Cyros Adventurers Guide

(For current/beginning DMs and Players)

1st Edition

With Contributions by: Doomstar (Spells, Rules, NWP, Creatures, Dieties History)
  FirstLord (Rules, Classes, Policy, Poisons, Languages and History)
  Beligard (Locations: Gren and Delin)
  Snowbd929 (NWP)
  Hellnugget (Spells)

Note: Some information is Copyright Wizards of the Coast/TSR and is used here only to inform players of optional rules and items adopted in the Cyros Campaign


Becoming a Cyros Dungeon Master

New Spells


New Classes

New Weapons/Rules


Magical Item Policy


Deities and Demi-gods

New Creatures and Races


History* (Incomplete)

Becoming a Cyros Dungeon Master

Becoming a Cyros DM is simple. The application consists of a sample dungeon created by the applicant. The list below shows what is required:

Sample Dungeon Example

The Sample Dungeon should be an original composition of the applicant.

1. Adventure Introduction

This section should be the players' description of the events that they witness or hear about that lead them into the adventure. This section is also called the "Hook." Generally, it is a composed narrative.

2. DM's Background

This section is for the DM and provides information about the past events that have led up to the adventure. It can include the machinations of NPCs involved in the adventure or an explanation of the creation of the artifact (if there is one) that is central to the adventure. Generally, it is a descriptive history.

3. First Three Encounters

The next section is composed of the first three encounters of the adventure. These can be where the PCs meet together at the start of the adventure or the first three "monster" encounters or a combination. It is up to the applicant. Each encounter must include the following:

Players' Description: A short description detailing the environment around the characters and the location of any visible NPCs/monsters.

DMs information: Should include notes on the monsters actions and locations of any treasures, as well as traps, special information, etc.

Treasure: This lists the treasure that can be gained from the encounter. Its location will be stated in DM INFORMATION, above.

Monsters: The monsters or NPCs from the encounter should be detailed here. Stats, abilities and other, similar information should be included. Experience per monster should be listed here as well.

Encounter Experience: All the possible experience that can be gained from the encounter should be totaled here, including bonuses for special actions or puzzles solving.

Awarding Experience

Experience for an adventure should include that gained from killing monsters and role-playing, with up to 10% of the gp value of treasure gained being given as xp as well. Remember the cardinal rule of Cyros experience: No player may be given more experience than half of what is needed to make the next level. A first level thief may be awarded no more than 625xp in an adventure, while a 1st level mage may get 1250xp. The same applies to other classes and levels.

Character sheets

If you have some idea of what players will be coming, you can request their character sheets to preview what you will have in your adventure as well as for use during the adventure. If the player does not have one and you have the time, contact FirstLord for the character sheets. If you are unable to contact FirstLord due to time restraints, the allow the player to play, but warn them that if they use something that is later determined to be unavailable (like drinking a potion in the adventure that they had already used) then they may lose the experience they gained for the adventure.

Player-DM Disagreements

As the Dungeon Master for your adventure, you have the supreme authority to make summary judgements on a situation. If the player disagrees with you, tell the player that the judgement will stand for the duration of the adventure but that you will speak to the District Dungeon Masters for a ruling.

We (the DDMs) try not to interfere in any DMs style; but for fairness, we will review any complaint. We may uphold the judgement of the DM or we may side with the player depending on circumstances. We expect all of our DMs and players to remain professional and courteous, regardless of disagreements.

Room/Game Disruption

No one is allowed to disrupt a game in play. If it is a player, remind them that doing so is a TOSable offense under the rules of the Isle of Cyros policies and could be grounds for dismissal from the group. If it is not a player, place them on ignore and TOS them.

TOS players only if you think it is absolutely necessary. The best thing to do is to copy and paste a sample of the disruption into an email and send it to the DDMs. We will review it and, if necessary, TOS the offender and whatever other suitable punishments are required/available.

New Spell

Shadow Burst (Doomstar)

(Necromancy, Shadow)

Level: 2

Range: 5yds/level

Components: V, S

Casting Time: 2

Duration: Instantaneous

Area of Effect: 1 creature

Saving Throw: Special

This spell creates a burst of gray, shadowy force that leaps from the caster directly toward a target creature. If the creature is within range, visible and in a direct line from the caster as casting is completed, then it hits, if not the burst is wasted. (Another creature blundering into the spell's path might suffer the spell's effects instead; the burst vanishes after it strikes a living creature.)

Any living creature struck by a shadow burst must make a successful saving throw vs. spell. Success means the creature takes only 1d4 points of damage. Failure means the creature suffers 1d6 points of damage, plus 1 point per level of the caster; further, until the end of the round after the burst hits, the creature is wracked by pain, suffering a -1 penalty to attack rolls, Armor Class, saving throws, and ability checks.

Warm Clothes (Doomstar)

(Enchantment, Alteration)

Level: 1

Range: Touch

Components: V, S, and M

Casting Time: 1 turn

Duration: 24 hrs. + 1 per level

Area of Effect: 1 set of Clothes

Saving Throw: N/A

Warm Clothes is a spell devised to keep he caster warm even in extreme climates. This spell will make his clothing as warm as any lush fur coat. (Up to -5 degrees) Of course the necessary parts of clothing are still needed. So a thin pair of gloves can be made very warm, a hat is still needed etc.

The material component for this spell is a small piece of animal fur.

Corpse Link


Level: 1

Area of Effect: 1 corpse

Casting Time: 1

Components: V, S, M

Duration: 1 turn/lvl

Range: 10 yds/lvl

Saving Throw: None

With this versatile spell, a wizard establishes a sensory link between himself and a corpse or freshly animated zombie of a human, demi-human, or humanoid within the spell's range. This link allows the caster to gather sensory information from the vicinity of the cadaver or undead being, For every three levels of experience past the 1st, the wizard gains the ability to collect information from an additional sense via corpse link. At 4th level, for instance, the wizard can choose two senses (Three at 7th, four at 10th, and all five at 13th).

Sight: The caster can see what the corpse or undead creature sees as if looking through one of the creature's eyes.

Sound: The wizard can now hear through one ear, exactly as if standing at the corpse's current location (If a wizard/thief, the caster can use his or her Hear Noise ability, too).

Smell: With one nostril, the wizard can now smell things exactly as if standing at the corpse's current location. The spell conveniently masks the putrefying stench of the cadaver (if any) so the subtle variations of aroma (like the scent of a rose) can be easily detected.

Taste: The caster can taste any substance that is introduced into the corpse's mouth. The substance (which may be solid or liquid) tastes exactly as if the wizard has placed it on one side of his or her own tongue. This can be especially useful when checking for poison in food or identifying unknown potions. The taste of the corpse's own rotting flesh is masked out by the spell.

Touch: The caster gains the ability to sense the textural and environmental conditions, with a single hand, as if standing at the corpse's location. The wizard can gauge the surface texture and temperature of any object or substances that is placed in contract with the corresponding hand of the corpse.

The type and number of sensory signals is chosen by the wizard at the time of the casting, and cannot be changed for the duration of the spell. The caster collects all sensory information through a single organ (Eye, ear, nostril, half of a tongue or hand) belonging to the corpse or undead creature. This organ need not be attached to the rest of the cadaver for the spell of function properly.

While the spell is in effect, the wizard can still see/hear/smell/taste/touch normally through the other (unlinked) organs. For example, a necromancer takes the left eye from a fresh cadaver and places it on a high ledge, with a strategic view of a front door. If the spell is now cast, the wizard's left eye would be able to see through the left eye of the corpse and spy on any visitors, while his or her right eye remains normal.

Further, if the spell was cast on a zombie, the magic enables the caster to issue simple commands to the undead creature via this link. The commands to the undead can be no longer than four words and can deal only with the creature's movement (turn left, walk forward two steps, and so on). If either the caster or the undead creature moves beyond the range of the spell, the effects are negated.

The corpse link spell does not impart any animation to dead tissue; if cast on a regular cadaver it will most likely remain stationary for the duration of the spell.

The spell requires a fresh corpse or a newly animated zombie. Unless some form of preservation magic has been employed to protect the corpse's decaying sensory organs (such as embalm or spirit bind), this spell cannot be employed on the remains of one who has been dead for longer than one day per level of the caster. The material components are the appropriate sensory organs of animals or monsters noted for their keen senses (such as the eye of a hawk, the ear of a rabbit, the snout of a pig, and so on)

Note: Restricted to Necromancers


(Conjuration/Summoning, Necromancy)

Level: 2

Area of Effect: One Creature

Casting Time: 2

Components: V, S, M

Duration: 1 round/level

Range: 30 yards

Saving Throw: 1/2

By means of Choke, the caster causes a pair of ghostly hands to appear around the throat of a single victim. The victim must be a human, demihuman, or humanoid, and must be within 30 yards of the caster. The hands will choke and strangle the affected victim for the duration of the spell; each round, the victim suffers 1-4 hit points of damage from the choking hands. If the victim makes a successful saving throw, he suffers half-damage each round.

Choke can be negated by dispel magic or a similar spell; the victim cannot wrench the ethereal hands away from his neck. The victim makes all attack rolls at a -2 penalty while affected by choke.

The material components for this spell are a handkerchief or similarly sized piece of cloth that has been tied in a knot.

Ghoul Touch


Level: 2

Area of Effect: One person

Casting Time: 2

Components: V, S, M

Duration: 1 round/level

Range: 0

Saving Throw: Special

When this spell is in effect, the caster's touch cause any single human, dwarf, gnome, half-elf, or Halflings to become rigid for 3-8 (1d6+2) rounds unless the victim makes a successful saving throw vs. paralyzation. Additionally, the paralyzed victim exudes a carrion stench in a 10-foot radius that cause retching and nausea. Those within this area who fail to save vs. poison will make their attacks with a -2 penalty until the spell reaches the end of its duration.

The material component for this spell is a small scrap of cloth taken from the clothing of a ghoul or a pinch of earth from a ghoul's lair.

Living Link

(Greater Divination, Necromancy)

Level: 2

Area of Effect: 1 creature

Casting Time: 2

Components: V, S

Duration: 1 rnd/lvl

Range: 90+10 yards/level

Saving Throw: None

With this spell, a necromancer establishes a sensory link between himself and any living creature within range. If the caster knows a specific creature or person within range, then the spell can take effect on that specific creature. Otherwise, the living link will be established with any sapient creatures within range, determined randomly.

