky are broken.
Plans were drawn up to build a proper walkway to the Even now, no one comes up here. The pipes are dry.
barracks, but they were never implemented. No water flows. It is a cold, miserable place to be, as the
Instead, the Fountain Path was extended into the wind scythes in off the highlands. Black pumice stones still
Thin Walk, the only direct route from the ground level up lie on the paved street, left in heaps by the pseudo erup-
onto the slopes. tion which caused the Devastation.
16. THE HOUSE OF MEETING Inside the bath houses, the floors are covered by the slag
mounds left by the few actual eruptions of lava that accom-
This once lavish building was where the Narsi
panied the Devastation. In one of the lava flows in the Narsin
received important visitors, diplomatic delegations and
bathhouse, the remains of a Narsi servant can be seen, half
held official diplomatic functions.
burned, half mummified by the poison. He lies, half sunk
The House is an empty ruin. Its circular walls stand
under the lava, his boney face staring blankly to the sky. The
naked inside. Its floor, once decorated by carvings, carpets
Gryphons have tried to cover him up on many occasions, but
and intricate mosaics, is now covered with debris and red
whatever shroud or barrow they cover him with always seems
sand. Four stories of windows stand empty and open.
to fall away after a few years. Likewise, he cannot be moved.
The roof, and its map, is half intact, but the map is so
Tools blunt when someone tries to pick at the lava.
faded as to be barely recognizable. Cyradon is plainly
recognizable. Some of the Shattering Islands are also 18. THE BATH HOUSES
visible, but little else. A ruby “star” far to the west of the • The Arali House is the southernmost of the three
Cyradon map seems to represent Tarahir. houses. It is a plain building outside, built like a
The House is linked to the Merchant’s Streitos by the Tarahiri mansion. Inside, the remnants of Janieal
Western Fountain Path, a broad stepped path leading upwards. styled murals and frescos can be seen. The house
The only thing that survives in the Meeting House is a seems to moan with the wind; it’s a very sad,
small Memoriam. The Memoriam has a statue represent- echoing sound.
ing the day god as the merchant, but carrying a sigil of the • The Narsin House is the next house, heading
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The telescope itself was about 150 feet long, with a the remains of Narsi stores. A small number of chambers
massive lens of about 20 feet in diameter. The lens is a are locked and magically sealed. These chambers are
particularly impressive piece of work since it was not built clearly labeled in ancient Cyrad “Stasis Chamber—
with any form of magic. Emergency Stores.” Opening these chambers breaks the
stasis. The contents may prove to be the salvation of the
UNDERGROUND BELYNAR refugees. The chambers contain food, seeds, clothing,
The inside of Mount Belnos is a warren of storage cloth, tools, books, and other useful items.
chambers, workspaces, sanctums and even living spaces. The Narsi also expanded the underground city. They
The tunnels run from naturally occurring lava flues to needed workshops and laboratories far from the distrust-
meticulously carved mining shafts to wide halls for ful and prying eyes of the Arali Elves and the Gryphons.
industrial production. The Cyrads made the first deep The Narsi turned some of the inner halls into parts of the
excavations, where the vile smelling works such as city proper, installing eternally glowing magical lighting
tanning, forging and distillation could be carried on. The and sealed off the places below. The “winding path”
Cyrads created filters – made of specially soaked pieces of climbing between the levels on the inner cone of the
linen – which could absorb the worst of the smells. The volcano was one of the wonders of the world, and roman-
stinking wads were then buried further down, in tunnels tic Arali elves would travel far to see the beautiful universe
opened in the lava flows. of lights suspended in the shadow at the center of the
As Belynar became the all important Eastern Gate of the mountain. Below, past locked doors, the Narsi set about
Cyrad realm, the city was expanded further, with vast refining their high magic, learning ways to open paths to
stairways linking hewed inner levels and the artificial shelves new worlds, and seeking to tame their creations and the
and precipices within the vast cone of the volcano itself. In otherworldly creatures they had captured.
time the Dwarven friends of the Cyrads established a small Then came the Devastation, and all these fine works
complex in Belynar, and contributed much to the beauty, of mortals were equally destroyed. What remains – as
strength and design of the tunnels within the mountain. above, so below – of their work is a confused jumble of
The Cyrads also used many of the mountain cham- debris, ruins and randomly preserved monuments to the
bers for storage. Most of these chambers are perfectly creativity, intelligence and hard work – and arrogance – of
those who had dwelled in Belynar in times past.
ordinary store rooms, some are empty and others contain
8
The Coliseum
The Coliseum symbolizes the folly and grandeur of the monsters and constructs The tunnels beneath the coliseum are a
Narsi and the Arali at the height of their power. The building labyrinth of monster pens, stasis chambers for dangerous
grew out of their mutual obsession with the bizarre, the monsters, storerooms, training rooms, armories and accommo-
monstrous, the exotic, and their love of spectacle. In the years dations for guards and trainers.
after the Narsi came to Belynar, a few of the wizards began Coliseum spectacles varied. There were, of course, the
researching the origins of monsters. These wizards would use the perennially popular monster versus monster events, but the
Royal Roads in their studies, often capturing monsters and sophisticated tastes of the Arali and the Narsi demanded more.
bringing them to Belynar for study. The captives were housed in Events were designed to show off the monsters and constructs to
private zoos, and became objects of curiosity and envy. Still other their best advantage. Some of the larger saurian monsters were
wizards invested their time in building magnificent magical trained to be ridden by jousters, and went into battle armored.
constructs, which they periodically paraded through the streets Other monsters and constructs were trained and designed for
of the city. mass combat. Many of these events were accompanied by
Maintaining a monstrous zoo or magical constructs elaborate magical illusions.
required power and wealth, and thus became an outlet for the Over time the Narsi and the Arali began breeding
political and social rivalries of the Narsi and the Arali. Owning a monsters and building constructs especially for arena combat. Many
zoo of exotic monsters or a collection of constructs soon became of these creations were destroyed in the Devastation, but some
de rigeur. Some wizards and Arali even went so far as to recruit managed to survive and even thrive. Still others remained in stasis
the more intelligent monsters as bodyguards and retainers. beneath the coliseum in the years that followed. Occasionally a stasis
Monster acquisition and construct design and building and chamber would fail and release a monster. Gryphon and Arali mages
display became an obsession among the aristocracy of Belynar, responded by magically sealing the coliseum entrances.
Desnia and Shival. In time it became necessary to establish the After the Devastation, many of the Desnian Arali gave
superiority of rival collections. up their perilous hobby. Although the human wizards were
What began as small private events soon became blamed for the disaster, the Desnians privately at least, acknowl-
public spectacles, which naturally required a suitable setting. The edged their role in the events that led to the Devastation. On the
Coliseum was built to accommodate 30,000 spectators and Desnian island of Cairnus however, the entrenched habit of
provide secure stabling and holding pens for a host of different monster breeding continued.
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THE RE-AWAKENED LAND 1. Belynar – In the heart of Cyradon and the center
of the Devastation lays the great city of Belynar.
The Re-Awakened Land is a loose circle of “healed” Once home to the mysterious Cyrads and later
land in the heart of the devastation. It is about 240 miles home to the powerful mages of the Narsin, the
across at its widest point. However, on the fringes of the city is once again alive with the sound of inhabit-
green area, the pastures are already slowly dying. What’s ants. Thanks to the Ritual of Estrousal, per-
more, the reawakening has lent the realm a very poignant formed by the Rhona Gnomes, the land around
air. Shoots of grass now sprout amongst ruined temples Belynar has been “Re-Awakened” and is once
and houses where the Shivan Arali and the Narsi once again healthy and able to support life.
lived. The old rivers fill but slowly – much of the snow- 2. Nabdur– This is more of an outpost than an
melt from the Shival Mountains that should flow down actual town. It sits upon the coast where the river
into watershed around the Camal Sea has not filled the flowing past Belynar empties into a small bay on
network of dry river channels and irrigation ditches. the Camal Sea. It consists mostly of warehouses,
Slow moving trickling streams seep through channels shipyards, and other structures to support both
carved by much bigger rivers. sea and river traffic. Nabdur was also home to a
The land has a long way to go before it can ever be small fleet of barges that were used to shuttle
properly restored. But the refugees have a fighting chance goods up river from the Camal Sea to Belynar.
to survive here.
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3. Sefnar – This is the town of Sefnar, located upon a 9. Rhona Valley – This long valley is protected from
small hill surrounded by fertile fields that are nearly the Devastation by the surrounding mountains,
ready to harvest. Once a thriving community the and by the later efforts of the Rhona. Within the
town now stands desolate and bare. For more forests covering the slopes of the valley are a
information about Sefnar, refer to Chapter 10. number of areas specifically set aside for the
4. Ruins of Adahar and Khafar (the Twin Cities) – breeding of animals. Since the Ritual of Estrousal
These two cities are often referred to as the Twin has awoken a portion of the land, the Rhona have
Cities. This is partially because they sit facing slowly been releasing these animals into the wild.
each other across a small 3 ½ mile wide channel. 10. Orjavir, a Dwarven Mine – This distant outpost
It is also because they were founded by twin was the location of an ancient dwarven mine,
brothers; twin Narsi that were always in competi- last used back when the Dwarves aided in the
tion with one another. Legend has it that they building of Belynar. Like many dwarven
would battle aquatic monsters and constructs in outposts, it was abandoned when the minerals
the Channel between their cities. Whether or not played out.
this is true has never been proven. 11. Korolf, a Dwarven Mine – Unlike the Orjavir
5. Ruins of Kausur – Kausur is a small fishing Mine, this mine was for a small node of magical
village built on the coast of the Camal Sea. minerals. Like all magical ores, the metals and
Sheltered by a thick forest on the landward side, minerals found in this mine regenerate over time.
the inhabitants of Kausur tried to stay out of the It is quite likely that this mine has fully regener-
normal Arali politics and the rivalries that ated in the years since the mine was closed.
formed between the other Arali and the Narsi. 12. Ruins of Adjmar– This large town was once the
Unfortunately, this could not save them from the center of a large agricultural community. The
energies and baleful magics released by the edge of the Re-Awakened Lands pass right
Devastation. Although the land around Kausur through this town, giving it an odd, extremely
has been restored, the town is still a desolate, disturbing appearance as you can look down one
empty place. street and see lush growing plants on one side,
6. Ruins of Sansur – Sansur is easily twice, perhaps and the cracked, dusty ground of the Devastation
even three times, the size of Kausur. Sansur was
once a major port for the Camal Sea. It was the 13.
on the other.
The Necropolis – This area is, literally, a city of
8
gateway port for ships from other port cities and the dead. It contains nothing more than
towns around the Camal Sea, and ships that plied thousands upon thousands of small, medium
the Tanolain River between the inland sea and and large crypts, tombs, and mausoleums. They
the city of Taravant and on further to Jalapur. reside on the ridge above the cliffs, on the plains
7. Ruins of Paliranur – This town served as a below the cliffs, and even dug into the face of
gateway between eastern farmlands and Belynar, the cliffs.
Taravant, and Jalapur. It has many large ware- 14. Jagmar Keep – High atop a lone plateau, jutting
houses for holding freight bound for Nabdur or above the highland plains, is Jagmar Keep. This
Sansur. This city actually sits outside the Re- ancient fortress stands like a sentry over the
Awakened Lands, so there is nothing growing in surrounding farmland and the small villages
or around it, except for perhaps a few monsters. clustered around the base of the mesa. What is
8. Nostin, a Dwarven Outpost – This ancient city is strange is that there seems to be no road leading
located within the cliffs overlooking a large lake from the base to the top of the plateau, and
at one end of a valley that has been long pro- there do not seem to be any caves or tunnels
tected by the Rhona. Nostin was home to the allowing entrance either.
Dwarves that aided the Cyrads in building
Belynar. It even has a teleportation chamber
leading directly from Nostin to Belynar.
