Fists of the Five Elements - Mystics and Acrobats of Mystara
by Cab Davidson from Threshold Magazine issue 33Monks first appeared as a character class in Dungeons & Dragons in 1975, in the original Blackmoor supplement. But unlike many of the other stalwarts of the game they didn’t make it through to Classic (BX or BECMI) in any form until the mystic was introduced in the Masters Rules in 1985. They were not brought to us as a finished, ready-to-play character class, and in his typical “DMs should take this and make it their own” style, Frank Mentzer presented it as a mostly-ready character class with more details you’d probably need to add. It was in fact one of two part-finished classes that a DM might use for PCs or NPCs, the other being the headsman or thug, a take on the assassin trope.
By the time of the “Rules Cyclopedia”, Aaron Allston had the difficult job of squeezing an increasingly complex game into a limited page count, and the extra details we might have got to finish off the Mystic never appeared. We did get optional rules that took them to 36th level, but without really adding any interest over those levels.
An optional form of the mystic was the mystic acrobat but, again, the skillset of that subclass was poorly defined.
Thus the two character types were presented as playable, but as shadows of what they might have been. Many of us who had DM’d with the original Masters set came up with our own versions that expanded on what was presented, but few have chosen to share them over the years. What I present here is an updated version of my own take on the Mystic, lending heavily on the original Masters Set, and influenced by Andrew Thiesen’s excellent version that can be found at the Vaults of Pandius1, along with my version of the acrobat2 subclass which is inspired by the original AD&D “Unearthed Arcana”, which can be tacked on to any other character class to create a unique, playable experience.
The Mystic Class
Mystics are monastic characters who follow a distinct and strict code of conduct and discipline based on meditation, seclusion and understanding their relationship with the profound forces and balances of the multiverse. They typically reside in cloisters or monasteries but may also have brotherhoods in other settings such as catacombs, city slums or secluded woodlands. Their spiritual growth allows them to access special abilities and powers, including the capacity to cause immense damage in combat, and the desire to gain knowledge and insight to access such power drives many mystics to leave their monasteries for adventure.
Each order of mystics is associated with a specific sphere of power, either positive (Matter, Energy, Thought or Time) or negative (Entropy), although larger orders with adherents of multiple philosophies are known. Adherents of positive spheres must always be true to their word and can gain no experience from treasures gained adventuring unless they are donated to their orders or to the needy. Such a mystic who breaks their word or fails to help innocent people in need will be cast out of their order. Members of Entropic orders are under no such compulsion, adventuring to gain both treasure and power at the expense of others. Entropic mystics are almost universally shunned in civilised lands.
Prime Requisite: Strength
Hit Dice: 1d8 per level, plus constitution bonus, until level 9. +2HP per level thereafter.
Attacks, combat options, saving throws: As fighter. A mystic may set a spear vs. charge, use the lance attack manoeuvre, and from Name level may perform disarm, smash and parry manoeuvres, and they gain multiple attacks at the same levels as fighters. Mystics make saving throws as if fighters of the same level.
Mystics are all specialists in a single fighting style or weapon. Whether they choose unarmed combat or a weapon, they learn to hit targets with it as if using a silver or magical weapons. This does not confer any bonus to hit or damage, but it does allow them to strike opponents usually immune to normal weapons. A mystic can pick a weapon as their primary fighting style, and mystics who are specialists with swords, staffs, daggers, etc., are possible. A mystic starts with the same number of weapon mastery slots as a fighter, and gains weapon mastery slots at the same rate.
Unlike a fighter, a mystic cannot have a higher level of weapon mastery than the level of their primary weapon. While a mystic begins with chosen weapons/style at basic mastery, they cannot subsequently be as good with other styles as with their primary weapon, i.e. their first extra weapon mastery slot gained in their adventuring career must be used to improve their primary mastery style to skilled, and subsequently their primary style must always be at least 1 level of mastery above any other.
A mystic can learn multiple unarmed combat styles, and it is common for mystics in good standing in their own positive sphere to learn the styles of other spheres. These styles may also be taught to non-mystics, but only a mystic may combine styles. For example an unarmed mystic whose primary style is Energy and who is expert therein but is skilled in Matter may attack and cause damage using Energy while also gaining the armour class bonus from Matter. An Entropic mystic can in theory learn the styles of other schools of mysticism, but no positive sphere mystic cloisters will teach them, and Entropic mystics do not teach their style to outsiders. Indeed, any mystic of a positive sphere is likely to be suspicious of and may even attack any character fighting using the Entropic style.
