TEXT: The Domain of Meru Issue 1
  Braden-Robson-Caddell-Evans-Miachina
  Travel Brochure
  Land of Seven Islands
  TRYPILIA
  
  REQUIRED BOOKS: The following
  Old School Essentials books are
  referenced or are needed to play this
  Travel Brochure. As space for this
  product was kept limited on purpose
  to give it the feel of a real travel
  brochure, references to existing
  material was used instead of
  complete reprints.
  Core Rules: Contains the foundation
  rules of Old School Essentials this
  book is based on.
  Classic Fantasy Advanced Genre
  Rules: The Classes and Races in this
  book use references from Classic
  Fantasy Advanced Genre Rules.
  Advanced Fantasy Monsters: Stat
  blocks have been provided, as well as
  any features of specific new monsters.
  Some references to Advanced
  Fantasy Monsters have been made.
  Advanced Fantasy Druid and
  Illusionist Rules: These rules are
  referenced in the “Meet New People”
  section of this book
  Povitrya: Isle of Wind: Two classes,
  Netlenne and Vedohon, are
  mentioned as options and will be
  detailed in Issue 2.
  Old School Essentials will be
  shortened in-line to save space.
  MERU
  One of many planes created by
  the Father of All, Rod. Set in a time
  ancient when our ancients were
  not even born. Seven Islands lie at
  its heart, circled by four domains
  that move with the seasons and a
  wild rim land that grows into the
  ether every year.
  Trypilia, Land of Seven Islands:
  Home to the Odyn and Rods second
  born children.
  Sertse, The Heartland: Home of the
  Koshka (cat people), Koniushnyk
  (horse people), Molfar (mysterious
  wizard recluses) and many others.
  Povitrya, Isle of Wind: Born of the
  wind gods, the Vetry make this
  domain home.
  Rozdollya, The Wildlands:
  Sparsely populated, beautiful land
  that the Vovkdolak (shape-changers)
  run wild in.
  Vishau Zemli, Witch Home: The
  wise Baba Yagas live here.
  Obid, Lands of the Knyaz: Small
  kingdoms carved out of the rim lands
  by heroes, villains and gods.
  Rod, the All Father created the heavens that hold our sun and three moons. He
  planted the World Tree whose leaves are home to numerous other realms. He
  birthed his sons and daughters and bid them to “create something.”
  So under the shade of the World Tree his first son Svarog brought forth Meru,
  and bid his younger siblings to make it their home. In the east lives Belbog the
  lawful or Father Summer. In the west is Chernobog the chaotic or Father
  Winter. Others carved out homes of their own.
  The Seven Islands we named Trypilia began as a retreat for our beloved
  goddess Syra Zemlya, a place she could be alone and find peace away from
  her ever-warring lovers- Veles and Perun.
  Alas, lonely she birthed life into her little realm, and eventually created our
  people, the Odyn. Peaceful years passed and we learned about nature and the
  satisfaction hard work brought. Then one day the boys searched out their
  wayward lover. Veles, ever jealous, felt another rival for his loves heart was
  unacceptable and should be shown to be undeserving of her affections. Perun,
  sworn to ever challenge Veles, aided us.
  The troubled times that followed are over now, and we have five beautiful
  islands for adventurers to rest, relax and if they choose- adventure in.
  “Do not cry, morning is wiser than evening,” folk wisdom.
  Discover A Rich History
  