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BESTIARY
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Cliff Rukh – These large avians are most Rasicar – Originally a creature designed and
commonly found in mountainous created by the Narsi, the Rasicar are
regions unless they are out hunting now pure Aberrations of the Devasta-
prey. The restoration of the area tion. Luckily, not many of these huge
around Belynar has revived a scavengers have found their way into
number of these creatures. other areas.
Fey Drake – These small creatures are most Schirae – The Schirae live scattered around
common in Aneirin and the forests of the outskirts of the Devastation, most
northern Janieal and southern Ischea. notably in the Melanae Forest.
Gorger – These creatures are Aberrations Stionoir – These avians thrive in the highland
and freely roam the Devastation. plains of the Re-Awakened Lands, and
Infrequently, a group of Gorgers may the restoration has generated many
find their way into other lands. wild herds of these creatures.
Leshii – These elusive beings are only found Swamp Octopus – This creature lives
in Aneirin. It is rumored that a few primarily in swamps such as the
may live within the bounds of Ischea, Yftelan Mire and the Tanolain Delta. It
but that is unknown. is not known if they can live in streams
Malas – The Malas live in hilly ground and or rivers outside the swamplands.
forested lands. This would make them Tagus – These creatures are only rarely
common to the Madiarian Forest. found in the wild, but when they are,
They are less common, but also found they are most often found in moun-
in the wilds of the Re-Awakened Lands tainous and rocky terrain, which suits
surrounding Belynar. them quite well.
Manticore – These vile creatures are most Three of the creatures on the above list are also
commonly found around the foothills listed within Monsters: A Field Guide. They are included
of the Mountains of the Moon, a spur here because they are creatures that are definitely found
of the Mountains of the Morning. within Cyradon. Other creatures from both the HARP
Murshie – These creatures are most com- rulebook and Monsters: A Field Guide may also be
monly found in the Yftelan Mire, but it found, but it is up to the GM to determine whether or
is rumored that they may also dwell in not they will be found. The following table lists the
shallow rivers, and perhaps even in creatures from those two products that may make good
both the swamplands of the Madiarian
Forest and the Tanolain Delta.
Nagah – Nagah live exclusively within the
additions to Cyradon. More information on the listed
creatures may be found in the HARP rulebook and
Monsters: A Field Guide respectively.
9
Madiarian Forest, however, it is not
unusual for raiding parties to leave
the forest. HARP Monsters: A Field Guide
Nagaral – The Nagaral live only around the Ant, Giant Normal Animals, Any
bay where they built their cities.
Ape, Giant Barghest
However, a few Nagaral do travel, and
they can be spotted in Ciastan, and, Beetle, Giant Cerebus Hound
more rarely, Llyrius. Cat, Large Cockatrice
Patago – These creatures live solely in the Demon, Any Demons, Any
Madiarian Forest. Golem, Iron Elemental Bird
Quinakh – These creatures live in deep pools
Hydra Fiend, Any
of water in swamps and rivers. They
can be found from the Yftelan Mire Rat, Giant Harpy
down to the Tanolain Delta. Luckily, Sabertooth Tiger Lernean Serpent
they are quite rare. Scorpion, Giant Nightlord
Rainbow Beetle – This giant insect is prized
Spider, Any Undead, Any
and bred for various purposes. They
can often be found in great numbers Undead, Any
in wet woodland areas when located in Wasp, Giant
the wild. Wolf
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Base Move – This is the Base Movement Rate of the creature. creature having treasure is dependant upon the level
This represents how many feet that the creature may of the creature. To determine the chance of the
move in a given round at a walking pace. creature having treasure roll percentile dice, and roll
Hits – This is how many Concussion Hits a creature has at under a number equal to 20% + 3% per level.
the given level. If the GM alters the creature from the The code for treasure determination looks like
base level, he needs to remember to change the the following: N2R3(10)P and is used to determine
number of hits accordingly as well. what rolls to make in order to determine the treasure
DB (Defensive Bonus) – This is the creature’s Defensive to be used. The code contains three segments (Magic,
Bonus, and is subtracted from all attacks made Money, and Mundane, in that order) and each
against the creature. It already includes such features segment contains three possibilities, Poor (P),
as armor and shields that the creature may have. Normal (N), or Rich (R).
Intelligent creatures may increase this by parrying, or If a code is followed by a number, then the GM
through the use of magical items. should roll on the indicated column the indicated
number of times. If the code is followed by a number
Attacks – This section gives the creature’s Offensive Bonus
in parenthesis, then the results of all rolls are then
(OB). It often lists more than one OB if the creature
multiplied by that number to get the total. If the code
has different forms of attack available to it. The first
is not followed by any number, then only a single roll
one listed is the primary attack of the creature, with
is needed for that chart. If there is a ‘—’ instead of a
any others listed being secondary attacks.
code, then no roll is made for that type of treasure.
# Enc – This is the number of creatures normally encoun- Using the example code above, N2R3(10)P, we can
tered when they are found. This does not represent see that the treasure is comprised of 2 rolls on the
how many may be in its lair, only how many normally Normal Magic column (N2), and 3 rolls on the Rich
travel together. column of the money chart, with the total of all three
Outlook – This represents the creature’s normal outlook rolls being multiplied by 10 (R3(10)), and finally a single
and attitudes to those that it encounters. This also is roll on the Poor column of the Mundane Items chart.
used to denote the creature’s basic behavior patterns Stamina RR – This is the creature’s total bonus to Stamina
as well. The following list shows the codes that may Resistance Rolls.
be used. Will RR – This is the creature’s total bonus to Will
Aggr. – Aggressive. Creature is aggressive and will Resistance Rolls.
attack if provoked. Magic RR – This is the creature’s total bonus to Magic
Aloof – This type of creature will normally ignore Resistance Rolls.
others unless attacked or interfered with.
Bellig. – Belligerent. This type of creature has a nasty
DESCRIPTIONS 9
disposition and will often attack without provocation. This section gives a description of the monsters listed
Berserk – This creature will attack the closest living on the Monster Quick Stats table along additional
creature until it is destroyed. information about the creature. Each description
contains the following items:
Cruel – Not only is this creature hostile, but it enjoys
Abilities – This section will list any racial or special
causing death, pain, and suffering.
abilities of the monster. Any abilities given that are
Domin. – Dominating. This creature desires power not located in the Talents section will be detailed at
and attempts to gain it by controlling and the end of the Monster descriptions.
dominating others. IQ – This section will give the creature’s intelligence
Greedy – This type of creature will attack and/or steal and sentience level and some information on how the
from others if the risk is not too high to itself. creatures act.
Hostile – Will normally attack other creatures on sight. DB – This section will give a breakdown of the
Hungry – This type of creature will normally attack monster’s DB telling where each portion of it
anything that it considers edible when hungry, comes from.
otherwise consider it to be Aggressive. Skills – This section will give a few commons skills
Prot. – Protective. This creature is normally very that will be useful in running the monster. The GM
protective of a thing, place, other creature, etc. may add other skills as he sees fit. They are in the
following format: Skill Name (# of ranks) Total Bonus
Treasure – The section of the stat block for treasure gives
you some codes to use in determining what treasure
the creature might have. The base chance of a
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against a stationary target at full speed in hopes of Fey Drakes form colonies, building nests from tree
overwhelming the target. bark, mud, and other materials to create what eventually
Abilities – Tough Hide (Major); Survival becomes a nest as tall as a man. Up to a dozen of the
Instinct; Dense Musculature creatures live within it. At night, they gather in the colony
IQ – Bounders are very smart animals, not above for warmth, and feed on small insects and other tiny
laying in wait for their prey before running it down. creatures they have stored in a hoarding chamber. During
DB – +20 Stats; +40 Tough Hide (Minor); +5 the day, they roam rapidly around the forests and plains
Dense Musculature; +45 Survival Instinct where they build their colonies, feeding on nectar and
Skills – Perception (30) 90; Ambush (20) 86 trapping insects to return to the colony’s hoard. Fey Drakes
are territorial, and they will attack anything they perceive as
CLIFF RUKH a threat to the colony. This means anything that blunders to
The Cliff Rukh is an extremely large bird of prey that within a few hundred yards of the colony, whether the
likes to nest in the crags of high mountains. While they are unfortunate victim has the hive within sight or not. These
most often found within the mountain ranges where they creatures attack en-masse, swarming intruders, snapping
nest, they will sometimes venture into other types of tiny jaws, and lashing out with their tails.
terrain that are nearby. Fey Drakes aren’t especially dangerous; they are
Until the Rhona performed the Ritual of Estrousal, merely an annoyance to surprised “intruders”. In combat
the only place where Cliff Rukhs could be found was on Fey Drakes will continue to fight as long as they think
the more remote mountains of the islands surrounding there is a threat to the colony or themselves. Once the
Cyradon. A side effect of the Ritual restored those long threat has left the proximity of the colony, they will usually
lost eggs to life, and quickly brought not only the eggs, but retreat. Swarms of the determined creatures, however,
the newborn hatchlings to maturity as well. Thus there are could potentially kill a smaller creature, such as a Halfling
now dozens of these large airborne predators soaring or a human child.
across the sky. It is rumored that the Narsi tried to improve upon the
These birds have a 10' wingspan and a body that is Fey Drakes to make them more exciting for the coliseum.
generally about 4' in length. The average Cliff Rukh is There have been reports of colonies of Fey Drakes who
amazingly strong for its size and can easily lift prey seem to have received an Elemental Template, but these
weighing up to 50 lbs, meaning that it is capable of reports have never been verified.
carrying off small children when hungry. The Cliff Rukh is Abilities – Flight; Enhanced Scent; Tough Hide
not above stealing food from other Rukh, or attacking (Minor); Survival Instinct
other animals in order to steal their food. Normally, there
will be only one Cliff Rukh within a given 50 mile radius.
However, the sudden birthing caused by the Ritual has left
IQ – Fey Drakes are extremely intelligent crea-
tures, equivalent to that of a small child. They
work extremely well with others of their colonies.
9
the skies above Cyradon teeming with dozens of these DB –+20 Stats; +20 Tough Hide (Minor); +5
creatures, all of which are ravenous. Survival Instinct
Abilities – Tough Hide (Major); Flight; Enhanced Skills –Perception (6) 43; Tracking (6) 93
Senses; Survival Instinct GORGER
IQ – The Cliff Rukhs are birds of prey and have
only an animal intelligence, being about as bright The Gorger was created by the ritual that caused the
as a domesticated dog. Devastation. The ape-like gait and massive jaws are perhaps
DB – +30 Stats; +40 Tough Hide (Major); +40 its most remarkable characteristics. With great gaping maw,
Survival Instinct and a body resembling a hairless Giant Ape, the Gorger
Skills – Perception (20)82; Flying/Gliding (27) 97 combines the attributes of a shark with the mobility of a
biped. Its mouth is filled with multiple rows of teeth
FEY DRAKE capable of cutting through leather as easily as paper. As it
Fey Drakes are small Dragonets; their bodies are feeds, the jaws oscillate with a frightening buzz, allowing
roughly 5"-7" in length with a thin, whip-like tail of equal them to chew through materials even tougher than leather.
length. These creatures are prized as intelligent and In some cases, the Gorger can bite right through metal.
trainable familiars, although in their native environment The Gorger has no known ecology or method of
they can be annoying as they swarm and bite anyone near reproduction; in fact no one really knows a lot about the
their colonies. These creatures have iridescent scales and creature other than it was never seen prior to the Devasta-
small powerful wings that they beat rapidly in order to tion. The grey, hairless body reveals no gender, and it bears
hover and maintain flight no resemblance to Demons or mythological creatures
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IQ – The Nagaral are a very intelligent race and kill any natural animals incapable of fighting back, and
work extremely well together. They have a strong terrorize the local environment. Luckily, the Patago has
grasp of small unit tactics and frequently use it to one fatal weakness – itself. Patago in frenzy will drink
their advantage. blood from anything, including other Patago, and when
DB – +10 Stats; +20 Tough Hide (Minor); +25 hungry all sense of intellect leaves them and is replaced by
Normal Shield a terrifying appetite. The most efficient way of dealing
Skills – Perception (15) 70; Stalk & Hide (8) 50; with the creatures is to seal up a cavern where a colony
Tracking (8) 50 exists, and wait for them to cannibalize one another. This
tactic has saved many a small community from bleeding
PATAGO dry at the hands of these voracious little predators.