Mystics get to add extra damage in their primary fighting style, whether unarmed or using their designated weapon, as determined by their level. This is only added when fighting with the mystic’s primary weapon or style, and no extra damage is inflicted using any other style or weapon.
Table 1: Mystic class experience level table
Level
XP
Level Title
AC
Damage Bonus
Attacks
Movement
Magic Equivalent
Abilities
1
0
Novice
9
+1d3
1
120'
-
Thief Abilities
2
2,000
Initiate
8
+1d4
1
130'
Silver
Awareness
3
4,000
Brother
7
+1d5
1
140'
4
8,000
Disciple
6
1
150'
Falling (1)
5
16,000
Immaculate
5
+1d6
1
150'
+1 weapon
Heal Self
6
32,000
Master
4
1
160'
7
64,000
Superior
3
+1d8
1
170'
8
120,000
Master of the Elements
(or Master of the Void)
2
1
180'
Speak with animals
9
240,000
Master of the Spheres (or Master of Entropy)
1
+2d4
1
190'
10
360,000
0
1
200'
+2 weapon
11
480,000
-1
+1d10
1
210'
Feign Death
12
600,000
-2
2
220'
Falling (2), Second attack
13
720,000
-3
2
230'
14
840,000
-3
+1d12
2
240'
Speak With Anyone
15
960,000
-4
2
250'
+3 weapon
16
1,080,000
-4
2
260'
17
1,200,000
-4
+2d6
2
260'
Resistance
18
1,320,000
-5
2
270'
19
1,440,000
-5
2
270'
20
1,560,000
-5
+2d8
2
280'
+4 weapon
Mind Block, Falling (3)
21
1,680,000
-5
2
280'
22
1,800,000
-6
2
290'
23
1,920,000
-6
+2d10
2
290'
Blankout
24
2,040,000
-6
3
300'
Third Attack
25
2,160,000
-6
3
300'
26
2,280,000
-6
+2d12
3
310'
+5 weapon
Willpower
27
2,400,000
-7
3
310'
28
2,520,000
-7
3
320'
Falling (4)
29
2,640,000
-7
+3d8
3
320'
30
2,760,000
-7
3
330'
Gentle Touch
31
2,880,000
-7
3
330'
32
3,000,000
-7
+3d10
3
340'
33
3,120,000
-8
3
340'
34
3,240,000
-8
3
350'
35
3,360,000
-8
+3d12
3
350'
36
3,480,000
-9
4
360'
Falling (5), Fourth Attack
Notes on Abilities
Thief Abilities: A mystic can find traps, remove traps, hide in shadows, move silently, and climb walls as a thief of the same level.
Awareness: The mystic is only surprised on a 1 on 1d6.
Falling: Mystics can ignore a certain amount of damage due to falling if within an appropriate distance of a wall, tree, or other solid surface to slow down.
Table 2: Mystic Falling ability table
Falling Resistance Level
Damage resisted/distance to wall
1
First 20' within 2' of a wall
2
First 30' within 3' of a wall
3
First 40' within 5' of a wall
4
First 50' within 6' of a wall
5
All falling damage within 8' of a wall
Heal Self: Once per day the mystic may, by concentration, heal themselves of 1 point of damage per level of experience. This process takes one round.
Speak with Animals: The mystic may, at will, speak with any normal or giant-sized animal, and will understand their responses. The animals are not compelled to be friendly or to communicate.
Feign Death: This allows the mystic to induce a state of catalepsy in which they appear dead, even to magical forms of detection. This ability lasts for one turn per level of the mystic.
Speak with Anyone: The mystic may speak with and be understood by any living creature that has a language, as often as desired. The creature being spoken to does not have to respond.
Resistance: The mystic takes only half damage from all spells and breath weapons, or if a successful saving throw is made, a quarter damage. Any damage-causing attack will cause at least 1 point of damage, even if rounding reduces this to 0.
Blankout: By concentrating for 1 round the mystic causes their presence to “disappear”. No living or undead creature can see the mystic, by any means, and the effect lasts for up to 1 round per level of the mystic. The effect is dispelled if the mystic makes any form of attack. This ability may be used once per day.
Mind Block: The mystic is immune to ESP, slow, and hold spells, magical charms, quests and geas spells.
Willpower: This ability is similar to the 9th-level magic-user spell survival. It allows the mystic to, through sheer force of will, ignore any damage due to natural environmental conditions around them. It lasts for one round per level of experience.