Like the 1rst-level spell corpse link, the living link spell allows the caster to gather sensory information from the vicinity of the target creature (sight, sound, smell, taste, or touch). For every four levels past the 1st, the necromancer can collect information from an additional sense (up to two senses at 5th, three at 9th, four at 13th, and all five at 17th).

The creature linked by this spell experiences nothing to indicate that its senses have been tapped, and it remains in control of its own actions, entirely unaware of the magical connection to the necromancer. In other words, the caster can not force the subject to look at something (listen at a keyhole, taste a glass of wine, pick up an object, and so on). This spell merely enables the caster to directly experience the world through another creature's perceptions. For instance, looking through another creature's eyes gives the wizard all of its visual capabilities, such as Infravision if the creature has that ability.

While the spell is in effect, the living link overrides the wizard's own sensory perceptions. Thus, a wizard seeing through another creature's eyes is unable to see through his own. The spell can be ended at will with no risk to the caster.

Lesion (Hellnugget)


Level: 3

Area of Effect: Target Creature

Casting Time: 3

Components: V, S, M

Duration: 1 rnd/lvl

Range: 0

Saving Throw: None

Necromancers cast this spell upon their focus (typically a staff, dagger, or other melee weapon), then attack the subject. All targets are treated as if they were armor class 10, although bonuses due to high dexterity or magic still count toward the target's AC. (Chainmail +1, for instance, counts as AC 9.) The necromancer may continue to try to hit the target creature until the spell expires or he or she successfully scores a hit.

When the focus object hits the target, a fountain of blood spurts from the location touched. Unless treated with a major healing magic (cure serious wounds or better), the bleeding continues unabated, causing 1d6+2 hp damage per round until the victim dies or the spell expires. Tourniquets, bandages, pressure, and other mundane means of stopping or slowing blood flow are ineffective.

Lesion affects only living targets, undead and automata are not affected by this spell. The material component of this spell is a dead leach, which is consumed in the casting.


Town of Gren

Population - 9,000(Including surrounding farms)


Gren is located NE of the City of Cyra. It is approximately 35 miles from Cyra. Gren borders the North Plains and the Blasted Plains. The City of Cthyus is SEE of Gren and is about a 75-mile journey.


Gren was built to increase trade relationships with the sovereign city of Cythus. Often gold and fine arts where brought from Cythus to Gren in exchange for other supplies, which consisted mostly of Fish. Gren was established in 500 A.L. and has since grown and changed much. Originally a community which mostly depended on the agriculture to survive, its purpose was quickly changed when small armies of monsters were organized and the walls of Gren besieged.

The wars were named the Battles of Il'it'tuths. Which means the Battles of Great Blood in an old Dwarvish tongue. Gren was in a state of constant warfare for nearly 50 years. Often the King in Thynwir would send troops to reinforce Gren's defenses but that was not enough. Many times Gren would be over run and then a garrison from Cythus would come and rout Gren's enemies from the town. The final battle occurred in 573 A.L. Soldiers from the King Thurin's Royal Guard, along with Gren Citizens, and Cythus soldiers hunted down all the orcs, desert ogres, sandworms, and trolls they could find. However, their plan was not perfect. Eventually the dying creatures all banded together and launched a counter assault. The war lasted 3 days. By the third day the warriors of good were almost defeated. Then came a band of a hundred dwarves from the North. Their axes were honed and there crossbow bolts sharpened.

They came from the flank and in a spearhead formation routed the enemy. That day a whole generation of citizens living in Gren was almost killed. Gren citizens became angry and wanted revenge, the town turned away from the land. They fortified their town and trained boys to become soldiers. They would never let another Battle of Blood occur again.

The Township of Delin:

The Temple of the Goddess of War, Kai'elika, the wind of Death

This simple Temple lies in the center of the city. Originally it belonged to Tyrin, the God of Justice. However, once the focus of Gren turned from peace to constant war they figured they should change their patron deity. The temple provides free healing to soldiers and warriors. They charge exorbitant prices to those who leave more peaceful lives.

Artek's School of Combat

All children who reach the age of 12 are sent here to be trained in the art of war. Women are trained in the healing arts, along with how to use bows and daggers. Men are trained in siege warfare along with combat using heavier weapons and armor. Some of the finest warriors have come from Artek's school of Combat. The building is located in the northern section of Gren. It is a square stone building, the outside gate has two statues in front if it. One of Tyrin and the other of Kai'elika. The interior of Artek's school of combat contains a small arena, training areas, and a dorm for the students who must live there during their training.

City Government

Prince Kreon the VI rules this town. Kreon is a warrior and he focuses on developing the military of Gren. A constable is elected every two years and he becomes the field commander during wars. Town Hall is located next to the Temple and it is a 2 story high wooden building. Prince Kreon Lives in a small fortified Manor within the Town.

The Forge

The Forge is located in the Southeast Corner of Town. It is a group of blacksmiths, weapon-smiths, and armor smiths. They are funded by Gren's government and supply the city garrison with what ever they need. Weapon's here sell for normal prices. Those in the Royal Guard or Gren City Watch get all weapons here for 1/2 price.

Gren's Bank

This establishment is the holding of the town resources. Sir Tucksford, an old retired merchant with a head for accounting, manages the bank. The bank is a small white square stone building. Inside the bank there is a large safe that is watched by four hired mercenaries (each F3, 25 hp, AC2, longswords and spears). Gren's Bank is a branch of the main bank located in Thynwir.

General Store

The young shopkeeper is a widow three times over. She always wear's black and does not speak above a whisper. There are many rumors of her practice in dark magic but no one can prove it. She goes by the name Tiara Eldarth, and runs a fair business. She employs a young boy named Brad to do much of her work. Her prices are slightly higher then normal (+10% over PHB) and she will not haggle.

The Apothecary

There is no apothecary within Gren. The last two burned down. In fact, the abandoned house is still there and some people say that rat men live in it. Who knows?

The Market Place and the Merchant District

These two areas are side by side outside the town walls. This area is where locals and outside merchant display their goods. It is also rumored that the merchant district is a haven for passing rogues and other riffraff.

The Gren Docks

It is a well-fortified port and is rarely used for transport of goods. Mostly, the 5 docks house large caravels carrying soldiers and other war type supplies.

Lodging, Food and Spirits

The Tame Water Inn and Tavern

An impressively large wooden building, The Tame Water Inn has 30 rooms and a large ballroom. Soldiers and travelers alike frequent it. Soldiers receive 1/2 price, while travelers must pay 6gp a night for their excellent quality room. Travis Mcgaug owns this inn and he is the only innkeeper in Gren. There was another Inn but it mysteriously burned down....

Farms and Stable

Many small farms surround Gren. They are run by poor serfs and peasants and are used mostly to support Gren's soldiers.


The Housing District in the walls of the city are reserved for the upper class of the town, the shopkeepers, merchants and rich. However, the Quarters located outside the wall house many of the town workers. Also, the town is surround by many farmers and smaller clusters of homes

New Classes

Warrior Group

Blade of Antiphon

Ability Requirements: STR12, DEX 12, CON 9, WIS 12, and CHR 17

Prime Requisites: STR, CHR

Races Allowed: Elf

The Blade of Antiphon is a religious devotee much like the human Paladin and even shares some abilities in common with that class. Since the destruction of the Elven City of Ain-Antiphon there has not been a known Blade (that is, known to the non-Elven society) for many centuries. Only recently, as the Drow have grown restless and the Eye of Antiphon has reappeared and is in danger have the Blades returned to Cyros.

Skills and abilities

Parrying - While fighting an armed opponent, the Blade may parry any one attack during the round. In doing so, they lose all specialization bonuses for that round (if they also choose to attack that round, that is). If they only parry in any round, they may add in their combined specialization bonus (+3) for that round to their Armor Class.

Healing, Curing and Detection - Like the paladin abilities, the Blade may lay on hands, cure disease and detect any evil within 60 ft. The first is limited to once per day, the next to once per week and the last to once per round.

Specialization - Unlike most warrior subclasses, the extensive weapons training the Blade receives allows them to specialize.


Limited funds - Blades may only keep enough funds/treasure to support themselves. Excess funds must be donated to a worthy cause of the elven people.

Limited Armor - Due to the fighting style that allows specialization, Blades may wear armor no heavier than chainmail unless it is of Elven make.

Aid - Whenever a fellow elf is in danger, the Blade MUST come to the assistance of that elf, unless they are proven to be an enemy of the elven people or are of evil alignment.

New Weapons/Rules

For Light crossbows and heavy crossbows, at short range armor provides 5 less protection to a max of AC10 (magic bonuses are not affected by this), at medium range the armor is 2 less protective, and at long range armor still have its full affect.

New Damage Codes S-M/L
Heavy Quarrel 1d8+1/1d10+1
Light Quarrel 1d6+1/1d8+1
Hand Quarrel 1d3/1d2

New Non-Weapon Proficiencies


Category: General

Slots required: 1

Ability Check: Wisdom, -1 Modifier

Those with this proficiency are skilled in the art of making and applying make-up. When used in conjunction with the Disguise proficiency add a +1 bonus to the roll.

Poison Brewing

Category: Rogue, Fighter

Slots required: 1

Ability Check: Intelligence

Characters proficient in this skill are able to develop different types of poisons from their base ingredients (see Poisons). The table below shows the different types of poisons from the Dungeon Master's Guide and indicates the time it would take to brew an amount of each type. A "dagger" in this reference is one small weapon. One small weapon equals one medium weapon, while two medium weapons equal one large weapon. A "drink" is enough to put a lethal dose in one tankard (approx. 12 ounces) of drink. A lethal dose is such that there is enough poison that a single drink will have the full effects of the poison. Any character with Herbalism also has this skill.

Type A: 1d2 days for enough to coat 5 daggers.

Type B: 1d2 days for enough to coat 4 daggers.

Type C: 1d3 days for enough to coat 4 daggers.

Type D: 1d3 days for enough to coat 4 daggers.

Type E: 1d6 days for enough to coat 4 daggers.

Type F: 1d6 days for enough to coat 4 daggers.

Type G: 1d3 days for enough to put in 5 drinks.

Type H: 1d4 days for enough to put in 5 drinks.

Type I: 1d4 days for enough to put in 4 drinks.

Type J: 1d6 days for enough to put in 4 drinks.

Type K: 1d2 days for enough to coat 6 daggers.