The Patago are hunched, nocturnal creature roughly Patago have no fighting style; they just latch on, bite,
the size of a monkey that are humanoid-bat hybrids. These and drain. This tactic usually isn’t very efficient for
hybrid creatures appear to have been magically inter- survival unless there is a cloud of these creatures attacking
mingled, bat and monkey, fused into a creature with a a given target. The normal tactic is to swarm a target, with
malicious demeanor. They have wing flaps under their arms several of them latching on and biting into the flesh,
that allow them to fly, and they have incredible night vision draining the body of its blood in a few minutes. Bloated
and a keen sense of smell. Their tiny red eyes gleam with a Patago can’t fly well, and often a well-fed Patago will crawl
spark of intelligence uncommon amongst most animals. under a nearby rock or bush to digest its meal, and fly
These creatures love to drink blood; it is one of the away when it feels light enough.
few things they do well, other than infest and destroy Exsanguination: A Patago that successfully scores a
herds of livestock. These creatures are exceptionally Grapple critical hit against its foe does not do critical damage
cunning, and can undo latches, work door handles, open as normal. Instead, the creature latches on and sinks its jaws
gates, locks, and windows. Where these creatures have into the victim. The victim suffers an automatic Tiny Puncture
bred to vast numbers, they become a menace to all life, critical and in the next combat round the victim loses 1-10
stealing into any location to find blood. Some will even Concussion Hits, and does so per combat round until the
boldy invade rooms in the midst of the night. Patago has drained up to its Constitution bonus x5 in hits or is
Patago have a colony-based ecology, like the colonies torn off. Even then the wound bleeds 1 hit for 1-10 rounds.
of the common bat. However, Patago are much more Removing the Patago is a straight Strength vs. Strength
competitive and intelligent than the common chiropteran. Maneuver Roll; both the Patago and the character trying to
Given enough time, Patago will try to eliminate any other remove it roll, and add in 2 times their Strength bonus. The
predators that they directly compete with in order to one with the higher roll wins. Slaying it will also cause it to let
secure a food source. They will drink packs of wolves dry, go. Once sated the creature will then let go and fly off at half of
its BMR due to its bloated and heavy stomach.
Frenzy: Patago that do not feed to full at least once
9
per week begin to starve, and their hunger drives them
into a frenzy to find food. A frenzied Patago is a danger to
anything that has blood in its veins. Frenzied Patago gain
+10 to initiative, +10 to attack rolls, +20 to resist all Stuns,
and loses its Stat bonus for determining its DB. The
creature loses all sense of reason and may not use skills or
special abilities other than Exsanguination. A frenzied
Patago will seek to fill its belly by any means, attacking the
nearest living being and drinking until its stomach is full,
then it will fall into a deep slumber for 1-10 hours.
Abilities – Natural weaponry (claws & teeth);
Night Vision; Flight; Tough Hide (Minor)
IQ – Patago are about as intelligent as a small
child and are able to work simple mechanisms.
They have no sense of tactics, however, and will
often attack one another if hungry enough.
DB – +20 stats; +20 Tough hide (Minor))
Skills – Stalk & Hide (9) 63; Ambush (9) 63; Fly/
Glide (9) 63; Perception (9) 55
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SCHIRAE STIONOIR
Born out of a desire and a dream to soar among the The Stionoir is a large, flightless, bird-like creature
clouds like the Gryphons, the Arali known as the Shival native to Cryadon. There are several different breeds of
wanted the Narsi to give them wings, to improve them Stionoir on Cyradon, and they are often used as mounts
like they had so many of the creatures that battled in the due to their carrying capacity and ability to maintain a
coliseum. At a crucial moment, however, the aspects of steady pace.
the ritual were altered through the intervention of The most common type of Stionoir is the Aumo which
others. This interruption changed the ritual, ultimately stands 7' tall (treat as a Lesser Warhorse with a carrying
causing the Devastation. Those Shival that survived were capacity of 700 lbs). Other common types include the Vatoh
scarred in both mind and body. They became twisted at 5' tall (treat as a Riding Dog with carrying capacity of 200
and deformed, robbed of much of their intellect and lbs.), and the Okin at 6' tall as a Light Horse with a carrying
grace. In the language of the Arali, this accursed race capacity of 500 lbs). One variety of Stionoir, the Areya, is
became known as the Schirae. much slower than its cousins and is often kept as livestock
Vicious, bloodthirsty and cannibalistic, the Schirae and a food source for the races of Cyradon.
are savage beyond belief. They are no longer Elves at all, Stionoir are omnivorous, and will eat almost anything,
but are quite different and infinitely more dangerous. having an amazing digestive system. They can live on food
The Schirae have the pointed ears of their cousins, but that would not support many other creatures. Stionoir
that is where similarities end. They all possess vestigial make the best mounts when captured young or bred in
wings upon their backs, and numerous ritual scars upon captivity, as they are notoriously hard to break to a saddle.
their stocky, muscular bodies. Their lives are much Like the Cliff Rukhs, the egg-laying Stionoir were
shorter than the Elves from which they came, their brought back to life and to maturity within the spaceof a
longevity burned away in the horrific aftermath of the few days. Not only did this include the various riding
Devastation that formed them. types, but also many of the livestock breed as well.
The Schirae create totems to primal, elemental Abilities – Blazing Speed; Tough Hide (Minor);
spirits, all of a violent nature. One of their favorite Survival Instinct; Portage Skills
sports is hunting Gryphons as they believe that the skin IQ – Stionior are about as intelligent as most
and feathers of the Gryphons contain its spirit, and that horses, though they are often more temperamen-
should they collect enough of the spirits, they will be tal. They make excellent mounts when well
able to complete their transformations and remove trained, but they are also very difficult to train.
their curse. DB – +15 Stats; +20 Tough Hide
Abilities – Dense Musculature; Dark Vision
(Greater);
Accelerated Healing
(Minor); +20 Survival Instinct
Skills – Perception (15)70;
Tracking (8) 50
9
IQ – The Schirae are not quite as
intelligent as the average
human, but they come
close. While group
tactics are not their
strong suit, an
exceptional leader has
appeared from time to
time who has been
able to rally multiple
clans to a single cause.
DB – +15 Stats; +30
Full Shield; +30
Studded Leather Armor
Skills – Perception
(21) 80; Stalk & Hide
(12) 65; Tracking (12)
65; Ambush (12) 65
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Chapter Nine Bestiary
SWAMP OCTOPUS
Swamp Octopi resemble their ocean counterparts; Aquatic – The creature is a fully aquatic
their bodies are ca. 2' long and their tentacles can reach up life form and dwells in water for the majority
to 6' long. Their coloration ranges from muddy browns of its existence. For every 5 ranks the creature
and grays to dull greens and black. has in swimming, it adds +2 to its BMR while
Swamp Octopi make their homes in swamps, marshes in the water. If the creature does travel on land
and slow moving rivers. They use their coloration to their for any reason, its land based BMR will be
advantage, lying motionless for long periods of time listed in brackets beside the aquatic BMR.
waiting to ambush their prey. A Swamp Octopus will
grapple its prey with its tentacles and shred its prey with
sharp teeth and tusks. All Vulakah have a strip of longer,
its sharp beak. It hunts fish, small mammals, birds, lizards
coarse hair running from the top of their heads down the
and amphibians. It generally will not attack anything
center of their backs.
larger than a medium size dog. Swamp Octopi are shy, and
For the most part, Vulakah are solitary, although it is
are normally no threat to the sentient races of Cyradon.
possible to come across a family group, or pack. A group
Abilities – Reverberating Strength; Aquatic*; of Vulakah will likely consist of two adults and several
Survival Instinct younglings in tow.
IQ – The Swamp Octopus is a simple predator. It These creatures crisscross the Devastation, scroung-
waits for prey to pass by its hiding place and ing for food, and while one has occasionally wandered
then drags it beneath the water. into other lands, this is fortunately rare.
DB –+15 Stats; +30 Survival Instinct
Abilities – Dense Musculature; Aura of Fear;
Skills – Perception (21) 80; Swimming (21)90
Bane Fury; Tough Hide (Major); Survival Instinct
IQ – The Vulakah are little more than ani-
TAGUS mals, surviving more by instinct than by
actual intelligence.
This elegant animal is a reptilian warhorse with grey,
DB –+15 Stats; +5 Dense Musculature; +40
green or azure scales, a snake like tail, the head of a lizard
Tough Hide (Major); +45 Survival Instinct
and a long reptilian fin in place of a mane. They do not
Skills – Perception (30) 90
have hooves, but instead have lizard-like feet, allowing
them to navigate rough terrain easily. The Tagus is about
the size of a large warhorse, and is stronger and hardier
VULAKAH
Vulakah are creatures of the Devastation. They are
the remnants of the servants of the Narsi that populated
Belynar in ages past. Roughly humanoid in size and
shape, the muscular and misshapen Vulakah are covered
in a short, wiry grey fur. Their hands end in massive
claws and their oversized mouths are filled with razor
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Chapter Nine Bestiary
165
Chapter Ten Adventuring
ADVENTURING
166
Chapter Ten Adventuring
A NOTE TO PLAYERS the Royal Roads, unaware that the Roads had actually
been used. The scholars are accompanied by a large
If you are playing in a campaign set in Cyradon, then group of retainers, assistants, students, scouts and
I have only three words to say to you. Away with you! guards, approximately 200 Elves in all. The Elves are
This chapter is for the Game Master (GM) only. extremely surprised by the presence of the refugees
and immediately use a magical item to send a message
GETTING STARTED back to the universities that they come from, to be
One of the most difficult problems that a GM faces is delivered to their governments. Although the mes-
how to gather the heroes together, give them a viable reason sages are sent by magical means, they must be
to form a group, and to keep that group together over the conveyed by hand to the local governments, before
course of many adventures. In Cyradon, finding a reason to traveling further up the chain of command. It will
band together is much easier than many other settings. take a minimum of a week for the governments to
formulate a response. In the meantime, the Arali Elves
WHEN TO START THE CAMPAIGN in Belynar will continue to relay information to their
There are three major Time Frames during which a governments as events unfold.
GM can begin a campaign in Cyradon, each having its 28th day of Cilia: Several hundred dwarven men,
own advantages and drawbacks. When selecting a Time women, and even a few older children arrive via the
Frame other than the first one, Just Arrived, the GM Royal Road. The Dwarves desire to open and re-
should just narrate the events that might include the colonize their ancient city of Blackflame. However,
characters, or that the characters might know about, in as prior to tackling such a monumental goal, they
much detail as he sees fit. The default Time Frame for must establish a camp from which to base their
campaigns set in Cyradon is the Post Ritual Time Frame. operations. The Dwarves are planning on inhabit-
One thread remains constant throughout each Time ing an old dwarven outpost from the time when
Frame: Grayson, the leader of the refugees is extremely their ancestors aided the Cyrads in building
shorthanded and will ask for volunteers to form teams for Belynar. It will take them at least a week or two
specific missions. The players could easily be one such before they are prepared to leave the city and
team. Grayson will accept all the help that he can get and inhabit the nearby outpost. First they have to send
will even allow people from the races of Cyradon that are in dwarven teams to explore the outpost and make
present in Belynar to join such teams. sure that nothing has taken up residence in it since
As the teams are placed under the command of one last they closed the halls. Grayson is fully willing to
of Grayson’s aides, player characaters will not have any aid them in any way that he can.
direct contact with Grayson under normal circumstances. Another unexpected outcome of the arrival of the
The three Time Frames are as follows: Dwarves is that some of the refugees desire to be sent
back. Although the Dwarves would like to oblige, they
TIME FRAME 1: JUST ARRIVED are unable to get the Royal Road to work anymore as
The refugees arrive in Cyradon on the 22nd day of
Cilia, in the Arali Elven year of 1683 IR. They are quickly
contacted by the Gryphons of the eyrie high above
the Gatekeepers, those Trallen who know how to
operate the portals, never came through with the rest
of their group.