Gentle Touch: Once per day the mystic may use the Gentle Touch ability. This may require a hit roll. No saving throw is allowed, but any creature of a higher level or with more hit dice than the mystic’s level is immune. The mystic must declare the Gentle Touch before rolling to hit, and which effect is chosen, but if the attack misses the mystic may make another attempt at another time. The touch can have any one of the following effects: charm, cureall, death (as per death spell), quest, or paralysis. All effects, except for death, last 24 hours, but can be dispelled as if cast by a spellcaster of the mystic’s level.
Special Restrictions
Mystics may not wear armour or use shields or any other protective magical devices (such as rings, cloaks, bracers, etc.).
When fighting using their specialty style, they may not use a magical weapon.
All the material goods (money, magical items, etc.) won, purchased, or acquired as treasure by the mystic are actually owned by the cloister, and not the mystic themselves. Should the cloister have need of something “owned” by the mystic, the head of the cloister need only ask for it.
Higher Experience Levels
A mystic of Name (9th) level is addressed as Master (if male) or Mistress (if female) of the Spheres, or a Master (or Mistress) of Entropy.
From each sphere, there are many mystics of 1st to 29th level, but only twelve each of 30th–32nd level, six each of 33rd–35th level, and one of 36th level.
When a mystic gains enough experience to reach 30th level, they must find and challenge one of the six 30th level mystics of their sphere; they will fight bare-handed (or with their designated weapon style). If the character loses, they stay at 29th level, losing enough experience points such that they are 1 experience point short of 30th level. Once they have regained 30th level, they may try again, but cannot issue another challenge until three months have passed since their first challenge. (Note: If a DM’s campaign is particularly large, they might declare that there are twelve 30th level mystics and so forth per continent in their world.)
At Name level, the mystic may desire to build a stronghold, or cloister. If their Grand Abbot (i.e., the mystic in charge of their current cloister) agrees that they are fit to manage one, the cloister will pay for construction of the new cloister. The new cloister remains a branch of the old one until the PC achieves 13th level, at which time the PC can declare their independence. At that point, they may wish to teach their mystics-in-training in techniques and philosophies different from those of the other cloister. That is, they may wish to establish their own “school” of the discipline.
Klantyre mystics, http://pandius.com/Glantrianstyle.png done by Bing AI Image Creator at author's prompting
Fighting Styles
While mystics are the most renowned specialists in unarmed combat, any character can train in any of the listed styles if they can persuade a mystic brotherhood to train them. Only chaotic and evil characters will ever be offered training in the Entropic style, and the order offering said training will charge a high price.
In different regions, the same style may have different names, and in a larger campaign setting there may be a bewildering range of names for essentially similar combat styles. What may be referred to as Traldaran Kickboxing in one nation and Ylari Sand Dancing in another may be the same fighting sphere, for example.
While any character may learn the unarmed fighting styles using normal weapon mastery rules, only mystics can combine known fighting styles while fighting, and only mystics can attack as if using silvered or magical weapons or add level-based damage.
Special effects are explained in the Weapon Mastery section of the Rules Cyclopedia, except for Individual Initiative Bonus, which applies only to the combatant, and Strength -1, 2, 3, or 4, whereby any opponent struck must make a saving throw vs. wands or suffer a temporary (1–4 turns) penalty to their Strength score. Any victim reduced to 0 strength by this will fall unconscious until at least 1 strength point has been recovered.