Type L: 1d2 days for enough to coat 6 daggers.

Type M: 1d4 days for enough to coat 5 daggers.

Type N: 1d6 days for enough to coat 4 daggers.

Type O: 1d4 days for enough to coat 5 daggers.

Type P: 1d3 days for enough to coat 3 daggers.

Type Q: 1d4 days for enough to coat 3 daggers.

The DM should decide the different ingredients needed to brew the different poisons.


Magic Item Policy

The DDMs no longer require the approval of magic items for an adventure, but we do reserve the right to remove any magical item handed out from an adventure if we deem it too powerful or not appropriate to the level and danger of the adventure.

Some items are entirely too powerful for an open world like ours unless used for a specific purpose. These items include but are not limited to: Rings of Wishes, Staff of the Magi, Robe of the Archmagi, Efreeti Bottle, Sphere of Annihilation, Vorpal or weapons of sharpness, Swords of the Planes, Wand of Wonder, Sunblades, and similar items.

Experience Policy

Our experience policy per game is simple.  No character may earn more experience points per adventure than half of what they need for the next level, calculated from the previous level.  Examples are below.

Mage, 1st level with 1000xp

Current Level - 1st, 0xp required to gain this level

Needs for next level - 2500xp

Maximum Xp per adventure (2500 - 0)/2 = 1250xp

Mage, 3rd level with 5600xp

Current Level - 3rd, 5000xp required to gain this level

Needs for next level - 10000xp

Maximum Xp per adventure (10000 - 5000)/2 = 2500xp

Fighter, 5th level with 31000xp

Current Level - 5th, 16000xp required to gain this level

Needs for next level - 32000xp

Maximum Xp per adventure (32000 - 16000)/2 = 8000xp


Since the use of poison has become more prevalent of late, we, the District DMs, have decided to clarify some of the rules and regulations regarding their use, manufacture and purchase.

Each poison available will be detailed below, indicating methods, onset times and strength, as wells as possible uses and duration. Players should be warned, however, that the use of poison is an evil act and could cause alignment changes that result in the standard Experience Point Penalty as described in the DMG and paraphrased below.

"The instant a character voluntarily changes alignment, the experience point cost to gain the next level... is doubled. To determine the number of experience points needed to gain the next level...double the normal required total as listed on the appropriate Experience Table"

For our purposes, each time a character that is not Chaotic Evil uses a poison, his alignment will shift one degree in that direction. An example is a lawful neutral person using poison. The first time, the PC is granted a little leeway. The second time, the alignment of the person will shift by one degree towards chaotic evil. In this case, the lawful Neutral would shift either to True neutral or to Lawful Evil. If he uses poison again, he would shift from True neutral to Neutral Evil or Chaotic Neutral or from lawful evil to Neutral evil. The next time he/she used poison, they would shift from Neutral Evil to Chaotic evil or from chaotic neutral to Chaotic Evil.

Either way, each single alignment shift means the character must double the experience from that point on to gain their next level. A character who needs only 300 experience would now require 600 experience, while a character who needed 2000 experience would need 4000 experience and so on.

Dungeon Masters (DDMs, RDMs, and ADMs) should indicate on their experience/treasure email any time a player character that is not chaotic evil uses poison. A simple note after their experience total will be sufficient. At that point, the experience totals of the character as given during adventures will be halved, until that PC reaches the next level of his class.

Most poisons indicate the number of "strikes" for which the poison is potent. This does not mean successful hits, but attempts. Even an unsuccessful attack can mean a hit, where the poison is rubbed off on the armor or flung from the blade.

The poisons and their strengths are listed below. The Cost to purchase a poison is generally 3-5 times the cost to manufacture it.

Poison Class : A

Method : Injected

Onset Time : 10-30 Minutes

Strength : 15/0

Base : Blasted Plains Cobra Venom

Man. Cost : 100 gp per dose

Man. Time : 8 hours

Description : This thin, clear fluid is the derivative of a Cobra that inhabits the Blasted Plains. The venom itself is not as effective as this distillate, however, and generally only causes nausea in victims of human size. This poison is often left on small needles and other trap mechanisms, as it is potent even after it dries. Its use on weapons is limited, capable of only one strike before being rubbed off. Common names for these poisons are: Renfry's Bane and Needleduck.

Poison Class : B

Method : Injected

Onset Time : 2-12 minutes

Strength : 20/1-3

Base : Brown Leaper Frog, Hills of Solitude

Man. Cost : 150 gp

Man. Time : 12 hours

Description : This dark brown fluid is a derivative of the skin of the Brown Leaper Frog found in the Hills of Solitude. The desiccated carcass of the frog is ground up into a fine powder and mixed with alcohol, then boiled for several hours. Like Needleduck, it is used often in the traps laid for the unwary "liberator of merchandise." Its cannot be used on weapons, since it tends to react poorly with the oils used to sharpen and maintain such objects. Since it is often brewed using alcoholic beverages as the alcohol component, its common names are derivatives of the beverage used. The most common are Whiskette and Ale-Bite.

Poison Class : C

Method : Injected

Onset Time : 2-5 min.

Strength : 25/2-8

Base : Water Daisy, Mouth of River Thyn

Man. Cost : 200gp

Man. Time : 14 hours

Description : This plant derivative is a potent medicine used by healers to reduce pain from wounds, used in dilution. At full strength, the poison causes massive cellular damage that can debilitate and kill. The petals of the Water Daisy are dried and crushed, then mixed with alchemical components (mainly humus and plant oils), before being distilled. The resultant distillate is a transparent white in color and somewhat thick. This poison can be used on weapons, but takes 4 rounds to coat a single medium sized weapon. It has a short half-life in such instances, due to reaction with the metal of the weapon, and is often only good for a single strike. Following strikes are each at a bonus to save of +5 and the potency reduces on each round following the initial application, losing approximately half of the listed damage above (so second round damage is 13/1-4, next is 7/1-2, then 4/1). After the fourth round, the poison has completely been transformed into a thick, syrupy material that is notoriously difficult to remove from metal. It is also impotent. Common names for this poison are DaisyChain and The White Petal.

Poison Class : D

Method : Injected

Onset Time : 1-2 min.

Strength : 30/2-12

Base : Alchemical

Man. Cost : 300gp

Man. Time : 18 hours

Description : This alchemical mixture of various ingredients is a difficult poison to make. A full alchemical laboratory is usually required to manufacture this poison (see Lab costs, below). The formula involves several dangerous agents although none of them are deadly poisonous by themselves. Only when they are combined in the proper amounts and with the proper formulation do they reach their deadly state. When complete, it forms a thin, brackish, blue fluid that is useless on weapons due to its reaction with air. It is commonly used on needles and other trap devices, coated with wax to prevent corruption. Common names are Blue Meanie and Cyanic.

Poison Class : E

Method : Injected

Onset Time : Immediate

Strength : Death/20

Base : Sea of Brass Spiny Anemone

Man. Cost : 450 gp

Man. Time : 24 hours

Description : This poison is a direct extract of the Spiny Anemone found in the Sea of Brass. It is a medium thick, pale fluid with obvious impurities. Incredibly deadly, it sees use on the weapons of the Dark Elves and other truly evil creatures, which buy it in the various black markets. Purchase price is generally expensive, running about 2500-3000gp. Buying the actual anemone is cheaper, with each creature yielding about one fatal dose of the poison. It is capable of staying on a weapon for three strikes before being flung off; it is not known for its viscous properties. Common names for this poison are The Brass Kiss and ElvenBane.

Poison Class : F

Method : Injected

Onset Time : Immediate

Strength : Death/0

Base : Root of the Pana Plant, Sythya Forest

Man. Cost : 450 gp

Man. Time : 24 hours

Description : The deadly root of the Pana plant is the base of this poison. The root is harvested carefully, for the oil it secretes is the true poison, even contact causing nausea and sickness. The root is crushed and the oil extracted for use, being a pale yellow fluid. This poison loses its potency upon contact with air, and so it is useful only for assassins and other specialists. Coating weapons with it grants a single strike and a +3 save to the victim. Common names for this poison are Panai and Diggerroot.

Poison Class : G

Method : Ingested

Onset Time : 2-12 hours

Strength : 20/10<BR>

Base : Gromk's Mushroom, Highlands

Man. Cost : 200gp

Man. Time : 16 hours

Description : Gromk's mushroom is a small, dark brown fungoid found in the Highlands of Cyros. When crushed into a paste and cooked for several hours, it yields a thin whitish fluid that is poisonous if ingested. Eaten raw, the mushroom is harmless. Common names for this poison are Gungiss and Brown Hat.

Poison Class : H

Method : Ingested

Onset Time : 1-4 hours

Strength : 20/10

Base : Barra Nut, Sythya Forest

Man. Cost : 250gp

Man. Time : 20 hours

Description : The Barra tree is well known for its poisonous nut. It apparently developed this nut to gather the nutrition it needed for growth. Since Barra trees grow in large groups, an animal (or person) who ingested the "fruit" of the tree would often grow sick and die before they could wander far from the grove, their rotting corpse providing valuable nutrients for the soil of the Barra tree. The nut itself is small and slightly green, growing in groups of four to six nuts, with 2-3 groups on a single tree. Its flavor is much like that of the almond but stronger, with ingestion causing painful cramps and vomiting with blood. The poison is acquired by grinding the nuts into a paste. Common names for this poison are Guloong and Flowing Red.

Poison Class : I

Method : Ingested

Onset Time : 2-12 min.

Strength : 30/15

Base : Alchemical

Man. Cost : 350gp

Man. Time : 24 hours

Description : This flavorless poison is a favorite of assassins. It can be added to nearly any dish, before or after cooking without losing potency. It causes lightheadedness, headaches and bleeding from the nose, mouth and tear ducts. Death usually follows, but many have survived to tell of its effects. It is brewed alchemically, the resultant poison being a clear and thin liquid. Common names for this poison are Bleeding Eye and Falfill's Elixir.

Poison Class : J

Method : Ingested

Onset Time : 1-4 minutes

Strength : Death/20

Base : Leaf of the Burruca Vine, Sythya forest

Man. Cost : 450gp

Man. Time : 28 hours

Description : The Burruca vine is a parasite that occasionally grows on the trees in the Sythya Forest. It is a thin, brown vine that has a single leaf only about every four feet of length. The leaves are harvested and boiled, then distilled to a syrupy brown fluid. The fluid has a minty taste that acts as a warning, usually too late, to the ingester. It causes the ingester to burp almost immediately after ingestion, with death following shortly thereafter. It is often used in candies. Common names for this poison are Deathmint and Children's Bane.