10
Belynar. Early the following morning, the Rhona Gnomes
1st day of the Elven Festival of Arene: Another group
arrive in Belynar to assist the refugees, responding to an
of visitors arrive in Belynar, this time from the north.
envoy sent by the Gryphons the night before.
Shortly before the arrival of the refugees in Belynar,
Campaigns using this time frame should begin on the
Nagazi clerics received visions of unknown allies
23rd day of Cilia, shortly after the Gnomes’ arrival. Major
arriving in Belynar and that they were in trouble and
concerns for early play in this type of campaign will be
would need supplies. The Nagazi mobilized quickly,
finding enough food and water for the refugees, and clearing
packing supplies and choosing an Ambassador as
out enough buildings to house the masses. The Rhona will
their representative. The Ambassador and his entou-
be a huge aid to the refugees and are able to provide some
rage quickly made ready to travel to Belynar, along
food and water, but not enough to keep things going for
with a large number of Nagazi, curious about the
more than a few days, or a week at the most.
newcomers. In addition to bringing needed supplies,
The following events will occur during this Time Frame: the Nagazi wish to open trade negotiations with the
27th day of Cilia: A combined group of elven scholars refugees. At the request of the Rhona and the
from Desnia and Janieal arrive in Belynar. They are Gryphons the Nagazi agree to wait a few days before
there to research recent fluctuations detected within starting any negotiations.
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Chapter Ten Adventuring
Night of the Vernal Equinox, the 2nd day of the causes some dissension among the nobles within the
Festival of Arene: One of the leaders of the Rhona refugee masses, as they feel that they should rightfully
requests that a representative of each of the races be placed in charge.
present accompany him that night to the top of the 7th day of Seius: Another contingent of Arali Elves
volcano upon which Belynar rests. The elderly Rhona arrives in Belynar, ambassadors from both Desnia and
does not offer a reason, saying only that it is extremely Janieal. Those from Desnia have come in an effort to
important. Upon reaching the summit, the Rhona persuade the refugees to become subjects of the Arali
explains that he wishes to perform a ritual in an nations, while those from Janieal are far more lenient
attempt to revive the land immediately surrounding to the newcomers. The Desnian request causes much
Belynar so that the refugees may survive on their own. friction among the various groups as the Gryphons
After much discussion, they all agree and join hands and the refugees both see this as tantamount to
in a circle around the Rhona as he begins the ritual. becoming slaves of the Elves. The Rhona and the
As the ritual is completed, a powerful burst of energy Nagazi also quickly side with the humans. After a
leaps out from a small object in the Rhona’s grasp week of intense and heated discussions, even the
before promptly disintegrating. The Rhona collapses Janieal Elves lend their support to the humans; the
from fatigue, barely clinging to consciousness. Before Desnians have no choice but to recognize the humans
he passes out, he whispers, “That was much more as a fledgling nation. However, they are able to wrest a
powerful than I thought it would be. I do think that it few concessions out of the refugees, such as the
will be interesting to see what the morning brings”. establishment of an official Desnian embassy in
Belynar, and a ban against any of the refugees
TIME FRAME 2: POST RITUAL traveling east of the Mountains of Morning. This
Belynar appears transformed the morning after the becomes known as the Belynar Compact, and is
Vernal Equinox. The once dry riverbed and lake now signed by representatives from each of the races in
contain slowly rising water, and fish can spotted within. Belynar on the 21st day of Seius.
The land around Belynar, as far as can be seen, is also While the ambassadors discuss and form the Belynar
returning to life, as well as a variety of animals, including Compact, refugees continue to spread out and settle
the Stionoir. Fields that have lain barren for centuries areas of the city as quickly as Grayson allows. Around
suddenly have crops growing at an incredible rate. As the the time that the Compact is signed, things are finally
day wears on, the rate of growth wanes until it stabilizes at beginning to settle down.
a normal rate. Belynar has returned to life!
Campaigns set during this Time Frame should begin TIME FRAME 3: POST COMPACT
on the 1st day of Seius; the second day after the Ritual of In but a single month, refugees have experienced some
Estrousal has been performed. The major concerns for radical changes and upheavals in their lives. They began
early play within this Time Frame are exploring the their tale fleeing an army seeking their annihilation, to
changes wrought by the ritual and establishing a life in traveling half way across the world, ending up in a ruined
10 Belynar so that things may settle down.
As mentioned in the previous Time Frame, the Arali
Elves have been in contact with their homeland since
city, in the middle of a blasted, cursed land with little to no
supplies. Soon after, they met several new races and
established friendly relations, only to discover, much to
arriving in Belynar. They have dutifully reported on each their surprise, that the Devastated lands could be restored.
new event as it has occurred, and have taken all the actions Following that, they were nearly annexed and made virtual
required of them. slaves by one of the nations of Cyradon. Only after settling
3rd day of Seius: Grayson has a few aides begin on an accord that allowed them to become their own nation
establishing a government for the refugees in Belynar. did the refugees finally know freedom.
Grayson gathers representatives from each of the Campaigns beginning with this Time Frame should
races and factions among the refugees and creates a begin on the 24th day of Seius, just a few days after the
council to lead Belynar. He also assigns scholars the signing of the Belynar Compact. The major concerns of
duty to write a City Charter. Other projects are this period will be the growth and expansion of the Free
started in an effort to turn the refugees into a self- City of Belynar and the opportunity for exploration of the
sufficient town. These projects include varied tasks, lands around it.
such as asking for volunteers willing to move out of Unfortunately, none of the races thought to send the
the city to one of the small towns nearby, to repair it, support staff needed to run and maintain an embassy.
and to begin tending the fields. Grayson’s decision Over the course of the next few months the ambassadors
that only those with the ability to lead may do so will frequently travel back and forth to their homelands as
they work on establishing their embassies.
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Chapter Ten Adventuring
During this time period Belynar also experiences a food is discovered in the tunnels under the city. Early
number of changes, such as a formal election of council the next morning, he hurries to Grayson to tell him of
members; Grayson is then confirmed as the leader of the this vision. Grayson immediately dispatches a team
Free City of Belynar for the next 5 years. The elections are (the PCs, of course) to escort the gnomish Mage and
held on the 1st day of Trinius, leaving the former nobles to help him uncover the store rooms that he dreamed
even more disgruntled, a situation that is extremely ripe about. The PCs must deal with the eccentric Gnome
for intrigue and conflict. as he wanders about the ruins of Belynar, heedless of
the danger he is in as he tries to locate the tunnel from
ADVENTURE SEEDS his dream.
The following Adventure Seeds are designed to give The food is eventually found in special stasis
the GM enough information to get started with his rooms. When the door of the room is shut, everything
campaign and to provide the spark for several possible within is held in stasis, including unfortunate individu-
adventures. None of the entries are intended to be als. The PCs and the Gnome Mage will actually come
complete adventures, and will require the GM to adapt across a series of storerooms, off a hidden tunnel, filled
them to suit the campaign that he is running. with all sorts of food, water, wine, and other
Each Adventure Seed will tell for which Time consumables; enough to last the refugees for several
Frame it is best suited, but other Time Frames may be months at the very least.
applicable as well. These stasis rooms are actually located off of the main
tunnel leading from the plateau to the road outside the
CLEANING HOUSE main gate, but the Rhona enjoys the prospect of poking
The refugees have only recently arrived in Belynar around a little bit, so will lead the PCs on a merry (albeit
and have already met the Gryphons. Grayson tasks several dangerous) tour of some of the city before “finding” them.
groups to commence exploring the various buildings Time Frame: Just Arrived
around the big square next to the Royal Road’s portal.
The first priority is to make sure that there are enough I WANNA BE A COWBOY
empty buildings that are sufficiently safe enough to house Grayson has struck a deal with the Nagazi and the
the refugees from the harsh sun. Arali Elves. He needs trained mounts for the scouts that he
There are monsters living in many of the buildings in wants to send To the Edge and Back (see below). Thus he
Belynar, with possible candidates including Gorgers, offers two wild Stionoir for each saddle trained Stionoir
Giant Ants, or perhaps something even worse. Grayson that they are willing to trade to him. Both the Nagazi and
decides that a buffer zone must surround any buildings the Arali agree to this arrangement, so Grayson sends
cleared for use by the refugees, and that all buildings teams, rope in hand, out to round up enough of these
should be grouped together. He will only allow new untamed creatures to close the deal.
buildings to be used once the buffer zone has been Time Frame: Post Ritual
expanded. His primary targets will be to secure the
plateau where they arrived and the tunnel leading to the
outer wall. He will also want the main gates to be cleared
and kept that way.
10
Although the suggested Time Frame for this Adven- Characters from Anias will initially only
ture Seed is Just Arrived, it can be used with any Time have skill in riding horses, not Stionoir. Until
Frame as it will be a long and tedious process to get the they can learn the proper way to ride
city fully cleared. Stionoir, they may use one quarter of their
Time Frame: Just Arrived Riding skill, up to a maximum (including
stat bonuses) of +25.
HUNGER PANGS The GM may also allow players to
The refugees have arrived in Belynar with very little convert their skill at riding horses into riding
supplies. The Gryphons aid them by hunting the few Stionoir at a rate of 1 rank for each day
protected valleys deep in the mountains as best as they are actively spent training with and/or riding the
able and the Rhona Gnomes have brought food stores as creatures for a good portion of the day.
well. Unfortunately, there is not enough to feed everybody
for very long.
The night after arriving in Belynar, one of the
Rhona Gramarye has an unexplained dream in which
169
Chapter Ten Adventuring
170
Chapter Ten Adventuring
It is also eminently suited for longer quests as well. BELYNAR – THE CITY BELOW
Discovering one of the Tears of Life should always be a
Mount Belnos, the ancient volcano upon which
difficult and dangerous task.
Belynar sits, is honeycombed with passages, tunnels,
Time Frame: Post Compact
chambers, and caverns large enough to host regular
BORDER PATROL buildings. Grayson is attempting to keep people away
from these tunnels, at least until they can be checked and
The land in and around Belynar has awakened, yet the
cleared of any hazards. The truly resourceful will always
Devastation remains, and along with it the creatures of the
find a way in. Finding their way back out, however, is
Devastation. The refugees require protection from the
another matter entirely.
monsters roaming the area. Grayson wants to set up forts
Many of the tunnels beneath Belynar are not con-
along the edges of the Awakened Lands manned with
nected; some of them do not have exits at all, at least not
patrols to protect those living in the newly restored lands.
in the conventional sense. The ancient Cyrads used a
In an effort to accomplish this goal, Grayson first
system of teleportation chambers and portals, all of
assigns groups (such as the PCs) to scout various areas
varying sizes. The smallest were nothing more than an
that border on the Devastation. The PCs can be one
archway framing a recessed alcove while one of the largest
such group.
is a 30' diameter ring set into the floor of a storage
This Adventure Seed can easily be combined with
chamber. A small metal panel with numerous crystals set
Tears of Life above.
into it is always found near these portals and teleport
Time Frame: Post Ritual
chambers. Activating a portal requires touching three
ADVENTURING LOCALES crystals in a proper sequence and then touching the
activation crystal. Each crystal has a unique symbol carved
Belynar is a vast ruined city filled with unexplored into it, but their meanings are unknown. The number of
nooks and crannies. It is home to approximately three crystals on a particular panel also varies, which seems to
thousand humans with little in common with one indicate that not every teleportation device goes to the
another. Additionally, hundreds of beings from other races same destination. Some panels even have indentions
–Gnomes, Gryphons, Dwarves, Sithi and Arali Elves co- where it appears that some sort of key or device might be
exit in uneasy peace with the humans. The city is haunted necessary for operation.
by memories of the past. It is surrounded by enemies and Even while the Narsi inhabited Belynar, the under-
by fearsome creatures that pose a constant threat to those ground chambers were never fully explored. The haughty
living in and near the city. mages only used buildings and chambers left behind by
Belynar is a relatively safe haven amidst the wilds of the Cyrads when they absolutely had to.