Table 3: Mystic Fighting style mastery
Style
Level
Damage
Defence
Special
Matter
BS
1
A: -1AC/1
Delay
P=M
SK
1d2
A: -3AC/2
Delay (Save-1), Deflect (1)
EX
P: 1d4
S: 1d3
A: -4AC/3
Delay (Save-2), Deflect (2)
MS
P: 1d4+1
S: 1d3+1
A: -6AC/4
Delay (Save-2), Deflect (3)
GM
P: 1d4+2
S: 1d3+2
A: -8AC/5
Delay (Save-3), Deflect (4)
Thought
BS
1d2
H: -1AC/1
Disarm
P=H
SK
1d4
H: -2AC/1
Disarm (Save-1), Hook
EX
P: 1d6
S: 1d5
H: -3AC/2
Disarm (Save-2), Hook (Save-1)
MS
P: 1d8+3
S: 1d6+3
H: -4AC/3
Disarm (Save-3), Hook (Save-2)
GM
P: 1d10+3
S: 1d8+3
H: -4AC/4
Disarm (Save-4), Hook (Save-3)
Time
BS
1d2
M: -1AC/1
Individual Initiative +1
P=M
SK
1d3
M: -2AC/1
Individual Initiative +1, No Offhand Penalty
EX
P: 1d5+1
S: 1d4+1
M: -3AC/2
Individual Initiative +2, No Offhand Penalty
MS
P: 1d6+3
S: 1d5+1
M: -4AC/3
Individual Initiative +3, No Offhand Penalty
GM
P: 1d6+6
S: 1d5+3
M: -4AC/4
Individual Initiative +4, No Offhand Penalty
Energy
BS
1d3
H:-1AC/1
Stun
P=H
SK
1d5
H:-1AC/1
Stun (save-1), Double Damage (20)
EX
1d8+2
P:1d8+2
S:1d6+2Stun (save-1), Double Damage (19–20)
MS
P:1d10+2
S:1d8+2
H: 2AC/3
Stun (save-3), Double Damage (17–20)
GM
P:1d10+4
S: 1d8+4
H:-3AC/3
Stun (Save-4)
Double Damage (16–20)
Entropy
BS
1d2
A:-1AC/1
KO
P=A
SK
1d5
A:-2AC/2
KO (save-1), -1 Strength
EX
P:1d8
S:1d6
A:-2AC/2
KO (save-2), -2 Strength (save-1)
MS
P:1d10
S:1d8
A:-3AC/3
KO (save-3), -3 Strength (save-2)
GM
P:1d12
S:1d10
A:-4AC/4
KO (save-4), -4 Strength (save-3)
Acrobat
The Acrobat is not a character class, but a variant of any character class, most commonly mystic or thief, although magic-user, cleric, merchant, or fighter acrobats are possible. The decision to be an acrobat variant of any character class is made at character generation. Acrobats must possess both dexterity and strength scores of at least 13, and they attack, save and earn abilities, hit points, skills, and weapon mastery slots according to their prime character class. Level advancement is simultaneous in both the primary and acrobat classes, and the required experience for each level is increased by 20%.
An acrobat trains in physical conditioning to perform a range of feats such as tight-rope walking, high jumping, long jumping, pole vaulting, tumbling, etc. Through rapid motion and athletic prowess acrobats learn to perform superhuman physical feats that are well beyond the capabilities of other characters.
Acrobatics can only be carried out by lightly-armoured (scale mail or lighter) and lightly-encumbered (under 500cn) characters. An acrobat can wear whatever armour and use equipment as dictated by their prime character class, but it is not possible to perform acrobatics while wearing heavier armour.
Acrobats have a number of advantages. Firstly, they gain the general skill Acrobatics, without having to use a general skill slot. Secondly, they can perform a range of feats according to their level, as described below.
Table 4: Acrobat class level table
Character Level
Title
Tightrope Walking (%)
Pole Vaulting
High Jumping
Long Jumping
Tumbling (%)
Falling/
Damage reduction
Standing
Running
1
Balancer
50
10'
5'
5'
10'
30
1d6
2
Tumbler
55
11'
5'
5'
11'
32
3
Equilibrist
60
12'
5'
6'
12'
34
4
Funambulist
63
13'
6'
6'
13'
36
2d6
5
Athlete
66
14'
6'
7'
14'
38
6
Trapezist
69
15'
6'
7'
15'
40
7
Aerialist
72
16'
7'
8'
16'
42
8
Stuntman
75
17'
7'
8'
17'
44
3d6
9
Gymnast
78
18'
7'
9'
18'
46
10
81
19'
7'
9'
19'
48
11
84
20'
8'
10'
20'
50
12
87
20'
8'
10'
21'
52
4d6
13
90
21'
8'
11'
22'
54
14
93
21'
8'
11'
23'
56
15
96
22'
8'
12'
24'
58
16
99
22'
9'
12'
25'
60
5d6
17
102
23'
9'
13'
26'
62
18
105
23'
9'
13'
27'
64
19
108
24'
9'
14'
28'
66
20
111
24'
9'
14'
29'
68
6d6
21
114
25'
10'
15'
30'
70
22
117
25'
10'
15'
31'
72
23
120
26'
10'
16'
32'
74
24
123
26'
10'
16'
33'
76
7d6
25
126
27'
10'
17'
34'
78
26
129
27'
11'
17'
35'
80
27
132
28'
11'
18'
36'
82
28
135
28'
11'
18'
37'
84
8d6
29
138
28'
11'
19'
38'
86
30
141
29'
11'
19'
39'
88
31
144
29'
12'
20'
40'
90
32
147
29'
12'
20'
41'
92
9d6
33
150
30'
12'
21'
42'
94
34
153
30'
12'
21'
43'
96
35
156
30'
12'
22'
44'
98
36
159
30'
13'
22'
45'
100
10d6
Level Title: An acrobat may add their acrobatic level title to their primary class level title. For example, an eighth level magic-user acrobat is a necromancer stuntman, a fifth level mystic acrobat may call themselves an immaculate athlete, etc.