Poison Class : K

Method : Contact

Onset Time : 2-8 minutes

Strength : 5/0

Base : Liver of the Blackfish, River Thyn

Man. Cost : 100gp

Man. Time : 20 hours

Description : This derivative of the Liver of the Blackfish is a thick paste, often used to coat doorknobs and other, similar devices on doors. It serves as a non-lethal warning, killing only the weakest of men. Upon contact with the poison, it causes a burning sensation on the skin. The only common name for this poison is Touchfire.

Poison Class : L

Method : Contact

Onset Time : 2-8 minutes

Strength : 10/0

Base : Liver of the Blackfish, River Thyn

Man. Cost : 150gp

Man. Time : 24 hours

Description : This is merely a distilled and more potent version of the Touchfire contact poison.

Poison Class : M

Method : Contact

Onset Time : 1-4 min.

Strength : 20/5

Base : Alchemical

Man. Cost : 250 gp

Man. Time : 30 hours

Description : A thick, syrupy but clear fluid, it can be used to coat nearly any object. An alchemical mixture, it takes several hours to prepare a single dose, for the process involves a long cooking where the mixture must be shielded from light. Once it is applied, it only becomes potent after it dries. It causes a spasming of the muscles that can be dangerous, with victims often breaking their own bones in the fit. Common names are Fit-of-Death and Diamond Seizure.

Poison Class : N

Method : Contact

Onset Time : 1 min.

Strength : Death/25

Base : Red Lily Flower, Cyrsith Everanth Mountains

Man. Cost : 450gp

Man. Time : 36 hours

Description : Boiling the flowers of the Red Lily that grows only on the high sides of the Cyrsith Everanth Mountains creates This potent and deadly contact poison. It creates a thin, red fluid that is applied and allowed to dry. On contact, it causes numbness of the limbs, paralysis and death within a single minute. The common name for this poison is Mortal Red.

Poison Class : O

Method : Injected

Onset Time : 2-24 minutes

Strength : Paralytic

Base : Alchemical

Man. Cost : 300gp

Man. Time : 30 hours

Description : This alchemical mixture is a more potent form of a medicine used by healers to calm muscle spasms and aches. When injected, it takes several minutes, up to nearly a half an hour, before taking effect. Once it takes effect, however, it generally paralyzes its victim for several (2d6) hours. Once the effect wears off, the victim is fine. Common names for this poison are Healer's Bequest and The Standing.

Poison Class : P

Method : Injected

Onset Time : 1-3 hours

Strength : Debilitative

Base : Brown berry tree, Highlands

Man. Cost : 350gp

Man. Time : 30 hours

Description : The brown berries of the Highland Brownberry tree are crushed and the juice extracted. The poison interferes with the body's ability to absorb oxygen, creating a feeling of weakness and listlessness. Those injected have all ability scores reduced by half (round down), with resultant penalties to their Armor class, Hit points, movement, etc. Common names for this poison are Finnegan's Fog and Living Death.

Poison Class : Q

Method : Ingested

Onset Time : 1 segment

Strength : Sleeping agent

Base : Alchemical

Man. Cost : 200gp

Man. Time : 24 hours

Description : This mixture causes the victim to fall into a deep restful sleep. The sleep lasts for several hours (1d4) but has no other effect on the victim. Healers often use it to induce sleep, mixed with food or wine. Its common name is Dintrin's Rest.

Antidotes and Anti-poisons

Antidotes are a medicinal taken after a poison has been administered to the victim to counter the poison's effects. They generally take effect immediately, counteracting the effects of the poison.

Anyone who takes an antidote for a specific poison after it has been administered (excepting those poisons who list "Death" as the result of a failed save) gain a new saving throw at +3 on the die. A successful save means they take no damage, while an unsuccessful one indicates they take half of the second damage listed under the poison. For those poisons that do not have a listed damage but are paralytic, debilitative, or sleeping agent, a successful save after taking the antidote indicates that the effects are completely annulled while an unsuccessful save means that the duration of the poison is halved.

Example: A blade coated with DaisyChain (Type C) poison hits Rob. He immediately uses his next action to drink the antidote. If he makes his save (at the +3 bonus) he takes no damage. If he fails, he takes the second damage listed under the poison, in this case 1-4 points.

The only exceptions to these rules are the poisons that indicate Death as a result of a failed first save. These poisons (Types E, F, J, and N) do not have antidotes. They do, however, have antipoisons.

An antipoison is taken before the poison is administered and lasts 2-12 turns. During that time, the person gains all the benefits listed under the antidotes: a second save at +3 immediately after the first one, whether the first one failed or not, the second save indicating no damage if successful and only half of the second listed damage if failed.


It is possible to build immunity to a specific poison. To do so, a person must have the Healing and Herbalism skills or be under the care of someone who does.

It takes about 3 months (one real month) to become immune to any single poison. During this time, the person attempting to become immune must take small doses of the poison he wishes to gain immunity to. By doing so he builds up his immunity, until at then end of the three months he is immune to the poison.

During this time, once every REAL week, the character must make a proficiency check (or have the person caring for him do so). The proficiency check is made against the average score of the Healing and Herbalism proficiencies (add them together, then divide by two). If the check passes, nothing untoward happens. If the check fails, the character immediately loses a point of Constitution. This check indicates that the person doing the administering is giving the right doses; if it fails, the person gave too much and caused some damage to the health of the person attempting immunity. A total of four proficiency checks must be made; at the end of the three months (four weeks real time), regardless of whether the person passed or failed any of the checks, the character gains immunity to the poison listed.

Dieties and Demi-gods of Cyros

Greater Deities

Belynda, Goddess of Nature (Daughter of Belynda)

Ghi-dorn-ra, Dragon God of Nature (Wife of Belynda)

Ewythel & Anines, Twin Gods of Magic (Son and Daughter of Creation)

Tyrin, Noble God of Creation and Justice (Father of Belynda)

Syvanth, Goddess of Vanity and Beauty (Sister of Tyrin)

Dwenmenom, Goddess of Knowledge (Wife of Tyrin)

Jyem, Deceitful God of Trickery and thieves (Brother of Tyrin, Zyen's Wife)

Cyst, God of Death (Brother of Jyem, Half Brother of Tyrin)

Elven Deities

Euphora, Queen of Elves & Elven Death

Antiphon, King of Elves & Elven Life

"Thus by Death marrying Life an elf dies only by the sword."

         The History and Livelihood of Elves, Author Unknown.

Dwarven Deities

Mirtag, Father of the Dwarves (Son of Creation)

Lesser Deities

Tervus, God of War (Son of Creation)

Zyen'al'Ne, Goddess of the Night (Wife of Jyem)

Nemesis, Goddess of Endurance and Suffering (Created by Levanthan)

Levanthan, God of the Sea (Brother of Kron)

Kron, God of the earth (Brother of Mirtag)

Forgotten Gods

Buebon, God of Disease and plague

Guide to the Deities of the Isle of Cyros

Antiphon, Patron of Elves and the way of Elven Life

Alignment: Chaotic Good

Status: Guardian of Elves

Enemies: Syvanth, Jyem, and Lloth

Dogma: The life an elf lives, is the way all should live.

Head of Church: Caloren Brightsky

Symbol: A silver arrow entwined by vines. The vines represent life and nature, while the arrow represents the direction Antiphon shows.

Antiphon is married to Euphora. He is considered an elder god, yet by godly standards he is relatively young. He wishes for all races to live together under his ways; which is being one with nature and taking care of all living things. He pushes his desire slowly never over stepping his bounds and in that respect is a patient deity.


Antiphon created elves as his pet race. Though they were not numerous his purpose was only to get just a few to realize the need to take care of life. He entrusted many elder elves with the direction of the elven people and hence the elven kings were chosen by a god and truly have divine rights. Yet few of the original royal Bloodlines are exist today. At one time some of the gods were stricken with mortality, a curse by a group of evil deities. During Antiphon time on the land he stayed with a group of elves called the Nia'si. They're his favorite of favorites as far as elves go.


Antiphon's temples can be found within any elven village or city. They range from as small as an altar, to buildings as extravagant as a palace. Their design is dominated by using trees and often, special magics are used to make the trees grow into buildings.


Antiphon uses no avatar preferring to go directly to where he wishes to be heard.


There are no strict sects dedicated to Antiphon.

Granted Powers

Antiphon grants the ability to turn undead to his clerics.

Weapons Allowed

Only blunt weapons are allowed for use by the clerics of Antiphon. Edge weapons can more often be used to harm natural things and for that reason are disallowed.

Prime Requisites: Clerics of Antiphon require a 12 Wisdom and a 12 Charisma.

Major Spheres: Divination, Sun, Weather, Plant, Animal, All, Healing, Summoning, Elemental

Minor Spheres: Combat, Charm

Belynda, Goddess of Nature

Alignment: Chaotic Neutral

Status: Greater Deity of Nature

Enemies: Any God who would threaten the Forest

Dogma: The only true law is the law of Nature

Head of Church: Supreme Cultivator Eve of Sythya

Symbol: A Rosebud on a green background.

     Belynda is the goddess of nature, she revels in the wildness of nature enjoying the random flow of the river and the wild winds of the forest. She favors those who do random things, as long there in accordance with the laws of nature. Belynda has a strong hatred for evil and often sends her followers to destroy evil.

   Belynda hardly gets in the affairs of mortals, so for the most part she only seeks out the evil other gods put on Cyros. When she appears to mortals Belynda is a human woman, in a long flowing dress made of silk and embroidered with rose petals, often she has an entourage of fairies and faire dragons with her.


A long, long time ago there was a Druidess by the name of Belynda. She tended to all the plants and animals as if they were her own children. Her love for nature was so strong that she drew upon her  the Great Guardian of Nature Ghi-dorn-ra's favor. When Belynda met her death at the hands of a tribe of Trolls the great Guardian raised her up and gave her the mantel of divinity. Belynda doesn't have much of a history with the world of mortals. She is often depicted as a timekeeper for some believe that she touches her lives every day, however, their belief goes so far as to say she is the driving force behind nature. Belynda is responsible for the unique creatures of Cyros. Often, she makes new things out of boredom. New creatures often migrate from the unexplored areas into the Sythya (Syth-ya) forest.