Cyradon, but it can be a source of adventure and danger The Narsi did build their own chambers and tunnels
all the same. beneath the city, however, so it is quite possible that they
connect to some of the Cyrad complexes. The Narsi also
BELYNAR – THE CITY ABOVE built tunnels stretching from the main plateau of the city
Adventuring locales within the city of Belynar are
going to be minimal for the time being. Grayson is doing
his best to keep the masses confined to the main plateau
all the way down to the Coliseum.
THE COLISEUM
10
and to keep them out of the tunnels underneath the city, The coliseum is a short distance to the northeast of
at least until he can procure brave adventurers to ensure Belynar and this massive structure is where the Narsi held
that there are no creatures from the Devastation lurking their games. Beneath the coliseum is a network of tunnels
among the ruins. and chambers where the Narsi and Arali stored their
Grayson has posted guards at all exits from the main powerful constructs and creatures, frozen in a magical
plateau, with orders that nobody is to be allowed access stasis. Occasionally, one of the stasis fields will fail, and the
into the city or into the tunnels, at least until teams have creature or construct within becomes free to prowl and
checked them out. Details such as this will not hinder wreak havoc. All of the refugees have been warned against
most adventures for long, but at least it keeps the common entering or exploring the coliseum
folk safe. The Bestiary Chapter gives several of the most
Chapter 8 offers brief descriptions of some of the common templates used by the Narsi in developing
major features of the upper city. From these details, the unique creatures. They were also fond of mixing different
GM is encouraged to put together adventures within creatures together to create entirely new species; the
these locations. creation of the Hippogriffs, which led to the schism
between the Narsi and the Gryphons, is a perfect example.
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Chapter Ten Adventuring
across fallen rocks, bare walls or even the foundations of 1. The Town Hall
entire villages. Here and there, more solid structures This building’s official title remains unknown, but it
remain intact, with seemingly no rhyme or reason to appears to have been the central administrative structure
acount for their survival. Thin varnished wood sheds for the town (and perhaps the Lord’s great hall). Although
stand in one place, while thick white granite walls lie as it had a glass roof in ancient times, the Devastation
rubble elsewhere. apparently melted the glass. It is now sheets hanging down
The following village, Sefnar, is an example of what the walls, and in puddles across the floor, frozen once
many of the towns and villages of the central highlands again in its crystallized form. This building is easily the
were like, although many others may vary widely from it largest in the small town, being five stories in height and
in both size and shape. Unlike many other towns and capped by a slender vanity tower. The interior of the
villages, Sefnar survived the Devastation and the ensuing building seems to have been an open space surrounded by
centuries with relatively little damage and degradation. mezzanine floors.
The main hall seems to have several statues in
SEFNAR, A SAMPLE TOWN life-like poses, expressions of mute terror and despair
A day’s ride to the north of Belynar, Sefnar was one of displayed upon their faces. These are not statues, however,
the oldest towns. It sits atop one of the larger hills over- but the petrified remains of the Arali who sought shelter
looking a number of large fields. Sefnar seems to have inside the building.
been the personal domain of a reasonably influential Two wings, leading off to the east and west, seem
Shival noble family. A sign still legible on the western gate to be later additions designed to assert the lord’s authority.
(the town is aligned perfectly on an east-west axis) reads The west wing is clearly a living area with lots of light
“Sunil, High Chancellor of Sefnar, bids thee welcome” in channeled through from the roof (perhaps assisted by a
both Elu, the language of the Arali, and in an archaic form series of mirrors to reflect the light down). The rooms are
of Tarahiri Common. spacious with floors of an unknown type of wood.
The town is surrounded by thick, white granite walls The eastern wing suggests an administrative purpose,
and the gates are comprised of an unknown hardwood, and seems to have also housed a library. A few covers and
banded in iron. Both the wall and the gates remain intact, tattered remains of the books once shelved here are all that
but many of the buildings inside the town are not. The remain. On the floor, behind a large service counter of
gates have stood open for over 500 years, and there is no some sort, are several piles of bones. The bones are all
telling what may have entered or taken up residence twisted out of shape, as if they had been turned to clay and
within the town. reworked into rough spirals and curves. This is all that
Within the town, a studious adventurer will be able to remains of the librarians who once worked here.
guess at the function of most of the buildings. Sefnar was 2. The Lookout Towers/Guardhouses
a town of industry. While other communities may have There are two of these defensive fortifications in the
used constructs to do the work, the people of Sefnar took town, standing aside both entrances. The small strong-
more pride in their work. The architecture of the town is holds are some of the oldest buildings in the town,
both simple and practical, but the delicate arches, glass
roofs and open living spaces so beloved of the Arali are
still very much in existence.
constructed by someone who obviously had practical
experience in defending isolated settlements. The thick
walls are crowned with a grey, crenulated roof. The
10
The Re-Awakening has had a mixed effect on the guardhouses stand beside a 60' tall circular watch tower,
town; in most places, the streets are dusty and bereft of constructed of a dull grey stone. Later generations
life. However, areas that once held foliage are now over- decorated the grey stone of the inner guardhouse walls
grown. In many place, the grass stands at waist height to a with friezes and frescos. The insides of the guardhouses
human. Vegetable gardens within small plots are ripe for are gutted, but beneath the floor in each are small armor-
the picking. At the center of town rests an old fountain ies, where the garrison stored its swords, spears and armor.
and well, the town’s primary water source. Although They are of an unadorned, though practical type. The
originally dry, the water is slowly refilling; the fountain armor is of Shival design, light quilted armor coats with
mechanism remains broken, however. studded leather breastplates (protects as rigid leather, but
Sefnar is dotted with small shrines to Sunil’s ances- encumbers as soft leather). There are enough usable arms
tors, various illustrious Arali from ancient times. The and armor to outfit 20 warriors in each guardhouse.
shrines are elaborately wrought statues in heroic poses, The weapons are well made, consisting of mundane,
perched above small marble altars. Many of the statues long swords, buckler shields, long spears and compound
have long since crumbled, and their remains scattered bows. There are 60 of each item kept in the armories. The
upon the ground at their base. bows (and the stocks of arrows; 1,000 in each armory)
173
Chapter Ten Adventuring
10
1. Town Hall
2. Lookout Towers/Guardhouses N
3. Garrison
4. Inn & Stable
5. Market Square
6. Temple
7. Warehouses/Workshops
8. Housing
9. Workers Housing
Well
Shrine
174
Chapter Ten Adventuring
have suffered poorly over the years, and of the lot, only can trick a listener’s ears, causing them to think that it is
10% are actually usable. The rest are likely to snap when carrying the voices of those long dead.
used. The weapons might be valuable to collectors of 6. The Temple
Shival equipment, as several noble families in Desnia and Arali spirituality is based upon ancestor worship.
Janieal are related to the Shivan nobility and may pay well Temples in Arali towns are places of meditation where the
for the keepsakes of their dead kin. living sit in contemplation of the lives of those who have
The guardhouses are mainly dormitories for the duty passed. The Shival Arali had a rather more baroque view
watch to sleep in. There are five small rooms in each of religion, however, assigning hierarchies of the “as-
guardhouse, suggesting that each guardsman was given a cended” and discussing the weight of a soul and its ability
degree of privacy. to transmigrate to a new essence. While the Shival Arali
3. The Garrison Building didn’t have priesthood, they came rather close with a
The garrison was originally equipped for a larger distinct caste of scholars and intellectuals whose duty it
retinue of soldiers, but was rarely used for this purpose. The was to maintain the temples and “assist” in the debates
garrison house in Sefnar was used as many things over the about the nature of a soul. The temples were run by these
years, including a hostelry, a storehouse for civic decora- Arali as private fiefdoms, and centers of political power.
tions, a stable, and even once, a prison. Within the strong The temples were dark inside, illuminated only by
room, behind barred doors, someone has scratched: “When smoky, incense perfumed candles. At the center of the
the wyverns awake, the earth shall shake and the skies weep temple, beneath a lofty domed ceiling, a single blade of
blood.” Also found in this room is an odd skeleton, that sunlight reached down onto a prayer wheel on the floor
resembles a Nagazi. The tail, however, is several feet long. below, causing it to move with a whispery, murmuring
The garrison itself is two stories tall and the outside is sound; mystically glowing with the touch of sunlight.
forever marked by the shadowy outlines of those who Those who entered the temple could watch the light play
died, crouched against the walls, their bodies completely on the running water and marvel at the ingenious design
burned away. of the wheel’s mechanism. The prayer wheel survived the
Inside the garrison, the bottom rooms (six in num- Devastation. It stands, four feet tall, beside a fountain
ber) have been converted to suit other purposes. Upstairs, which was fed by a bubbling underground spring. The
the empty grey rooms have small windows to look out wheel has long been seized shut and no force on earth,
into the town. The largest room commands an excellent magic or otherwise, can make it move even though the
view, and it may have originally been an officer’s quarters. spring once again bubbles forth from the ground.
On the top floor, behind a hidden door, is an almost Today, the temple remains dark inside. The air of the
empty safe. There is a small pile of approximately 100 Shivan main chamber is musty and everything is filthy and grimy
Annat gold coins. The Annat is worth roughly as much as a to the touch. Red sand and ash crunch underfoot. The light
Desnian crown, but may be of higher value to a collector. no longer lances down from the sky as the roof was torn off
4. The Inn during the Devastation. Dusty, dusky sunshine gleams from
Before the Devastation, patrons would have sipped above in good weather; in poor weather the inside of the
fine wine while relaxing in the bright and airy common
room. An enclosed stable is also present on the inn’s
ground, and a high wall kept the sounds and smells of the
temple is suffused with a somber, gloomy light.
7. The Warehouses/Workshops
Sefnar was a community that served the small pastoral
10
stable from the senses of the clientele. The inn was open hinterland surrounding the town. It was also a useful way
and resembled more of an enclosed garden than a station for travelers heading to or from Belynar either on
drinking establishment. Above the common room was a foot or by horse. Each warehouse or workshop seems to be
mezzanine floor, which (according to typical Arali design dedicated to a different craft. Among the ruins, ancient
for hostels) was open to the sky and covered by a marquee tools of the trade may be found littering the ground.
in inclement weather. 8. Housing
The furniture is long since gone. All that remains to offer The residential district of Sefnar originally contained
clues as to the purpose of the building are a stack of wine jugs a population of several hundred. The residences were
in one room, the wine itself long since evaporated. small, single story cottages crammed together on small
5. The Market Square cobblestone streets. Despite their small size, all have a
As befits an industrious town, a wide market square garden or park-like area inside the house open to the sky.
stands abandoned at the heart of the village. The ground is Each house also contains stunning architectural flourishes,
still stained with red sand, even after the Awakening. A such as arches or columns. Most of the houses have about
piercing wind whips through the town, through the empty four or five rooms. If searched, small treasures may be
gates and howls across the square. The noise of the wind found in a few of the houses.