Tightrope Walking: Tightrope walking refers to balancing on ledges, ropes, beams, etc., that the character can use to cross from one place to another. The skill allows ascent or descent of a rope or beam of about a 45º angle. Use of this skill further assumes that the character will be travelling no more than half of their movement rate (or half of their encounter speed if they also wish to make an attack in the same round). If distance is greater than 60' then additional checks must be made. Moderate wind decreases the chance of success by 10%, strong wind by 20%. In strong, gusty wind conditions there is always a 5% chance of failure. In non-windy conditions, a balance pole increases the chance of success by 10%. Failure to perform successfully means that the character falls to the area below, taking damage accordingly. Characters who are not acrobats can walk a tightrope if they possess the acrobatics skill, but must make a check every 30' and can, at most, move at a quarter of their normal speed.
Pole vaulting: This includes jumping which employs a pole to assist the individual in gaining height from momentum. This allows the acrobat to get on top of or over obstacles or, at higher level, leap so far over an opponent that they cannot be attacked. A successful pole vault requires at least a 30' running start and a pole of at least 2' greater height than the vaulter. The pole is usually dropped when the vault occurs, but the vaulter may hold on to it if they make a successful dexterity check. The vaulter can land on his or her feet atop a surface of ½ or less than the maximum height of the pole vault if so desired, assuming such a surface exists. Otherwise, the vaulter lands, rolls, and is prone for the rest of the round. Non-acrobats cannot usually effectively pole vault. No character can pole vault and either attack, cast a spell, or activate a magical item during a single round.
Jumping: This includes unassisted leaps – high jumping and long jumps (both from a standing and a running start) being included. All jumps occur in the movement phase of a round, and if the acrobat has moved less than their combat speed (including running to make a jump but not the distance of the jump) they may still attack as normal in the same round.
High jumping: This requires at least a 20' running start. The high jumper clears the obstacle in a near horizontal position but lands on his or her feet. The jumper can opt to land atop a higher surface. This surface must be no more than 4' above the level from which the jump is made, or 2' under the maximum height for normal high jumping, whichever is the greater. The acrobat’s movement phase ends when they land.
Long Jumping: A standing long jump is one where no long run-up is possible. A running long jump normally requires a run of at least 20'. In running or standing long jumps (where the acrobat wishes to land on their feet), the acrobat can leap forward up to the maximum distance shown. 2' of additional distance can be gained, but the character will then land prone and remain prone for the rest of the round. A 3' extension can be attempted, but this has a 25% chance of failure and no further actions will be possible that round; a 4' extension has a 50% chance of failure, an extension of 5' has a 75% chance of failure. Non-acrobats can perform a standing long jump of up to 4' in distance and a running long jump of up to 8’. The character’s movement phase ends when they land.
Tumbling: This includes leaps, somersaults, cartwheels, leaps from ropes, etc. This has multiple practical uses. Firstly, a tumbling acrobat can, upon making a check, cross rough or complex terrain (an empty bar littered with tables and chairs, a rocky mountainside, etc.) at either running or combat speed with no penalty to movement rate. Secondly, while moving at combat speed an acrobat may use this skill to roll through an enemy’s legs, leap over opponents to attack from behind, etc. The chance to complete this manoeuvre during combat is modified according to the level or HD of the acrobat and any enemies present. Per level or HD that the acrobat is above their foe, add a 5%, and per level below subtract 5%, with each subsequent foe within 5' of the manoeuvre also penalising the attempt by 30%. A successful attempt will (if there is room) allow the acrobat to disengage a foe with no penalty or risk of attack, or allow an acrobat to manoeuvre between locations within a melee without provoking an attack. In a round in which an acrobat tumbles to attempt to completely disengage foes they may make no attack, but gain a bonus to armour class of 1 per 5% they have made their disengage check. For example, an acrobat who has a 70% chance to tumble who rolls 20% gains a -10 bonus to armour class in that round, but cannot make any attacks, regardless of whether they have successfully tumbled out of the fight that round.