Belynda and Ghi-dorn-ra share temples. One who worships Belynda also worships Ghi-dorn-ra. There temples are located outside of most major cities, and range from being a small shrine adorned with roses to large arboretums filled with a miniature forest. Special days of celebration are harvest days, equinoxes, planting days, and any other day the people see fit to honor nature.


Her avatar is a Huge Golden Dragon. Belynda rarely sends her avatar to out beyond the Palace of the Gods. Not much is known about this Avatar, so not much can be said.


Now with the power of a god at her disposal Belynda set out to protect and nourish the forests. She quickly found that a god could run out of a power...In her realization of weakness she chose a druidess by the name of Kailana to start an order dedicated to Belynda. Kailana obeyed and the Order of the Budding Rose was created. To this day this order of Druids and Clerics tend to all the land's forests, jungles, streams and mountains. A direct descendant of Kailana is now head of the order and her name is also Kailana.

Granted Powers

Clerics and Druids of Belynda's faith gain certain powers as they advance in levels and faith. Belynda grants the ability of of animal empathy, being able to sense creature's thoughts and send them thoughts. This only works with natural animals. At 2nd level she grants the ability to Detect Animals up to 150ft away (Adds +1 to tracking, and hunting checks). It is rumored that some of her higher clerics can change shape, but so far no evidence of this has surfaced. Belynda does not grant her followers the ability to turn undead because it's not in her sphere of influence.

Weapons Allowed

Any Bludgeoning weapon & all weapons Druids can use.

Prime Requisites: Clerics of Belynda's faith need at least a 12 in Wisdom and a 10 in Charisma.

Major Spheres: Weather, Plant, Elemental, Creation, Charm, Healing, All

Minor Spheres: Divination, Summoning

Cyst, God of Death

Alignment: Neutral Evil

Status: Greater Deity of Death

Enemies: Currently none

Dogma: Death comes to all, hence all are subject to the powers of Cyst!

Head of Church: Grand Reaper Singrim

Symbol: A skull with crossed scythes etched into its head.

     Cyst is feared by many, for those who fear death Cyst is their bane. Though for those who can embrace death and realize the futility of fearing it Cyst becomes their god. Cyst is very much involved with the world of men trying to always harvest souls that do not belong to other gods.

      When Cyst is met he appears as either a black crow or sparrow. Rarely does he take on a humanoid shape, mostly because he detests things that resemble things with souls.


Cyst was one of the first gods. When life was created out of the laws of necessity Cyst was born. Cyst doesn't have much of a history to tell his job as a god is a mundane one and his motives in any actions remained cloaked in shadows. Cyst now has less power then before, because some greater power keeps the souls of adventures on this plane and revives them. Some say that not even Cyst knows the reasons for this strange and mystical occurrence. The only truly known motive of Cyst is that he wants to claim souls of adventurers.


There are no temples dedicated to Cyst openly. His clerics stay in secret gathering at feasting days (Full Moons) when the souls of the dead can be seen and the power of Cyst can be praised. Ceremonies also occur at funerals, a favored time of Cyst.


Cyst has no avatar, a position left vacant because of many reasons, one being he feels that he no need for one. The work of collecting souls is accomplished through the magic of the gem, Dia'hagen.


The followers of Cyst have yet to establish a solid order outside normal praise of Cyst. The work of furthering the worship of the dead is done by specially selected reverends, who often escape near death experiences because of Cyst. Their worship comes because they owe it to him

Granted Powers

Clerics of Cyst gain the ability to control undead. This ability works as described in the PHB under turning undead. Also clerics of Cyst have the ability to cuase fear as the spell once per day.

Weapons Allowed

Scythes, and bludgeoning weapons

Prime Requisites: Clerics of Cyst need only have a wisdom of 9 or greater.

Major Spheres: All, Necromancy, Divination, Summoning, Combat

Minor Spheres:  Protection

Dwenemenom, Goddess of Wisdom

Alignment: Neutral

Status: Greater Deity of Wisdom

Enemies: Syvanth, Pyre

Dogma: Seekers of Wisdom! Turn to Dwenemenom.

Head of Church: Sage Jerome Cleareye

Symbol: A single blue flame on a black background.

    Dwenemenom for a long time has given wisdom to those who seek it. Even to evil doers who implore her help, she will respond. For why should only the good be wise? There must be a balance, as she believes.


In the beginning years of Cyros a Demi-God by the name of Dwenemenom roamed the land. She taught young children to read and in her ways she taught the wisdom of knowledge. It came as no surprise that after dying she was raised up to be a full god. She was killed in trying to teach the generals of both warring armies the folly of war.  Tyrin saw the wisdom in her ways and took her for a wife. Though now, centuries later, he is getting angry at her neutrality and lukewarm feelings towards evil. It was Dwenemenom who suggested the creation of the soul gems to limit Cysts power.


Dwenemenom has one huge temple in the north at the foot fills of Cyrsith Everana. Other then that she is worshipped daily wherever her clerics decide.


It is said that the Master (a being of supreme knowledge) is her avatar and is the bookkeeper of the gods.


The tenders of the sacred flame which reside in the Hall of the Gods hidden somewhere in the Kopian Krags are a group of Devout followers dedicated to her.

Granted Powers

Dwenemenom grants the power to turn undead.

Weapons Allowed

Any Bludgeoning weapon.

Prime Requisites: Clerics of Dwenemenom's faith need at least a 14 in Wisdom.

Major Spheres: Elemental, Creation, Charm, Healing, Astral, All, Divination

Minor Spheres: Weather, Sun, Summoning, Protection, and Guardian

Ewythel & Anines, Twin Gods of Magic

Alignment: Ewythel (Lawful Good) Anines (Chaotic Neutral)

Status: Gods of Magic

Enemies: Zyen'al'Ne, Syvanth, Jyem

Dogma: Through the Eyes of Magic all can be seen

Head of Church: Arch-cleric Griffonn

Symbol: A half-blue, half-green wand.

Ewythel and Anines are brother and sister. They appeared as deities shortly after creation and by all mortal knowledge were created by the being known as creation. Their effect upon the land has always been minimal, for they seek just to make more people love magic and use it.


Ewythel and Anines weren't known as the twin gods of magic for some time. In fact they were enemies always at each other's throat. Magic therefore suffered greatly. It was a time when wild magic was most prevalent, a time when magic was so totally unpredictable that nearly every one feared it.

Jyem is the one to thank for ending their bickering. When he stole the Gem Kystal, a gem where magic was created from, Ewythel and Anines were forced to work together. They got the gem back minus one little shard and realized that working together was better then working against each other.

Soon after they began appearing to early mages tempting them with power to become clerics of their faith and to further there goals of spreading magic.


Ewythel and Anines are recognized as twins though they are not worshipped together. It is true magic could not be with out them working together though. Ewythel's greatest temple is located in Arcana, with Anines just down the road from it. Ewythel's temples are scattered throughout the realm with Anines always being nearby. Those who worship Ewythel are more into the strict disciplined use of magic, while Anines is friend to wild mages and those who take magic lightly.


Their Avatar is called Quitix. It is a huge golem made purely out of glass-steel and covered with heavy enchantments and given a high intellect.

Quitix often appears to punish those who become to powerful in magic and don't honor the gods.


The order of the Golden Robe is open to those of high skill in magic (7th level or higher) It is a fairly open order intent on research and training of younger mages.

Granted Powers

Servitors (Normal Clerics): They are trained in magical research and eventually are granted the title of Sage. They advance normally as clerics.

Cleric Magi: Clerics of either god are trained to cast mage spells. The ability extends as follows: For a wizard to cast a second level spell he needs to be 3rd level, for a Cleric Magi they need to be 1 level higher (I.e. 4th). These clerics use the Wizard XP table. Note: They also receive cleric spells.

Spell books are still needed and they follow the rules of a mage. Though Armor is allowed in their sect, it is discouraged from use.

Clerics of these gods can NOT turn undead.

Weapons Allowed

Wizard-allowed Weapons and Maces

Prime Requisites: Intelligence of 12, Wisdom of 12

Major Spheres: All Spheres allowed

Minor Spheres: No minor spheres

Euphora, Patron of Elves and Elven Afterlife

Alignment: Chaotic Good

Status: Guardian of Elves

Enemies: Syvanth, Jyem, and Lloth

Dogma: When an elf dies by the sword, Euphora offers a new life

Head of Church: Melissa Skywater

Symbol: A black circle with silver stars within it.

Euphora is married to Antiphon. Euphora existed many centuries before Antiphon. For Euphora shuns battle and therefore had no way to inspire and lead her elves. When Antiphon was created she rejoiced and eventually the two fell in love. Each helped the other out. She would protect elves who have gone on to the afterlife and in turn he'd try to keep them alive.


Euphora created a special plane of existence for the elves, which have moved onto the next life. Her actions on our plane are rarely seen. Her clerics soothe those dying and help make the transition into the next life easier.

Euphora hates Lloth above all other gods. Lloth is the only one who can incite her to war. When Darkelves die she goes to battle for their souls, she battles to take them and remold them to heal them of their hatred and evil.


Euphora's temples can be found within any elven village or city. They range from as small as an altar, to buildings as extravagant as a palace. Their design is dominated by using trees and often, special magics are used to make the trees grow into buildings.


Euphora's avatar is a cloud of twinkling dust and fire. It is a cloud, which descends upon slain elves and takes their souls back to Euphora.


Euphora's clerics are all part of one order. They call themselves the Bringers of New Life and in many ways is an ironic order. Yet when an elf is dying or about to die, there is no one they'd rather see then one of her clerics

Granted Powers

Euphora grants the ability to turn undead to her clerics.

Clerics of Euphora can also cause Peace as the spell. It negates fear and will relax those with the fear of dying.

Weapons Allowed

Only blunt weapons are allowed by the clerics of Euphora.

Prime Requisites: Clerics of Euphora require a 12 Wisdom and a 12 Charisma.

Major Spheres: Divination, Sun, Weather, Plant, Animal, All, Healing, Summoning, Elemental

Minor Spheres: Combat, Charm

Jyem, Master of the Night

Alignment: Chaotic Evil

Status: Patron of thieves and Trickery

Enemies: He hates many but keeps his thoughts hidden.

Dogma: Things that you find in your possession are yours.