175
Chapter Ten Adventuring
9. Workers Housing
Due to the town’s position at the centre of an agrarian
CYRADON CAMPAIGNS
community, poorer Arali and Danae often traveled to the Ultimately, a GM must decide how to introduce
town to work the fields on a seasonal basis. Sefnar provided Cyradon to his players. Several options are detailed below,
housing for these itinerant workers. This housing consisted along with a few ideas to help new adventurers along.
of small, plainly built, three room structures, open to the
sky in the center, like most other Arali buildings. The 1. A NEW CAMPAIGN
central portions often housed tiny herb gardens. This method is the easiest and most straight foward
of all the options, as it requires players to generate new
ADVENTURES IN SEFNAR characters using the information in Chapter 5 of this
Sefnar is an excellent location for exploration. book, and the appropriate chapters of the HARP core
Grayson believes that it might be a good idea to move rules for information on all of the races and cultures
several hundred of the refugees into Sefnar and allow available for play. Players wishing to play magic users
them to start their own town. In order to accomplish this, should definitely also read the Cosmology and Magic
however, he first has to ensure their safety. The first task is chapters of Cyradon as well.
to send a group to Sefnar to verify that there are no The section on starting Time Frames is a decision that
creatures within. Of course the player characters just you, as GM, will have to make. Much of this product
happen to be the team, or part of the team selected to defaults to the Post Ritual Time Frame, allowing time for
explore the town. the refugees to get slightly settled in, and yet also allowing
Unfortunately for the PCs, the town is inhabited, not you to keep things moving at a steady pace.
by one, but several different types of creatures, including It is possible that your players will ask questions to
Gorgers, Rasicar, Giant Wasps and Giant Beetles. which this product offers no answer, such as where the
There are approximately 10 Gorgers in town. They refugees stay, where their food is stored, and the like.
make their nest in one of the old worker’s buildings after Much of this will be answered in greater detail in a future
having chewed through one of the walls. The Gorgers hunt product, which will focus entirely on the city itself. The
Giant Beetles and Giant Wasps for food. The Giant Wasps following paragraphs present you with a small amount of
have a hive high up in the Town Hall, their nest dangling detail to use in answering such questions. This informa-
from the top-most mezzanine and feed on the Giant tion will be expanded
Beetles. There are currently about 20 Giant Wasps in Sefnar. At first, the refugees take shelter in the large curved
The Giant Beetles have established their nest in a building at the southern end of the main plateau; the one
basement of one of the workshops in the northeast section near the pyramid-shaped structure. The smaller building
of the city. There are about 20 Giant Beetles in all, and they across the street from the pyramid is being used as the
will consume anything that they can catch, even each other governmental headquarters and barracks for Grayson,
if they are unable to capture a Gorger or a Giant Wasp. his aides and the military personnel under him, as well as
In addition to these creatures, there are 2 Rasicar the original contingents of Arali and Nagazi. The
176
Chapter Ten Adventuring
other items here as well, objects that Grayson and the Orsai, the Royal Road activated on its own
Belynar government can use to open trade negotiations accord, providing them with an avenue of escape.
with the Arali and Nagazi. It then promptly shut down, preventing the Orsai
Fortunately for Grayson, the main building that he from following.
selected for temporary housing of the refugees con- • The Royal Roads have continued to sporadically
tained a large restaurant, complete with an extensive activate, transporting stragglers and others who
kitchen that serves as the main cooking area for the are fleeing the Orsai to Cyradon. Never once,
refugees. Shortly after the Ritual of Estrousal, the however, has a single Orsai been passed through.
Mablung began constructing a clever, though tempo- • When the Mablung activated the Royal Roads,
rary aqueduct from the small river that flows down the their Gate Keepers were returned to their place of
side of Mount Belnos, attaching it to a cistern outside origin, and were unable to open the Royal Roads
the building. again. Something prevented them from passing
In order to secure the area, Grayson does post guards through, and continues to prevent those with the
at all exits to the plateau, especially after a few Giant Ants knowledge of how to operate the Royal Roads
killed a man out wandering about. The guards are from reaching Cyradon.
supposed to keep creatures from entering the plateau and • Although the Royal Roads stretch only across
to keep people from wandering about the city. However, it Mithra, a few small groups arrived in Belynar
is unlikely that they will be able to stop those who are may have been from other worlds altogether (i.e.
really determined, like adventurers. PCs from other campaign settings). Are they
being directed to this portal on purpose?
2. EXISTING CAMPAIGNS • The stores of food and other items found in the
There are two direct methods of incorporating stasis chambers are very unusual. One Mablung
Cyradon into existing campaigns. The first is to place it in stoneworker who has examined the stasis
an unexplored area of your current campaign setting. The chamber claims that they are only a few years
second is to transport the characters from their world to old, a fact that seems impossible. He has related
Cyradon in some fashion or another. Either way, the this information only his own leader and
quickest method of getting characters from their current Grayson, and been asked to keep quiet about it
location to Cyradon will be via the Royal Roads or a for the time being.
similar portal mechanism. • Many of the foodstuffs and other items found
Since the arrival of the bulk of the refugees in within the stasis chambers are not indigenous to
Belynar, the Royal Roads have been activating on an Cyradon, and other stored items are unique
irregular basis, randomly depositing new arrivals into even to the refugees from Anias. Where did it all
Belynar. Although the Royal Roads have been allowing come from?
travel to Cyradon, no one has been able to activate them • The Veil that hid Cyradon for centuries was
from the Cyradon side, and their one-sided activity pierced and broken by a single man. How
remains a mystery.
177
Chapter Ten Adventuring
humans that made the difference since humans The gods theory is not a popular one; many find it
were involved in the original event that caused difficult to believe that a god, or even a group of gods,
the Devastation. Is that the only reason? Did would so frequently intervene in such a manner without
the conjunction of the comets have any impact revealing their presence in some way.
on the ritual? Was it the location of the ritual, Another possible explanation is that the events are
at the heart of the Devastation that made the not the work of the gods, but one or more of the ancient
ritual more powerful? Or perhaps something Cyrads, having returned only to discover the existence of
else intervened and gave the ritual a huge boost the Devastation. Since that point, it has been actively
in power. If so, who , or better yet what, could directing events from the shadows in an effort to bring
it be? Cyradon back to life. If this is the case, the Cyrad has
Altogether, these events seem to weave a picture of apparently only been willing to provide assistance in
some hidden force working behind the scenes to direct subtle, inexplicable ways that ultimately keeps its existence
and influence events in a specific manner. Whatever this from being discovered. If this is true, then what are its
mysterious force is, it seems to want the humans in motives, and what could it possibly have to gain from
Belynar, and lands of the Devastation to be restored. providing this aid?
Could this be the will of the gods, or is the answer even The actual force behind all of these events could be
more complex than that? something else entirely. It is up to you, the GM, to decide.
It is up to you to make Cyradon your own!
10
178
Index
A Ancient History ............................. 18 B
Andalasa ......................................... 65
A Note to Players ......................... 167 Aneirin ........................................... 59 Beith ............................................. 105
Aberration Template 15 .................. 2 Anias ............................................... 16 Belynar Map ................................. 140
Additional Arali Anias Magical Traditions ............. 117 Belynar, The City of Gryphons ... 135
Racial Information ................ 81 Alchemists and the Belynar: Close Up ........................ 136
Additional Gryphon Mage’s Guild ....................... 118 Bestiary ......................................... 146
Racial Information ................ 77 Drei ........................................... 118 Bladgorn ......................................... 92
Additional Gryx Dwarves (Mablung): Trallen ... 119 Blood Talents ................................. 82
Racial Information ................ 73 Elves (Sithi): Cealla .................. 120 Anias Races Blood Talents ......... 83
Additional Human Orsai: The Ghershal/Gherek Cyrad Blood (Lesser) ................. 85
Racial Information ................ 72 Scouts ................................... 119 Mablung Dwarf Blood
Additional Nagazi Pascalline Order ....................... 118 (Greater) ............................... 84
Racial Information ................ 82 Skaldi ........................................ 118 Mablung Dwarf Blood
Additional Mablung Tarahiri ..................................... 118 (Lesser) .................................. 83
Racial Information ................ 74 The Venturer’s Guild ............... 118 Sithi Elf Blood (Greater) ........... 84
Additional Rhona Anias Races & Cultures ................. 71 Sithi Elf Blood (Lesser) ............. 84
Racial Information ................ 80 Dwarves (Mablung) .................. 74 Bounder ....................................... 156
Additional Sithi Elves (Sithi) ................................ 75 Brotherhood of the Earth ............ 112
Racial Information ................ 76 Gryx ............................................ 73
Additional Spells 12 ........................ 8 G’Shul Culture ........................... 74
C
Adolescent Skill Ranks Table ......... 83 Humans ...................................... 71 Cairnus ........................................... 65
Adventure Seeds 16 ......................... 9 Mablung Culture ....................... 75 Cantrip List .................................. 124
Border Patrol 17 .......................... 1 Sithi Culture ............................... 76 Cantrips .................................. 87, 124
Clean Sweep 1 ........................... 70 Skaldi Culture ............................ 73 Central Highlands
Cleaning House ....................... 169 Tarahiri Culture ......................... 72 Encounter Table .................. 147
Escort Duty .............................. 170 Anias Races Blood Talents ............. 83 Character Creation ........................ 68
Hunger Pangs .......................... 169 Anias Traditions ........................... 128 Anias Races & Cultures ............. 71
I Wanna be a Cowboy .............. 169 Anias Training Packages ................ 91 Dwarves (Mablung) .............. 74
M is for Murder ....................... 170 Alchemist ................................... 91 Elves (Sithi) ............................ 75
Tears of Life .............................. 170 Arcurias Bowman ...................... 91 Gryx ....................................... 73
To the Edge and Back .............. 170 Argentian Legionnaire ............... 92 G’Shul Culture ....................... 74
Adventures in Sefnar ................... 176 Bladgorn ..................................... 92 Humans ................................. 71
Adventuring ................................. 166 Charmweaver ............................. 92 Mablung Culture ................... 75
Adventuring Locales .................... 171 Fesharian Acolyte ....................... 92 Sithi Culture .......................... 76
Belynar – The City Above ....... 171 Gherek Scout ............................. 93 Skaldi Culture ........................ 73
Belynar – The City Below ........ 171 G’Shul Rover .............................. 93 Tarahiri Culture ..................... 72
Other Lands ............................. 172 Osh’Tahl Herbalist ..................... 93 Blood Talents ............................. 82
Specific Locations .................... 172 Skalgorn ..................................... 94 Anias Races Blood Talents .... 83
Sefnar, A Sample Town ........ 173 The Pascalline Order ................. 93 Cyrad Blood (Lesser) ............ 85
The Townlands .................... 172 Venturer’s Clerk Apprentice ...... 94 Mablung Dwarf Blood
The Coliseum ........................... 171 Aoifar ............................................ 156 (Greater) ............................ 84
The Devastation ...................... 172 Arcurias Bowman .......................... 91 Mablung Dwarf Blood
The Madiarian Forest .............. 172 Argentian Legionnaire ................... 92 (Lesser) ............................... 83
The Re-Awakened Lands ......... 172 Arimispia ........................................ 56 Sithi Elf Blood (Greater) ....... 84
The Southwest ......................... 172 Armor Descriptions ....................... 97 Sithi Elf Blood (Lesser) ......... 84
Alchemist ....................................... 91 Ashari ........................................... 156 Choosing a Culture ................... 71
Alchemists .................................... 122 Atla ............................................... 103 Combat Styles & Maneuvers ..... 87
Alchemists and the Mage’s Guild .... 118 Atriah Apprentice .......................... 94 Cyradon Races & Cultures ........ 76
Alchemy ........................................ 87 Danae Elves ............................ 81
Alternate Spheres ......................... 128 Desnian Culture .................... 81
179
Elves (Arali) ........................... 80 The Age of Emperors) ........ 19 Vasila .................................... 103
Gnomes (Rhona) ................... 79 The Origins of the Races ........... 25 Gnomish Deities ...................... 108
Gryphons ............................... 76 Weather & Climate .................... 17 Gnomish Totems ..................... 108
Janieal Culture ....................... 81 Cyradon Calendar ......................... 17 Earth ..................................... 109
Lizardmen (Nagazi) .............. 81 The Months ............................... 17 Moon .................................... 109
Nagazi Culture ....................... 82 Weeks & Days ............................ 17 Sun ....................................... 109
Rhona Culture ....................... 80 Cyradon Campaigns .................... 176 Gryx Deities ............................. 103
Languages ................................... 84 Behind the Scenes .................... 177 Elgan .................................... 104
New Equipment ......................... 96 Cyradon Economy ......................... 67 Rasa ...................................... 104
New Skills ................................... 87 Cyradon Glossary ............................ 6 Rema .................................... 104