When subject to an area of effect damage spell (such as for example fireball or lightning bolt) or other effect (such as dragon breath) an acrobat who has yet to act in a round may choose to evade instead of taking any offensive action. To do so, they leap or tumble to the edge of the area where damage is suffered, and a successful check will reduce damage by half (or a quarter if an applicable saving throw is made). Note that while this can be an effective means of reducing damage taken it is not without risk. For example, an acrobat on a ledge might leap out of the area of a dragon’s breath but may still have to deal with falling from the ledge.
Falling/Damage Reduction: Acrobats are able to reduce the damage incurred due to falling; this ability improves with experience. Whenever an acrobat takes falling damage, roll the number of d6 indicated by their level, and remove that amount from the damage taken. It is possible to reduce the amount of damage suffered in a fall to zero using this ability. Note that a mystic acrobat may use this in addition to the mystic ability to reduce falling damage.
Mystical Monasteries of Mystara
Few monasteries are listed in official Mystaran products. Largely this is because mystics sit outside of power structures and political interactions that define dominions and cultures, and historically most who catalogue Mystaran locations overlook these institutions. Indeed, it can be hard to define what such a monastery is – there is no uniform ground plan or even organisational structure. What follows is a short list of some of the more interesting mystical orders of Mystara, and I encourage brave explorers who find more to add to this list.
Barleycorn Monastery
Location: Broken Lands
Style: Entropy
Members: 80 (mostly hobgoblins and goblins)
Master: Heretic Zam Zammara (Hobgoblin Mystic 16)
Located high on an isolated plateau in the Broken Lands, the Barleycorn was founded by Ethengarian mystics seeking to reform the lost souls of their own errant ancestors reincarnated as humanoids. It is unknown precisely when or how the original Barleycorn Brotherhood fell, but it was replaced by a new entropic order of goblin and hobgoblin mystics who in typical humanoid fashion formed a grotesque parody of the original group. Ranging far and wide across the broken lands and beyond, members hire themselves out as mercenaries to whichever humanoid warlord will pay them most. The most worthy applicants (being those who survive whatever new, brutal tests are dreamed up by the Grand Abbott) are inducted into the order during a dark ceremony on the night of the new moon.
See: HWA1
Blackrock
Location: Blackrock Island, Minrothad
Style: Time
Members: 12
Master: Darrin Posman (Mystic 12)
Possibly the smallest known order; Darrin Posman (a former port-master in Aasla whose perspective on wealth changed over many years of exposure to other philosophies) established the order some 20 years ago. Primarily teaching asceticism (austerity, self-discipline, and abstinence), it is only after mastering this discipline that members can leave, but even then they spend half of their time in meditation on the island. Thus of the 12 members, 6 will be found in quiet contemplation and prayerful dedication on the island at any time, assisted by a small clerical order that tends to the needs of the monastery.
See: GAZ9, The Minrothad Guilds
Chi
Location: Village of Chi, Ochalea
Style: Energy
Members: 70
Master: Mistress Yeoh (Mystic 16)
Resting among peaceful farmlands in the southwest of Ochalea, Chi is the most important of the Energy orders on the island. Mistress Yeoh has long since retired from adventuring to run her order, which is very much in the style of a mystic-training academy. Members travel across both the Thyatian and Alphatian empires seeking knowledge and righting wrongs, bringing not inconsiderable wealth back to the order, which is spent on maintaining irrigation systems and other improvements for agriculture across the grasslands in the region, leading to high productivity and a loyal peasantry.
Dracon
Location: Draco, Alphatia
Style: Energy, Matter, Time, and Thought
Members: 1,250
Master: Mistress Eradne of the Four Elements (Mystic 30)
It’s hard to know exactly where the Dracon are located, except in that the name of the order is spoken of in hushed tones in all of the dark places of the city of Draco (perhaps the most populous city in Mystara, if not the most salubrious). In fact members of the order (believed to be the most numerous in the world, although spread across a vast area) will, if pushed, refer to the Dracon as an idea rather than a place. Drawing most of its members from the back streets of Draco, but also reaching out to the other great cities of the Alphatian empire to find the most talented individuals to join them, its members are found from Thothia to Esterhold, from Alpha to Spearpoint. Upholding the rights of the the common people of the Empire, and being willing to stand up to the potent enemies including even the most powerful wizards in doing so, the Dracon form the last, best and only hope of justice for the downtrodden peasantry of Mystara’s most powerful empire.