Head of Church: No one officially

Symbol: Three juggling balls: red, green, blue on a black background, with a dagger in the foreground.

Jyem is the Master Thief. Son of two Demi-gods, Jyem reached full god hood by trickery. His will is to be master of all, a world of puppets dancing to his tune. However, those pesky do-gooders keep getting in his way.


Jyem (Gem) was one who stole a soul gem from Cyst. Further weakening him and making Jyem all the more powerful. It was in this act that the other gods decided to make him more powerful.

Jyem currently is working to get a devout group of followers together so he can further control mortals.


Jyem has few temples and they're scattered far and between. They often are cloaked as some sort of other building. Within there often elaborate places of training and worship, all directed towards the deity.


Puck, an acrobatic thief was granted immense power when Jyem rose to power. Puck is rumored to have been Jyem's friend while he roamed the lands of mortals as a Demi-god.


He has none that are openly known.

Granted Powers

Clerics of Jyem are taught some of the arts of thievery. In particular they gain the thief abilities of Hide in Shadows, Move Silently, and Pick pockets. They start off with no points extra to distribute and gain 20 points per level, no more then 10 being put towards a specific skill.

Jyem also has granted his clerics the ability to turn undead as a cleric 2 levels lower.

Weapons Allowed

Weapons allowable to thieves only

Prime Requisites: Clerics of Jyem require at least 15 dexterity and 10 wisdom.

Major Spheres: Astral, All, Protection, Healing, Combat

Minor Spheres: Guardian, Necromancy, and Summoning

Pnath-Ghon, Greater Being

Alignment: Lawful Evil

Status: Outer Deity, imprisoned by the other Outer Deities at the beginning of time

Enemies: all outer deities

Dogma: Our Master shall be free.  Stand with us or die by His name.

Head of Church: D'edrom

Symbol: A ring of interlocking circles superimposed over a starburst

     Once one of the supreme powers of not just this universe but all of them, Pnath-Ghon is forever imprisoned in a cage of his peers' making.  A being from outside of time and space, he cares not a bit for each plane of reality, but longs for the realm between them, the true source of his power.  He builds legions of followers in the hopes that someday he will be freed and allowed to take vengeance upon all of creation.  Pnath-Ghon sends his followers on quests of destruction and enslavement.  Each city and nation that they topple and subjugate offers the possibility that his prison and its key may be found before his prison is whisked to another universe.


Pnath-Ghon was once the leader of the beings that existed between the universes of reality.  These beings have existed since the beginning of existence, and they worship some great Creator.  By controlling the energies in this limbo-like realm, they helped shape the formation of many of the universes that surrounded them.  Pnath-Ghon was a master of creation and destruction in his realm; his skill was surpassed only by the cruelty of its application.  After eons of raising civilizations, planets, even entire universes for the sole purpose of crushing them, the other outer beings revolted under his rule and trapped him in a mystical prison.  They then destroyed all his twisted creations and allowed existence to begin again, this time without interference.

     Now imprisoned, cut off from most of his powers, Pnath-Ghon rages at the others that so cursed him.  He plots incessantly to be released from his ancient cage.  The prison is such that it can exist in any universe, but never in the ether between them; thus, Pnath-Ghon can never reach the power he once wielded.  Nor can he ever escape the prison on his own; someone must release him.  Countless times has Pnath-Ghon built up an army of zealots determined to find his prison and release him; each time, the outer beings have discovered his plans and moved his prison to another universe.

     Even though imprisoned, Pnath-Ghon is still a power to be reckoned with.  He communicates telepathically with those he feels would make fine worshippers.  His vile mind slowly warps those of his minions, creating an army utterly devoted and utterly insane.  To his priests he imparts spells that will aid them in assembling and controlling the army that will one day liberate him.  While Pnath-Ghon himself never knows exactly where his prison is located, nor how to unlock it, the knowledge he imparts to the highest of his priests


A Temple Compound has been built in the mountains just west of the Unexplored Lands.  Fewer than 10 people know of its existence.  From here, the High Priest D'edrom plots the eventual takeover of the Isle in hopes of finding the elusive key to Pnath-Ghon's prison.


No avatar exists in this universe yet.  All avatars from other universes were destroyed by the remaining outer beings.


Since Pnath-Ghon selects all of his worshippers, all fall under the same control structure.  A high priest, the first follower Pnath-Ghon selects, rules from an isolated and heavily defended complex.  He exerts his control through a hierarchy of priests who fan out around the land.  Younger priests serve as officers and advisers to the mad generals that control Pnath-Ghon's armies.

Granted Powers

Clerics can control undead. All of Pnath-Ghon's followers speak in the language of the god's own design.  He imparts knowledge of this language as his first gift.

Weapons Allowed

Any edged weapon is allowed.

Prime Requisites: None, one needs only be a willing follower. (They must, however, meet the basic requirement to be a cleric)

Major Spheres: All, Combat, Elemental, and Summoning

Minor Spheres:  Divination, Necromancy

Pyre, God of War and Destruction

Alignment: Chaotic Neutral

Status: Bringer of War (Lesser Deity)

Enemies: Tyrin, Ghi-dorn-ra

Dogma: In the Chaos of War true peace can be found!

Head of Church: War Monger Dintkar

Symbol: A sword stuck into a pile of three burning rocks symbolizing the destruction war leaves.

Pyre (Py-er) is a opportunistic god. He hasn't the power to openly fight with Tyrin or Ghi-dorn-ra; so when the opportunity arises to help another deity against them he is always there. Pyre often appears on the battlefield as a man in red chain mail, with a long black beard, he is almost always encircled in flame.


Pyre by some mystical accident ascended to god hood when he led a small group of 100 men into battle with an equal number of Drow. The anger in his eyes and the revel of pure chaos pleased some one. For they saw he had the ability to lead wars and cause destruction. Those men all died...but in the end so did all those Drow. For Pyre was not a forgiving deity.


Traveling marauders often set up altars to Pyre after a Great War. There clerics seek out armies and are often welcomed for Pyre favors those charging into battle and through his clerics he can grant many favorable blessings...


Pyre's avatar is called Dref. It is a living two-handed sword full of mystical power. Clerics of Pyre have been known to call upon the power of the sword in great need, but only truly devout clerics can do that.


The Order of The Incinderary Arrows is a secret group of warriors. Their code is to make sure a day doesn't pass with out a war...even if it is between them. WarMonger Dintkar is the current leader of this group of fanatical followers.

Granted Powers

In any battle clerics of Pyre has the ability to inspire fear within here enemies. Usually flames will encircle their eyes and hands, a fearsome sight for any to behold. Those who fail a save vs. spell will attempt to flee the cleric.

Pyre's clerics have the limited ability to turn undead. Since undead can ruin a good war, Pyre's clerics must make sure they don't interfere. As such Cleric's of Pyre turn undead as if they were two levels lower.

Weapons Allowed


Prime Requisites: Clerics of Pyre require strength of 12, Constitution of 14 and wisdom of 9.

Major Spheres: Combat, Protection, All, Healing, Guardian, Weather

Minor Spheres: Necromancy, Divination, and Summoning

Syvanth, Deity of Vanity and Beauty

Alignment: Lawful Evil

Status: Deity of the Vain

Enemies: The twin Gods of Magic

Dogma: In beauty lies power...

Head of Church: Merrisa Nolbay

Symbol: A white locus on a silver hand mirror

Syvanth is sister to Tyrin. She is an opportunistic god, and her and Pyre often work together. Through vanity she has brought noble houses to crumble.


Syvanth's most notable attack on mankind was during the year of the Falling Stars. There she convinced a noble family that the stars were more beautiful then anything in the world and she needed to possess them.

At the same time she convinced another ranking noble family of the same thing. The two came and met and with the help of Pyre's marauders no one left there alive.

That night an assassin's blade found the back of the King. With no heir the kingdom searched one who carried some of his blood, the only person would be one of the son's in the noble house that was destroyed....

Soon after a Paladin of Tyrin unmasked what had happen. Through Tyrin's grace the king was brought back to life and soon after his wife gave birth to an heir.


Syvanth has private altars in nearly half of any noble house. Her temples are adorned with mirrors and her clerics are only women. They tend to the nobles keeping them beautiful with magics and science for a hefty price.


Syvanth currently has not chosen an avatar.


There is a secret order of virgins dedicated to keeping themselves pure and utterly beautiful. No one knows any members, only whispers. Their ceremonies are highly secret and its a known fact no man has ever survived one.

Granted Powers

Syvanth grants her clerics the ability to charm others. This ability works on 1 person per three levels the cleric has attained. The cleric must be dressed in fine clothing and had time to do any make up. (This power won't work for example if the cleric is covered in mud.)

Syvanth does not grant the ability to turn undead. Clerics of Syvanth can only be females and they automatically gain the proficiency Cosmetics for free. This NWP is listed under "New Proficiencies."

Weapons Allowed

Daggers, Blowgun, and Whip

Prime Requisites: Charisma 13, Wisdom 9

Major Spheres: All, Healing, Divination, Astral, Weather, Sun

Minor Spheres:  Plant, Elemental, Creation, Combat

Tyrin, God of Justice and Creation

Alignment: Lawful Good

Status: Greater Diety of Justice and Creation

Enemies: Jyem and Cyst

Dogma: Justice brings peace

Head of Church: Gregory the Just, Cleric

Symbol: A golden sword on top of a silver scale

   Tyrin is recognized as King of the Gods though no god really has full dominance over another god. Tyrin was the first son of Creation. Creation is the powerful entity behind it all, it set things in motion that created the World of Alloryia. Tyrin is responsible for creating much of Alloryia and he made himself god of justice because it is only fitting for the one who created the world to judge it.

   Tyrin carries a hammer whose twin is the Hammer of Kron. He himself is often adorned in shining white plate mail, and he wears no helm. Tyrin is seen with long dark brown hair and gentle green eyes.


After finishing the last touches of the world, Tyrin created magic. An artifact named Tyrin's gem controlled the first magic. This artifact controlled magic and it opened the gate into the nexus. The nexus is the plane where all magical energy resides. This gem drew that energy into our world. Tyrin was happy with his work and gave magic to the Druids. The Druids learned all the secrets of magic, often praising Tyrin for his work.

       On the 100th anniversary of the creation of the gem it was stolen. Jyem the God of the thieves stole the gem and fled. The only reason Jyem is alive today is because he still has the gem.