Alchemy ................................. 87 Cyradon Magical Traditions ....... 120 The Shrine Deities of
Cantrips ................................. 87 Elves (Arali): Weavers .............. 120 the Juras Mountains ......... 103
Charmcraft ............................ 87 Gnomes (Rhona): Gramarye .. 120 Memra ...................................... 101
Professions ................................. 86 Gryphons: Usirae ..................... 120 Nagazi Deities .......................... 109
Clerics .................................... 86 Nagazi: Zirhus .......................... 120 The Sages ............................. 109
Fighters .................................. 86 Cyradon Mounts and Livestock .... 97 Sithi Deities .............................. 104
Harpers .................................. 86 Stionoir ...................................... 97 Beith ..................................... 105
Mages ..................................... 86 Cyradon Races & Cultures ............ 76 Dairda .................................. 105
Monks .................................... 86 Danae Elves ................................ 81 Huaithe ................................ 105
Ranger .................................... 86 Desnian Culture ......................... 81 Uira ...................................... 105
Rogue & Thief ....................... 87 Elves (Arali) ............................... 80 Skaldi Deities ........................... 102
Warrior Mage ........................ 87 Gnomes (Rhona) ....................... 79 Niamh .................................. 102
Races & Cultures ........................ 70 Gryphons ................................... 76 Perkuna ................................ 102
Choosing a Culture ............... 71 Janieal Culture ........................... 81 Vella ...................................... 102
Racial Characteristics ............ 70 Lizardmen (Nagazi) ................... 81 Y’Gin .................................... 102
Skills ........................................... 87 Nagazi Culture ........................... 82 Tarahiri Deities ........................ 100
Important Skills ..................... 89 Rhona Culture ........................... 80 Memra .................................. 101
New Skills .............................. 87 Cyradon Rivers .............................. 44 Miah-sha .............................. 101
Special Starting Items ................ 90 The Janiel River ......................... 44 Nirgal ................................... 101
Talents ........................................ 90 The Marisant River .................... 44 Samia .................................... 102
Training Packages ...................... 91 The Meriona River .................... 44 The Gryphons .......................... 106
Who am I? .................................. 69 The Tanolain River .................... 44 The Yazatas ........................... 106
Charmcraft ..................................... 87 Cyradon Settings Culture .............. 71 Demonic Template ...................... 153
Charmweaver ................................. 92 Cyradon Traditions ..................... 129 Descriptions ......................... 155-164
Choosing a Culture ........................ 71 Cyradon Training Packages ........... 94 Aoifar ........................................ 156
Ciastan ............................................ 62 Atriah Apprentice ...................... 94 Ashari ....................................... 156
Clerics ............................................. 86 Desnian Palladine ...................... 94 Bounder ................................... 156
Cliff Rukh ..................................... 157 Garuda Apprentice .................... 94 Cliff Rukh ................................ 157
Coliseum Monsters ...................... 152 Graym Warders .......................... 94 Fey Drake ................................. 157
Combat Actions & Janieal Infantryman .................. 94 Gorger ...................................... 157
Special Attacks ....................... 78 Meeta Apprentice ...................... 95 Leshii ........................................ 158
Combat Styles & Maneuvers ......... 87 S’tok Initiate ............................... 95 Malas ........................................ 158
Cosmology ..................................... 98 Usirae Apprentice ...................... 95 Manticore ................................. 159
The Otherworld ......................... 99 Varaghra Acolyte ........................ 95 Murshie .................................... 159
The Worlds ................................. 99 Nagah ....................................... 160
Cyrad Blood (Lesser) ..................... 85 D Nagaral ..................................... 160
Cyrad Geomancy ......................... 120 Dairda ........................................... 105 Patago ....................................... 161
Cyradon .......................................... 16 Damage & Flight ............................ 78 Quinakh ................................... 162
Ancient History ......................... 18 Danae Elves .................................... 81 Rainbow Beetle ........................ 162
The First Age (aka Deities ........................................... 100 Rasicar ...................................... 162
The Age of the Dragons) .... 18 Dwarven Deities ...................... 103 Schirae ...................................... 163
The Second Age (aka Atla ....................................... 103 Stionoir .................................... 163
The age of Saena) ............... 18 Mikuel/Nirgal ...................... 103 Swamp Octopus ....................... 164
The Third Age (aka Tamine ................................. 103 Tagus ........................................ 164
180
Vulakah .................................... 164 The City of Belynar ............... 48 Gnomish Totems ......................... 108
Zenasant ................................... 164 The Gap of Orius .................. 47 Earth ......................................... 109
Desnia ............................................. 54 The Highlands ....................... 46 Moon ........................................ 109
Desnian Culture ............................. 81 The Schirae Trails .................. 47 Sun ........................................... 109
Desnian Palladine .......................... 94 The Western Devastation ...... 48 Gorger .......................................... 157
Drei ............................................... 118 The Whispering Hills ............ 47 Graym Warders .............................. 94
Dwarven Deities .......................... 103 The East ...................................... 50 Gryphon Armor ............................. 96
Atla ........................................... 103 Arimispia ............................... 56 Gryphon Combat .......................... 78
Mikuel/Nirgal .......................... 103 Desnia .................................... 54 Combat Actions &
Tamine ..................................... 103 Emmanel ................................ 53 Special Attacks ....................... 78
Vasila ........................................ 103 Janieal ..................................... 52 Damage & Flight ........................ 78
Dwarves (Mablung) ....................... 74 Penlasse .................................. 55 Gryphon Dodge &
Dwarves (Mablung): Trallen ....... 119 Ramsel .................................... 51 Sudden Dodge ....................... 78
The Daybreak Country ......... 50 Hit Locations & Wings .............. 78
E The Ruins of Ischea ............... 50 Pounce ........................................ 78
Earth ............................................. 109 The Forest of Ischea ................... 42 Rend ........................................... 78
Eastern Steppes .............................. 34 The Forests of Cyradon ............. 42 Stoop .......................................... 78
Eastlands Encounter Table .......... 150 The Idrisil Wood ....................... 43 Gryphon Culture ........................... 79
Elemental Template ..................... 153 The Melanae Forest ................... 43 Gryphon Dodge &
Elgan ............................................. 104 The Mountains of Cyradon ...... 41 Sudden Dodge ....................... 78
Elves (Arali) ................................... 80 The Mountains of Evening ....... 42 Gryphons ...................................... 76
Elves (Arali): Weavers .................. 120 The Mountains of Morning ...... 42 Gryphon Culture ....................... 79
Elves (Sithi) .................................... 75 The North .................................. 61 Gryphons: Usirae ......................... 120
Elves (Sithi): Cealla ...................... 120 Andalasa ................................. 65 Gryx ................................................ 73
Elvish Beliefs ................................ 107 Cairnus ................................... 65 Gryx Deities ................................. 103
Emmanel ........................................ 53 Ciastan ................................... 62 Elgan ......................................... 104
Encounters ................................... 147 Llyrius .................................... 61 Rasa .......................................... 104
Mellianour ............................. 62 Rema ........................................ 104
F Neras ...................................... 62 The Shrine Deities of
Fesharian Acolyte ........................... 92 The City of Blackflame .......... 66 the Juras Mountains ............ 103
Fey Drake ..................................... 157 The City-State Kingdom G’Shul Culture ............................... 74
Fighters ........................................... 86 of Qumar ............................ 66 G’Shul Rover .................................. 93
Flying/Gliding ................................ 88 The Five Cities ....................... 64
The Mountains of H
G the Moon ............................ 65 Harpers ........................................... 86
The Queen’s Wood ................... 44 Hit Locations & Wings .................. 78
Garuda Apprentice ........................ 94
The Shival Range ....................... 42 Holy Magic ................................... 100
Geographic Overview
The Southlands .......................... 58 How to Use This Book .................... 5
of Cyradon ............................. 39
Aneirin ................................... 59 Huaithe ......................................... 105
Cyradon Rivers .......................... 44
Jalapur .................................... 59 Humanity ....................................... 28
The Janiel River ..................... 44
Selant ...................................... 58 Humans .......................................... 71
The Marisant River ................ 44
Taravant ................................. 59
The Meriona River ................ 44
The Tanolain River ................ 44
The Yftelan Wood ...................... 43 I
Getting Started ............................. 167
Madiarian Forest ....................... 42 Important Skills ............................. 89
Time Frame 1: Just Arrived ..... 167
Swamps ...................................... 45 In the Dwarven Homelands .......... 36
Time Frame 2: Post Ritual ....... 168
The Estuary Lands ................. 45
Time Frame 3: Post Compact .. 168 J
The Sleep of Rivers ................ 45
When to Start the Campaign ... 167
The Yftelan Mire .................... 45 Jalapur ............................................ 59
Gherek Scout .................................. 93
The Ashman mountains ............ 42 Janieal ............................................. 52
Gigantism Template .................... 153
The Climate ............................... 40 Janieal Culture ............................... 81
Gnomes (Rhona) ........................... 79
The Devastation ........................ 45 Janieal Infantryman ....................... 94
Gnomes (Rhona): Gramarye ..... 120
The Blunt Hill Eyrie .............. 50
Gnomish Deities .......................... 108
The Camal Sea ....................... 47
181
L Nagaral ................................. 160 P
Patago ................................... 161
Llyrius ............................................. 61 Pascalline Order ........................... 118
Quinakh ............................... 162
Languages ...................................... 84 Patago ........................................... 161
Rainbow Beetle .................... 162
Leshii ............................................ 158 Penlasse .......................................... 55
Rasicar .................................. 162
Lizardmen (Nagazi) ....................... 81 Perkuna ........................................ 102
Schirae .................................. 163
Stionoir ................................ 163 Pounce ............................................ 78
M Professions ..................................... 86
Swamp Octopus .................. 164
Mablung Culture ........................... 75 Tagus .................................... 164 Clerics ........................................ 86
Mablung Dwarf Blood (Greater) .. 84 Vulakah ................................ 164 Fighters ...................................... 86
Mablung Dwarf Blood (Lesser) .... 83 Zenasant ............................... 164 Harpers ...................................... 86
Madiarian Forest ............................ 42 Monstrous Ecology ...................... 147 Mages ......................................... 86
Mages ............................................. 86 Monstrous Locations ................... 150 Monks ........................................ 86
Magic ............................................ 115 Monstrous Templates .................. 152 Ranger ........................................ 86
Anias Magical Traditions ........ 117 Aberration Template ............... 152 Rogue & Thief ............................ 87
Cantrips ................................... 124 Demonic Template .................. 153 Warrior Mage ............................. 87
Cyrad Geomancy ..................... 120 Elemental Template ................. 153
Cyradon Magical Traditions ... 120 Gigantism Template ................ 153
Q
Magical Orders ........................ 122 Moon ............................................ 109 Quinakh ....................................... 162
The Veil .................................... 121 Murshie ........................................ 159
Magical Orders ............................ 122 R
Alchemists ................................ 122 N Races & Cultures ............................ 70
The Mage’s Guild ..................... 123 Anias Races & Cultures
Nagah ........................................... 160
The Venturer’s Guild ............... 123 Dwarves (Mablung) .............. 74
Nagaral ......................................... 160
The Zirvak Alumni .................. 123 Elves (Sithi) ............................ 75
Nagazi Culture ............................... 82
Malas ............................................ 158 Gryx ....................................... 73
Nagazi Deities .............................. 109
Manticore ..................................... 159 G’Shul Culture ....................... 74
The Sages .................................. 109
Martial Arts Combat Styles ........... 89 Nagazi: Zirhus .............................. 120 Humans ................................. 71
Meeta Apprentice ........................... 95 Neldor ............................................ 33 Mablung Culture ................... 75