Eradne has led the order for the last 30 years and is among the wisest and most powerful mystics known. She is calm, playful even, in selecting new recruits for the order and sending members on missions to the furthest reaches of the world. But in her key missions of opposing organised crime in Draco (largely fronted by the Dopplegangster crime families) and holding back the tide of the Order of the Screaming Fist, she is resolute.
Monkeyfolk mystics, http://pandius.com/Gibbonmonks.png done by Bing AI Image Creator at author's prompting
Five Monasteries of Furious Flying FistsLocation: Five mountain tops of Tangor
Styles: One each of Energy, Entropy, Matter, Time, and Thought
Members: Unknown (theorised to be up to 100 per monastery). Taer (in the Monastery of Death) and changyi3 (the other 4).
Masters: Unknown
The five monasteries are set in the heart of the mountains of Tangor, surrounded by deep, jungle-covered valleys, and remain somewhat enigmatic in the eyes of those from western nations (from Tangor, nearly everywhere is to the west). Little is known of their governance, and even their precise locations are unknown. What is known is that there are five, one devoted to studying the style of each of the five spheres. The Monastery of Death is devoted to the Sphere of Entropy and is populated entirely by taer (a variety of baboon detailed in THRESHOLD Magazine issue #32), and adherents thereof seek to dominate the lands below for some unknown dark purpose. They are opposed by the other four monasteries, which in turn are populated entirely by changyi (sentient golden-cheeked gibbons). It is known that those monasteries are referred to by their brethren as “The Eternal Rock” (Matter), “The Sacred Flame” (Energy), “Imponderable” (Thought), and “To Go Forward” (Time). A few members of each monastery are known to travel far and wide in search of spiritual enlightenment, and sages as far afield as Sind, Oceansend and the Vulture Peninsula have reported meeting them.
The exact nature of the ascendance to sentience of both changyi and taer seems to be in some way linked to the presence of the monasteries, and whether their ascent could happen without them is a question yet to be resolved. Until explorers reach those locations and discover who built them and why, the fundamental nature of the locations will remain unknown.
See: THRESHOLD Magazine issue #32, “Primates of Mystara”
Jashpurdhana Monastery
Location: Sind, Kadesh Mountains
Members: 1,000
Style: Energy, Matter, Thought, and Time
Master: The Radiant Yogi (Mystic 30)
While well known to the natives of Sind, where members of the monastery wander seeking to maintain balance and bring justice to those who need it where others fear to tread, this otherwise peaceful order is little known to people further afield. Maintaining a large estate around a monastery complex carved into the living rock of the mountain, the order is led by a rarely encountered figure known only as the Radiant Yogi, who guides the organisation with a soft hand and a hard philosophy of work, dedication, and abstinence. Some members have been known to wander the Known World region, where they become involved in quests to right great wrongs and to oppose the most dangerous of evils.
Kaikiang
Location: Kaigiang Li, Ochalea
Style: Matter
Members: 200
Master: Luóbīnhàn (Mystic 25)
The largest individual order on Ochalea, Kaikiang is also the most politically difficult. Master Luóbīnhàn is almost the ultimate pragmatist in his desire to see the poor of Ochalea and indeed the whole Thyatian empire well fed and taken care of. As many thieves are associated with the order as there are mystics, and they travel far and wide to promote their wider goal of wealth redistribution. This can lead to rich and powerful vested interests taking offence, but with excellent ties to the other major orders of Ochalea few are foolish enough to try to change the ways of the Kaikiang mystics. It is better to stay out of their way.
Lhamsa
Location: Glantri
Style: Energy
Members: 150 (human and lycanthrope)
Master: Henri G’Ascoyne Matzini (Were-rat, Mystic 20)
At a location high in the Glantrian alps, the village of Lhamsa would be utterly unknown were it not for the presence of a renowned monastery, teaching a local style known as the Radiant Art. While most ‘alternative’ philosophies are not tolerated in Glantri, Lhamsa is both isolated enough and their practice sufficiently useful that an exception is made, and their members are welcome in most principalities and other dominions across Glantri. While originally established by Ethengarian immigrants, the monastery now welcomes both Glantrian and Ethengarian members, but in recent years under the influence of Henri G’Ascoyne Matzini more Glantrian members have joined.
Henri himself, an illegitimate son of a noble family, has been welcoming many outcast lycanthropes (like himself) to the order, and when this becomes known his estranged family may be nervously looking over their shoulders. Whether or not this is necessary, qui vivra verra4.