With the gem gone magic ended, until at some point elves learned to tap into the powers on their own. The age of wizards started. The Gods learned how to draw on the magic power through the same means as these elves. A new magic was created, divine magic that comes to us through clerical spells.

       Tyrin is known for many other deeds. Among them the slaying of one of the 10 (now 9) lords of the hells. Often he favors brave paladins who do his work. His gifts are often unseen but they are many.


Tyrin 's avatar is an archangel by the name of Hesaha (E sa a ). This angel commands the host of Tyrin's army of angels. He is often seen by those about to go to war. Those who see this angel often return victorious.


The Clerics of Tyrin are a small group who has banded together to further Tyrin's dogma of Justice. Tyrin has few followers, in all of   Cyros they number only about 10,000. Often armies band together in Tyrin's name though after their purpose is done they disband.


Tyrin has his central  temple located outside the city of Thynwir. There are shrines along the roads of Cyros but there are no other temples. Tyrin has few holy days, he expects his followers to do good rather then constantly praising him. His holy days are on the New Years day, along with the beginning of each season.

Granted Powers

Clerics gain the an aura of holiness; -1 to all evil attack rolls against them and +1 to saves vs. attacks by evil creatures/characters. Clerics also have the ability to turn undead. Paladins gain no special bonus on top of the ones they normally get though they hold a special spot in Tyrin's heart.

Weapons Allowed


Prime Requisites: Clerics of Tyrin require at least an 11 in Wisdom and a 14 in Constitution.

Allowed Spheres: All

New Creatures and Races

The Wood Elves (The Nia'si, Elven for Green Fingers)

CLIMATE/TERRAIN: Any Forest (Temperate/Tropical)




DIET: Omnivore


TREASURE: See below

ALIGNMENT: Neutral (good)




HIT DICE: 3 - 2

THAC0: 17




SPECIAL DEFENSES: +2 save vs. Natural Poisons


SIZE: Medium (5-6ft)


XP VALUE: 420 (+ companion)

Appearance: The Nia'si stand as tall as normal elves. Their ears are slightly pointer, and there features are usually even sharper. There skin is dark in color, either brown or black with green highlights that show brightly in the sun. There skin is a light tan, and it bears the same green hue as there hair.

Combat: The Nia'si are intelligent warriors. They often are found in either large war parties (3d6+3), or in a scouting group of two. For every 6 encountered there will be a leader (Defender of the Forest) with 2 extra HD and a magical sword of some type. 25% of all Nia'si wear a Cloak of ElvenKind, granting them a 90% Hide-in-Shadows while in the forest. Attacks on enemies come like a hurricane, the forest calms in anticipation and then all at once they spring out and strike down their enemies. Nia'si gain a +1 to hit with all swords, and bows (except crossbows). This is already figured into the above Thac0.

Nia'si are also never alone. 15% of all Nia'si encountered have a special forest companion with them.


Roll on the chart below to find out what they have:
Huge Spider (watch spider)
Elven Cat
Azmyth Bat
Brown Bear
Fairie Dragon (One of the first 4
colors, 1d4)
Talking Owl
Level 1 Sprite Mage
Pyraix ( Variant of a Phoenix)


In the Realm of Lonynys war is the way of life. The King Golek the Red Tyrant rules the land. One of the largest groups fighting against him is the elves of the surrounding forests. These are the Nia'si. Nia'si train all elves in the art of war and magic. They are toughened elves with a grim out look on the future. The Nia'si are masters of survival and are elite warriors. There only flaw is there frail bodies, a genetic trait that effects every elf, but it is more prominent in the Nia'si. Their life also encompasses forest life and so they receive special bonuses because of there upbringing. To survive in the forests of Lonynys you must be wise and these elves meet those criteria. The Nia'si train in live and train in small clans with between 18-100 members. There clan leader is also the spiritual leader, he is called the Suma Quima (Supreme Protector). He is in charge of everything, he trains young Nia'si, teaches about Antiphon (Father of Elves), and it is he who blesses the harvest. The Suma Quima, is the equivalent to a level 8/9 Fighter Cleric. The Suma Quima reigns between 100-1,000 years.

All Nia'si have a forest companion (called a Quima, or Forest Protector) of some type. The Quima is a gift from Antiphon, the Nia'sis has a rich history. A legend explains that there was a time when the Gods became mortal, it was the Nia'si who sheltered him in his mortal Form. The Quima was a payment for their services.

This companion is usually some sort of intelligent animal. The Nia'si have a deep desire to find this companion, at the same time an animal wants to find a Nia'si. It doesn't have to be the most memorable type of quest, but usually some sort of adventure surrounds the gaining of a Nia'si's Quima.


The Nia'si protect the forest, and as a Nia'si would say, "We do not live in the forest, but are part of the forest". Nia'si eat both plants and meat. A delicacy among Nia'si is timol tea, made of the finest blends of herbs and spices.

Characters as Nia'si

Characters may be Nia'si. Some Nia'si leave there land because they are tired of constant warfare. Others leave to find allies in there wars (A more nobler action in the minds of Nia'si).

The Nia'si may be any class, and alignment, though most are Neutral to good in alignment.

Racial Adjustments

-2 Constitution

+1 Dexterity

+1 Wisdom

Racial Min/Max

Strength 5\18 Wisdom 4\19 Constitution 2\16

Dexterity 4\19 Intelligence 3\18 Charisma 5\18

Special Abilities

Special Penalties


The Elven Tongues

The languages of Cyros, and indeed of most of the world, stem from the original tongue of the elves, Idruin. This ancient tongue's history is lost to us, for it is a dead language only found in written form.

The written form of it, however, is very beautiful to look upon. It was often found incorporated into the scrolling on the pages of other, newer tomes and is often found carved in stone as decoration. In most places such as this, it is merely decorative, but some are place there to give some meaning, a hidden message to elves long dead.

All but the Dwarven tongue descends from this language. It is said that the elves are the ones who taught humans to speak, long before the WildWars. This must have some truth in it, for the Keeper, Sage Allonius, has proven the ties between Idruin and the oldest human tongue, Tankral.

The Elven tongue Idruin evolved into three other tongues (not counting its influence on human language). These languages are Idruel, Idurian and Indunel.

Idruel is the so-called Royal Tongue, spoken only by the royalty and nobles of the Elven Court. Its written form is similar to the ancient Idruin, but is much less complex. Idruel forms the basis for every spoken and written Elven tongue of modern day, including the dialects used by the high, gray, wood and sea elves. It is rarely spoken by non-elves, for its use by such is seen as a debasement of the Elven Heritage.

Idurian is another direct descendant of Idruin. It is only spoken by the Dark Elves, the Drow. A short, incomplete dictionary of its terms, compiled at great danger by the Sage-Lord Widow is given at the end of this treatise.

Indunel was the third tongue to grow from Idruin. It was originally a variant dialect of Idruin that grew from its basis as a means of communication with the Lesser Faerie into a tongue of its own right, and is mostly spoken by the Small Folk, the Fairies, Pixies and Brownies. Indunel, with tonal inflections and a written form heavily influenced by Dendreven, formed the basis for the Allurrish tongue, which is spoken by the race called "Halflings" by man.

The Human Tongues

As stated before, the current human tongues developed from Idruin. Tankral, the earliest known Human language, is found only in written form. No one alive speaks this tongue.

Krael is the direct evolvement of Tankral. It is still spoken, in a variant form, by sages and those humans cut-off from regular trade. Also, many regional dialects are variants of this language but are so different as to be languages in and of themselves.

The Common Tongue, spoken by nearly every race, is an admixture of Kraelish terms and those from the High Elven Dialect. It also incorporates some vocabulary from the ancient Dendreven, but these influences are minimal.

The Dwarven Tongues

Little has changed in the Dwarven tongue since it first began life in the form of Dendreven. Dendreven is the oldest known Dwarven tongue and is used by modern dwarves in a highly variant form called Drevenel.

The only tongue that was influenced to any great degree by Dendreven was Dendunel, an admixture of Dendreven and Indunel that is spoken by the Gnomish peoples.

 Idurian Dictionary


Bregan D'aerthe- mercenary band of rogue Drow

C'rintri- noble Drow

Dalharil- daughter

Dalharuk- son

Faerz'un'arr- seeress

Ilharress- Matron

Ilharn- Patron

Jabbress- Mistress (always female)

Jabbuk- Master (always male)

Mala- honored (term of respect preceding title)

Qu'abban- house agent

Qu'el'faeruk- house wizard

Qu'el'saruk- house weapon master

Qu'el'velguk- house assassin

Sargtlin- Drow warrior

Shebali- rogue, non-noble Drow

Ssins d'aerth- professional entertainer (prostitute)

Ulathtallar- Arch Priestess of Arach-Tinilith

Ulfaerz'un'arr- Arch Seeress of Sorcere

Ul'Saruk- Warlord of Melee-Magthere

Ul'Veldriss- Arch Shadow Mistress of VDVM

Valuk- male monarch (references for non-Drow races)

Valsharess- Queen

Yathrin- priestess of Lloth

Yathtallar- High priestess of Lloth


Darthir- surface elf/elves

Duergar- deep dwarf/dwarves

Gol- goblin (Goln- goblins)

Hargluk- surface dwarf (Harglukkin- dwarves)

Haszak- illithid (Haszakkin- illithids)

Rivvil- human (Rivvin- humans)

sakphul- Halflings

snirfveblin- deep gnomes

tagnik'zur- dragon

tu'rilthiir- half-elf

yingil- gnomes


North- Trezen

South- Werneth

East- Luent

West- Linoin

Northeast- Trez'nt

Northwest- Trez'in

Southeast- Wern'nt

Southwest- Wern'in


Uss - one ust - first

Draa - two drada - second

Llar - three llarnbuss - third

Quen - four quenar - fourth

Huela - five huelar - fifth

Rraun - six rraunar - sixth

Blyn - seven blynar - seventh

Lael - eight laelar - eighth

Thal - nine thalar - ninth

Szith - ten szithar - tenth

Szithus - eleven szithusar - eleventh

Szithdra - twelve szithdrar - twelfth

Szithla - thirteen szithlar - thirteenth

Szithuen - fourteen szithhuenar - fourteenth

Szithuel - fifteen szithuelar - fifteenth

Szithraun - sixteen szithraunar - sixteenth

Szithlyn - seventeen szithlynar - seventeenth

Szithael - eighteen szithaelar - eighteenth

Szithal - nineteen szithalar - nineteenth

Draszith - twenty draszithar - twentieth

Hueszith - fifty hueszithar - fiftieth

Ravhel - hundred avhelar - hundredth

Szithrel - thousand szithrelar - thousandth







Ched Nassad

Cheth Rrhinn







Llurth Drelar














Waethe Hlammachar



Arach-Tinilith Temple of Lloth/Academy for Yathrin

El'lar d'Ssinssrigg House of Pleasure (whore house)