Mellianour ..................................... 62 Neras .............................................. 62 Sithi Culture .......................... 76
Memra .......................................... 101 New Equipment ............................. 96 Skaldi Culture ........................ 73
Miah-sha ...................................... 101 Armor Descriptions .................. 97 Tarahiri Culture ..................... 72
Mikuel/Nirgal .............................. 103 Cyradon Mounts and Choosing a Culture ................... 71
MistWalking ................................. 122 Livestock ............................... 97 Cyradon Races & Cultures ........ 76
Mithra — the World ...................... 16 Weapon Descriptions ............... 96 Danae Elves ............................ 81
Anias ........................................... 16 New Skills ....................................... 87 Desnian Culture .................... 81
Cyradon ..................................... 16 Alchemy ..................................... 87 Elves (Arali) ........................... 80
The Other Two Continents ....... 16 Cantrips ..................................... 87 Gnomes (Rhona) ................... 79
The Shatterings .......................... 16 Charmcraft ................................. 87 Gryphons ............................... 76
Monks ............................................. 86 Combat Styles & Maneuvers ..... 87 Janieal Culture ....................... 81
Monster Quick Stats .................... 154 Flying/Gliding ............................ 88 Lizardmen (Nagazi) .............. 81
Monstrous Descriptions .............. 153 Martial Arts Combat Styles ....... 89 Nagazi Culture ....................... 82
Descriptions ............................. 155 Niamh .......................................... 102 Rhona Culture ....................... 80
Aoifar ................................... 156 Nirgal ............................................ 101 Racial Characteristics ................ 70
Ashari ................................... 156 Northlands Encounter Table ....... 150 Racial Characteristics .................... 70
Bounder ............................... 156 Notations ...................................... 154 Racial Statistics Table ..................... 70
Cliff Rukh ............................ 157 Rainbow Beetle ............................ 162
Fey Drake ............................. 157 O Ramsel ............................................ 51
Gorger .................................. 157 Ranger ............................................ 86
Leshii .................................... 158 Orsai: The Ghershal/
Gherek Scouts ...................... 119 Rasa .............................................. 104
Malas .................................... 158 Rasicar .......................................... 162
Manticore ............................. 159 Osh’Tahl Herbalist ......................... 93
Recent Events ................................. 35
Murshie ................................ 159 Religious Orders .......................... 110
Nagah ................................... 160
182
Brotherhood of the Earth ....... 112 T Neldor ........................................ 33
Seidheri .................................... 111 Recent Events ............................. 35
The Lightbringers of Tarahir .. 113 Tables Sithi Forests ................................ 33
The True Spear ......................... 113 Additional Arali Skaldi Kingdoms ........................ 33
Rema ............................................. 104 Racial Information ................ 81 Southern Lands .......................... 34
Rend ............................................... 78 Additional Gryphon Tarahir ........................................ 32
Rhona Culture ............................... 80 Racial Information ................ 77 The Theocracy of Asut .............. 32
Rogue & Thief ................................ 87 Additional Gryx The Treaty Kingdoms ................ 32
Racial Information ................ 73 Western Jungle ........................... 35
S Additional Human The Continent of Cyradon ............ 38
Samia ............................................ 102 Racial Information ................ 72 Geographic Overview
Schirae .......................................... 163 Additional Nagazi of Cyradon ............................. 39
Seidheri ........................................ 111 Racial Information ................ 82 The Cyrads ..................................... 27
Selant .............................................. 58 Additional Rhona The Dangers ................................... 13
Sithi Culture ................................... 75 Racial Information ................ 80 The Daybreak Country .................. 50
Sithi Deities .................................. 104 Additional Sithi The Devastation ............................. 45
Beith ......................................... 105 Racial Information ................ 76 The Blunt Hill Eyrie .................. 50
Dairda ...................................... 105 Adolescent Skill Ranks Table ..... 83 The Camal Sea ........................... 47
Huaithe .................................... 105 Blood Talents ............................. 82 The City of Belynar ................... 48
Uira .......................................... 105 Central Highlands The Gap of Orius ....................... 47
Sithi Elf Blood (Greater) ............... 84 Encounter Table .................. 147 The Highlands .......................... 46
Sithi Elf Blood (Lesser) .................. 84 Cyradon Settings Culture .......... 71 The Schirae Trails ...................... 47
Sithi Forests .................................... 33 Eastlands Encounter Table ...... 150 The Western Devastation .......... 48
Skaldi ............................................ 118 Gryphon Armor ........................ 96 The Whispering Hills ................ 47
Skaldi Culture ................................ 73 Monster Quick Stats ................ 154 The East .......................................... 50
Skaldi Deities ............................... 102 Northlands Encounter Table ... 150 Arimispia ................................... 56
Niamh ...................................... 102 Racial Statistics Table ................ 70 Desnia ........................................ 54
Perkuna .................................... 102 Southlands Encounter Table ... 148 Emmanel .................................... 53
Vella .......................................... 102 Weapons ..................................... 96 Janieal ......................................... 52
Y’Gin ........................................ 102 Westlands Encounter Table ..... 149 Penlasse ...................................... 55
Skaldi Kingdoms ............................ 33 Tagus ............................................. 164 Ramsel ........................................ 51
Skalgorn ......................................... 94 Talents ............................................ 90 The Daybreak Country ............. 50
Skills ............................................... 87 Tamine .......................................... 103 The Ruins of Ischea ................... 50
Important Skills ......................... 89 Tarahir ............................................ 32 The Elves ........................................ 27
New Skills ................................... 87 Tarahiri ......................................... 118 The Elvish Spirits ......................... 107
Alchemy ................................. 87 Tarahiri Culture ............................. 72 The Estuary Lands ......................... 45
Cantrips ................................. 87 Tarahiri Deities ............................ 100 The Five Cities ............................... 64
Charmcraft ............................ 87 Memra ...................................... 101 The Forest of Ischea ....................... 42
Combat Styles & Miah-sha .................................. 101 The Forests of Cyradon ................. 42
Maneuvers ........................... 87 Nirgal ....................................... 101 The Gap of Orius ........................... 47
Flying/Gliding ....................... 88 Samia ........................................ 102 The Gryphons ........................ 26, 106
Martial Arts Combat Styles ... 89 Taravant .......................................... 59 The Yazatas ............................... 106
Special Starting Items .................... 90 The Ashman mountains ................ 42 The Gryx ........................................ 29
Southern Lands .............................. 34 The Blunt Hill Eyrie ...................... 50 The Heavens ................................... 15
Southlands Encounter Table ....... 148 The Camal Sea ............................... 47 Constellations ............................ 15
Stionoir .................................. 97, 163 The City of Belynar ....................... 48 The Mithran Solar System ........ 15
S’tok Initiate ................................... 95 The City of Blackflame .................. 66 Comets ................................... 15
Stoop .............................................. 78 The City-State Meteors .................................. 15
Sun ................................................ 109 Kingdom of Qumar .............. 66 The Mithran Moon ............... 15
Swamps .......................................... 45 The Climate .................................. 40 The Highlands ............................... 46
The Estuary Lands ..................... 45 The Coliseum ............................... 143 The Idrisil Wood ............................ 43
The Sleep of Rivers .................... 45 The Continent of Anias ................. 31 The Janiel River .............................. 44
The Yftelan Mire ........................ 45 Eastern Steppes .......................... 34 The Lightbringers of Tarahir ....... 113
Swamp Octopus ........................... 164 In the Dwarven Homelands ...... 36
183
The Mablung Dwarves .................. 30 The Ruins of Ischea ....................... 50 Atriah Apprentice .................. 94
The Mage’s Guild ......................... 123 The Sages ...................................... 109 Desnian Palladine .................. 94
The Marisant River ........................ 44 The Schirae Trails .......................... 47 Garuda Apprentice ................ 94
The Material World ....................... 99 The Shatterings .............................. 16 Graym Warders ...................... 94
The Sphere of the Moon ........... 99 The Shival Range ........................... 42 Janieal Infantryman .............. 94
The Melanae Forest ....................... 43 The Shrine Deities of the Juras Meeta Apprentice .................. 95
The Meriona River ......................... 44 Mountains ........................... 103 S’tok Initiate .......................... 95
The Mountains of Cyradon .......... 41 The Sleep of Rivers ........................ 45 Usirae Apprentice .................. 95
The Mountains of Evening ............ 42 The Southlands .............................. 58 Varaghra Acolyte ................... 95
The Mountains of Morning .......... 42 Aneirin ....................................... 59
The Mountains of the Moon ......... 65 Jalapur ........................................ 59 U
The Nagah ...................................... 29 Selant .......................................... 58 Uira ............................................... 105
The Nagazi ..................................... 29 Taravant ..................................... 59 Underground Belynar ................. 143
The North ...................................... 61 The Sphere of the Moon ............... 99 Usirae Apprentice .......................... 95
Andalasa ..................................... 65 The Story So Far… .......................... 8
Cairnus ....................................... 65 The Tanolain River ........................ 44 V
Ciastan ....................................... 62 The Theocracy of Asut .................. 32 Varaghra Acolyte ............................ 95
Llyrius ........................................ 61 The Treaty Kingdoms .................... 32 Vasila ............................................ 103
Mellianour ................................. 62 The True Spear ............................. 113 Vella .............................................. 102
Neras .......................................... 62 The Veil ......................................... 121 Venturer’s Clerk Apprentice .......... 94
The City of Blackflame .............. 66 The Venturer’s Guild .......... 118, 123 Vulakah ........................................ 164
The City-State The Western Devastation .............. 48
Kingdom of Qumar .............. 66 The Whispering Hills .................... 47 W
The Five Cities ........................... 64 The Worlds ..................................... 99
Warrior Mage ................................. 87
The Mountains of the Moon .... 65 The Material World ................... 99
Weapon Descriptions ................... 96
The Origins of the Races ............... 25 The Sphere of the Moon ....... 99
Weapons ......................................... 96
Humanity ................................... 28 The Yazatas ................................... 106
Weather & Climate ........................ 17
The Cyrads ................................. 27 The Yftelan Mire ............................ 45
Western Jungle ............................... 35
The Elves .................................... 27 The Yftelan Wood .......................... 43
Westlands Encounter Table ......... 149
The Gryphons ............................ 26 The Zirvak Alumni ...................... 123
When to Start the Campaign ...... 167
The Gryx .................................... 29 Themes and Mood ......................... 13
Who am I? ...................................... 69
The Mablung Dwarves .............. 30 Time Frame 1: Just Arrived ......... 167
The Nagah .................................. 29 Time Frame 2: Post Ritual ........... 168 Y
The Nagazi ................................. 29 Time Frame 3: Post Compact ..... 168
Training Packages .......................... 91 Y’Gin ............................................ 102
The Rhona ................................. 30
The Other Two Continents ........... 16 Anias Training Packages ............ 91 Z
The Otherworld ............................. 99 Alchemist ............................... 91
Holy Magic ............................... 100 Arcurias Bowman .................. 91 Zenasant ....................................... 164
The Outer Planes ....................... 99 Argentian Legionnaire .......... 92
The Outer Planes ........................... 99 Bladgorn ................................ 92
The Pascalline Order ..................... 93 Charmweaver ......................... 92
The People ...................................... 11 Fesharian Acolyte .................. 92
Other Races ................................ 12 Gherek Scout ......................... 93
The Elves .................................... 11 G’Shul Rover .......................... 93
The Gnomes .............................. 12 Osh’Tahl Herbalist ................. 93
The Gryphons ............................ 12 Skalgorn ................................. 94
The Nagazi ................................. 12 The Pascalline Order ............. 93
The Newcomers ......................... 12 Venturer’s Clerk Apprentice ... 94
The People of Belynar ................. 136 Cyradon Training Packages ....... 94
The Present: Escape to Belynar ....... 9
The Queen’s Wood ........................ 44
The Re-Awakened Land .............. 144
The Rhona ...................................... 30
184