See: GAZ3: “The Principalities of Glantri”
Screaming Fist
Location: Shraek, Alphatia
Style: Entropy
Members: 190
Master: Volodymyr the Dark (Vampire, Mystic 19)
Few choose to travel to or trade with Blackheart. Fewer still willingly visit the twisted City of Screams, the capital, Shraek. It is not a place where an underclass can thrive; indeed few even survive without the patronage or protection of a wizardly master. And the Order of the Screaming Fist, located in dank, cramped conditions in catacombs beneath the city, does not stand against this darkness. Indeed it is key to their philosophy that only those who have faced most despair can become members, and their abbot is a perfect example of this.
The mystics of the Screaming Fist seem to be working to no particular plan or ideal, and seek only to inflict pain and harm for their own entertainment. Indeed in the truest sense their philosophy can be described as nihilism, and it is fair to say that they consider their own lives to be only trivially less meaningless than those of those who they torture and kill for their own sadistic entertainment.
Screaming Fist mystics are to be found across Alphatia, joining groups of terrorists or evil adventurers out of a desire to further their own skills, rather than for any greater ethical purpose. They are hated by the Dracon order. That feeling is mutual.
St. Kruskiev
Location: Karameikos, Specularum
Members: 75
Style: Matter
Master: Abbot Jodri (Mystic 15)
An institution of great age but little renown within Specularum, few are aware that the great church of St. Kruskiev is also home to a sect of mystics. While small, the order plays an important role within the church of Karameikos, in protecting and guarding the clerics of Specularum and watching the rulers of the city. They have, subtly, affected the selection of officials within the clergy, the city watch, and even of lesser nobles within Karameikos. In Thyatis, those interested in the philosophy of politics ask “Quis custodiet ipsos custodes?” (who watches the watchmen), in Karameikos Abbot Jodri has been known to respond “Agitimus” (we do).
See: “Dark Knight of Karameikos” novel
Tondera
Location: Norwold, close to Regent Pass
Members: 150 (mostly humans, some metamorphs)
Style: Time and Energy
Master: Abbot Gustaf ap Gustaf (Mystic 18)
Styled as the Monastery of Fire and Water, the Tondera order is an ancient and respected institution that has weathered the storms of raiding dragons from the Wyrmsteeth mountains, frost giants from Frosthaven, and invading forces from both great empires. It welcomes those who come to seek enlightenment amongst the cold stones of its isolated mountain top location, but the trial of reaching the mountain top alone keeps most would-be members away. Members of its order are found in adventuring parties across Norwold and further afield, and their pledge to seek justice for the most vulnerable is respected among those who know them. While most of the order are human, this is the chosen location that the few metamorphs from the island of Metinsulae come to when they choose to become mystics.
The location of the monastery, close to the strategically vital Regent Pass that is the only safe over-land route to the capital city of Alpha, has meant that the kings of both Norwold and Oceansend know better than to mistreat the order’s brethren. Just because the order has never meddled in Norwold politics, that does not mean that it never could.
Wu
Location: Wu Li, Ochalea.
Members: 50
Style: Time
Master: Gram Heidelborg (Gnome, Mystic 20)
Open to the most enlightened members from across the world, the Wu monastery is found nestled between the hills and dense forests of northern Ochalea, commanding an impressive view over the main east-west road to Beitung. Headed by a wise old gnome of unknown origin (although rumoured to have originated in Snarta), they are a peaceful brotherhood seeking to bring enlightenment to those coming to learn from their master.
Wutang
Location: Wutang Dong Ha, Ochalea
Members: 60
Style: Thought
Master: Sìhng Lùhng (Mystic 30)
In the far northeast corner of Ochalea lies the small settlement of Wutang Dong Ha, which serves as a small Thyatian naval outpost and trading settlement, with some legitimate traders making the trip around the Isle of Dawn stopping for water, and far more less legitimate traders stopping there to sell goods landed at Ne’er-do-well. This is overseen by the brotherhood of Wutang, who weed out the less desirable, dangerous goods, and supervise the return of many more useful products back into Ochalea, making Wutang a vital part of the island’s economy. Master Sìhng Lùhng also sends members of the brotherhood along with ships heading in all directions to keep an eye on pirate activity in the waters, and organises retributive strikes on dangerous pirate groups and rescue missions for hostages where necessary.
1Revised Mystic Class by Andrew Theisen http://pandius.com/mystic.html
2Acrobat variant for character classes, (RC/BECMI) by Cab Davidson http://pandius.com/Acrobat.pdf
3See Primate Races of Mystara by author in Threshold Magazine issue 32 http://pandius.com/Threshold_32.pdf
4In Glantrian Averoignese (French) “who'll live, will see".