Sorcere Academy of Wizardry

Melee-Magthere Academy of Warfare

Valsharen Drow Vel'Xundussa Magthere Royal Drow Security Institute (VDVM

Drow to Common Translations

A - by

a'quarth - commission

a'quarthus - commissioned

abban - ally ( non-enemy )

abbil - comrade, "trusted" friend

akh - band or group

al - well

alu - go

aluin - going

alur - better, superior

alurl - best, foremost

alus - went, gone

alust - facing, in front

asanque' - as you wish

bauth - around, about

bautha - dodge, to dodge

bauthin - dodging, avoiding

belaern - wealth, treasure, profit, coins

belbau - to give

belbol - gift

beldro - to create

bel'la - thank, praise, honor, or bless

b'luth'ol - arrow

b'luthyrr - bow

blynol - several

bol - item

brorn - surprise

brorna - surprises

bwael - good

byr - other

cal - eat

cahallin - food (harvest including raid spoils, but not hunting game or cooking)

cha'ol - incense

chath - fire, flame

che'el - city

colbauth - path

colnbluth - outside, non Drow

d'ril - although

da're - arm

da-ur - leg

dal - from (sometimes shortened to da')

dalhar - child

dalharen - children

dalharil - daughter

dalharuk - son

dalninil - sister

dalninuk - brother

del - of (somtimes shortened to d' or de')

do'bauth - escape, to escape

do'bauthin - escaping

do'suul - outside

dobluth - outcast

doeb - out

doer - come

dos - you

dosst - yours

dossta - your

dosstan - yourself

draeval - time

drewest - remove

dro - life, alive, to live

dro'xun - survive

dro'xundus - survival

el - die

elamshin - destiny, will of Lloth

elamshinae - favor or grace

el'lar - dwelling, non-noble house

elend - usual or traditional

elendar - continue or endure

elg'cahal - to poison

elg'cahl - poison

elg'car - whine or complain

elg'carin - whining or complaining

elg'caress - bitch (directed to a female)

elgg - kill, slay, destroy

elggor - dying

elghinn - death

elghinyrr - dead

elgluth - whip

el'inssrigg - inn or tavern

endar - opposite or different

esaph - alike

euol - gem

faer - magic

faerbol - magical item

faerl - magical

faern - wizard or magic user

faerz'ol - spell book

faerz'undus - magical spell

fielthal - contribution

fol - some

folbol - something

folkhel - somebody

foluss - someone

folt - such

gaer - there

ghil - here

golhyrr - trick, ruse, or trap

harl - down, under, below, beneath

harl'il'cik - to kneel

har'dro - element of earth

har'luth - conquer

har'ol - cave

Har'oloth - the Underdark

Harventh - cut or sever

Honglath - clear thinking, calm, bravery

Hwuen - until

Hyrr - item (abstract like love, an idea, or faith)

Iblith - excrement, offal, curse meaning sh*t

Il - she

Ilt - hers

Ilta - her

Iltan - herself

Ilhar - mother (to give birth to, but not comfort and rear)

Ilindith - aim, goal, or desire

Ilinsar - medallion

Inbal - have

Inbalus - had

Inbau - get

Indar - similar

Indarae - opposite

Inlul - small

Inth - plan or scheme

Inthigg - agreement or treaty

Inthuul - cold

Izil - as

Izznarg - large

Jal - all

Jala - any

Jalbol - anything

Jalbyr - another

Jalil - female (gender)

Jalkhel - anybody

Jaluk - male (gender)

Jaluss - anyone

Jhal - but

Jhinrae - wine

Ji - so

Jindurn - face

Jivvin - fun or play (amusing cruelty)

jiv'elgg - torture

jiv'undus - pain

ka - if

karliik - head

khal - to trust

khaless - trust

khel - body

k'lar - place or location

kulg - to block

kulggen - shield or other barrier

kul'gobsula - prison

kul'gobuss - prisoner or captive

kyil - dart

kyilen - darts

kyon - care

kyone - alert, ready, or cautious

kyona - carefulness, wariness, caution

kyorl - watch, wait, or guard

kyorlin - waiting or watching

kyorl'um - watchful

ky'ostal - armor

ky'ov'aer - magical wards

lil - the (often shortened to l')

lintaguth - platter

linth'el - cauldron

linthre - brazier

loniar - wet

lueth - and (often shortened to lu')

luth - cast, throw, or hurl

luth'ol -javelin or spear

maglust - apart or alone

magthere - school or institute

mamulen - chest

melaer - fighting with magic

melee - fighting hand-to-hand or with weapons

mir - to hold

mrann d'ssinss - lover (male)

mrigg - inspire or guide

mri'kul - lock or to lock

mrim'ol - key

mrimm - guide, key, or inspiration

mrimm d'ssinss - lover (female)

mzil - many

mzild - more

mziln - also, extra, additional

mzilist - most

mzilt - much

narkuth - scroll

natha - a

nau - no

naubol - nothing

naudal - across

naukhel - nobody

nausbyr - neither

naust - neither

naust - none

naut - not

ne'kales - distrust

ne'kalsa - smart

nelgeth - to forgive (rarely used)

nelgetha - forgiveness or pardon

niar - water

nin - now, present time

nina - them

nind - they

nindel - they

nindyn - those

nindol - this

nindolen - these

nint - theirs

ninta - their

nintan - themselves

nizzre - electricity or lightning

noalith - neutral

noamuth - wanderer, lost, or unknown

obsul - door, opening, or gap

obsu'arl - trapdoor

og' elend - heretic, traitor, non-follower of Lloth

og' elendar - treason, heresy

ogglin - rival, opponent, enemy

ogglir - to rival or oppose

ol - it

olath - dark

ol'elg - assassinate

ol'elghinn - assassination

olis'inth - plot, conspiracy

olist - stealth

oloth - darkness

olplyn - thief

olplynir - steal

olt - it's

oltan - itself

op'elg - pirate

op'elgin - piracy

orbb - spider

orn - will

orthae - holy or sacred

p'los - before

p'luin - after

p'wal - because

phalar - grave

phindar - monster

pholod - onto

pholor - on, upon

phor - above, up, over

philith - hate

phuul - are

piwafwi - magical cloak

plynn - take

ply'usaerth - kidnap

ply'uss - arrest or capture

qua'l - agree

qua'lae - disagree

qua-laen - against

qau'laelay - disagreement, argument, or confrontation

qu'ellar - house (noble standing)

quarth - order

quarthen - ordered or commanded

Quarval-Sharess - Goddess Lloth

Quar'Valsharess - other God than Lloth

Quin - yet

Ragar - find

Raldar - strip

Rath - back

Ratha - backs

rath'arg - coward

rath'elg - backstab

rathrae - behind

rath'argh - cowardice, dishonor

ril - every

rilbol - everything

rilkhel - everybody

riluss - everyone

riknueth - bitter

rinteith - throat

rothe - Underdark cattle, slave

saph - like

sargh - confidence in weapons, battle prowess

sarol - weapon

sarn - beware! warning!

sarn'elgg - punish

s'lurpp - flatter

s'lurppin - flattering

s'lurppuk - sycophant

shanaal - chalice, goblet, glass

sharorr - throne

sharulg - royal seal

siltrin - flesh

sol - eye

solen - eyes

sreen - danger

sreen'aur - safe

sseren - hot

ssin - beauty

ssinjin - sweet

ssinss - seduction

ssin'urn - attractive, beautiful, handsome

ssinssrigg - lusting, loving

ssinsuurul - music

ssussun - light, brightness

stath - few

streea - suicide

streeka - reckless or fearless

suliss - grace

suliss'urn - graceful

suul - side

taga - than

tagnik'zur - dragon

talinth - think

talinthin - considering

talthalra - meeting

thalack - war

thalackz'hind - raid

thalack'vel - ambush

thalra - meet

tir - off

tlu - be, to be

tlus - been

tril - bite

tu'fyr - between

tu'jol - beyond

tu'suul - beside

tuth - both

udos - we

udossa - us

udosst - ours

udossta - our

udosstan - ourselves

uil - am

uk - he

ukt - his

ukta - him

uktan - himself

ul-ilindith - destiny

ul'naus - together

ulan - toward

ulin - future

ulnar - lie

uln'hyrr - liar

ultrin - supreme, highest

ultrine - ultrin when applied to Lloth only

ulu - to

usbyr - either

ussa - me

usst - mine

ussta - my

usstan - I, myself

usstil - one in my place

vel'dros - whose

vel'drav - when

vel'klar - where

vel'uss - who

vel'ussa - whom

vel'xundussa - security, intelligence, reconnaissance

vel'xunyrr - spy

veldrin - shadows

velg'larn - assassin

velkyn - unseen, hidden, invisible

velnarin - instrument

velve - blade

venorik - silent

venorsh - silence

verin - evil

vith - gutter slang for sexual intercourse (equivalent to the 4 letter word)

vith'os - F... you

vith'ir - F... off

vith'us - F... me

vlos - blood

wael - fool

waela - foolish, unwary

waelin - young

waerr'ess - deceipt

waess - skin

wanre - apprentice or servant

weth - each

whol - for

wu'suul - inside

wun - in

wund - amon, within, into

xal - may, might, perhaps

xas - yes

xor - or

xuat - don't

xuil - with

xuileb - without

xukuth - heart

xun - do

xund - striving, effort, work

xunin - doing

xunor - done

xunus - did

xundus - achievement

xxizz - help

yath - temple

yibin - weak

yol - since

yorn - servant of Lloth

z'har - to ride

z'hin - walk

z'hind - trip or journey

z'orr - climb

z'ress - power, strength, or force

z'talin - telepathy, ESP

zhah - is

zhahn - then

zhahen - were

zhahus - was

zhal - shall

zhaun - to learn

zhaunil - wisdom or knowledge

zhaunth - old

zhaun'ol - book

zha'linth - memory

zik'den'vever - plane

zotreth - strike, punch, or hit