  •
  Come experience the Kuala
  Festival! To prevent Veles from
  burning our homes again, we do it
  ourselves every 60 years!
  •
  Have a question about the future?
  Meet Bannik!
  •
  Into games? So are our gods, and
  the prizes are legendary! Travel to
  Ostriv Hromu and meet the God Of
  Thunder, Perun!
  •
  You’re a spelunker! Veles’s
  underworld is a place of beauty
  and treasure.
  •
  Are you an Eco-tourist that likes
  long nature walks through cursed
  undead lands? Visit Staryi and
  help with its clean up.
  •
  Otherworldly travel interests you?
  The port at Muzyk is a regular on
  the Wightmana routes.
  Fill Your Days
  DALEKO ISLAND
  For the adventurous, Daleko offers
  the Two Towers of Kniez, home of the
  mortal demon and enemy of the Odyn,
  Knyaz Nibel. He resides in one while
  the answer to his invincibility is
  secreted away in the second. The
  festival that will be thrown when he is
  vanquished may last a year! The
  mountains and forests are not
  recommended for day trips as they
  are filled with oddities and unclean
  creatures.
  OZERO ISLAND
  The picturesque city of Muzyk
  meanders around Lake Vyno. Enjoy
  daily strolls through its circular
  homes and gardens. Join the
  communal dinners and sample Yago
  Spirits. Visit the Kar in the central
  mountains and their vast
  underground home. Or build a canoe
  out of a great oak in the southern
  forest of Haj and search the cliffs for
  the legendary Portal of Byr and
  attempt to recover the legendary
  Klade Sword.
  Exotic Places
  
  TSENTR ISLAND
  Home to Muzyk’s sister village of
  Vitsi, this quaint bay side retreat
  offers passage to Staryi Island, diving
  expeditions and fishing trips. The
  forests, mountains and hills are filled
  with the Feya, our fae cousins, and
  many unique flora and fauna dreamed
  up by Syra Zemlya. The northern
  forest is home to the Vedmid, a
  peaceful bear folk that are said to be
  the protectors of another realm.
  STARYI ISLAND
  The birthplace of the Odyn. Majestic
  mountains, lush forests and seven
  wide flowing rivers, now lorded over
  and toyed with by Veles himself. A
  trickster and avid gamester, he
  welcomes visitors to challenge his
  whimsically devised inventions and
  fantasies.
  OSTRIV HROMU
  Thunder Island, home of Perun. Those
  that visit have returned to report that he
  perches atop his great globe of all
  seeing as an eagle, bored. The island is
  home to the mysterious Robit’s, a race
  created by Perun to forge mighty
  weapons for the battles he fights
  throughout the heavens. He is known to
  offer these as rewards for those that can
  complete dangerous challenges he sets
  forth. The east forest holds a hedge
  maze no one has ever returned from.
  TRAVEL IN MERU
  Local vessels are available for sailing among the Seven Islands. These
  range from small fishing boats of oar power/single mast to two masted
  Chovens. Larger ships are recommended to reach other domains and can
  be found in the ports of Muzyk regularly.
  Beware of the sea, it is Veles’s realm and travel is at his pleasure. Sea
  Serpents, the Vodnik and temperamental storms all provide unique perils.
  ASHSA
  Destroyed by the fires of Veles’s
  volcano over and over, our
  ancestral home is now a strange
  city of the undead. Astral rifts,
  ghostly magic and time warped
  sights await visitors.
  IRIY
  This volcano is home to Veles
  when he walks the lands of Meru.
  His loyal Likho have constructed a
  mighty city around the inside of its
  rim, protected by divine magic. It is
  said the music and revelry never
  end there.
  NAVKA
  The entrance to the underworld,
  for those that enjoy underdark
  adventures. Be prepared to either
  battle or bargain with Berislav
  Zmei, the three headed dragon, for
  entrance. A word of warning, he is
  a master of deception. Experience
  spectacular caves, rivers, strange
  moon rock lit forests, Veles’s home
  swamp and the Plain of the
  Departed.
  PAHORB BANI
  Underground lava warms natural
  springs in these hills resulting in
  mud baths legendary for their
  healing properties, but their use
  comes at a price. In addition,
  Bannick is known for his acute
  powers as a seer. To the southeast
  lies Lake Somen, beware the
  monster.
  THE DRUM
  The size of a mountain, once used
  by Perun in an attempt to woo Syra
  with music, Veles’s specialty. Two
  chariots sit at its base, it is said
  those that enter one and survive a
  strange race to the top will be given
  music that when played will grant a
  wish.
  SMIYA FALLS
  The sparkling mountain streams,
  lakes and falls that make up this
  area is home to many Rusalka. The
  largest lake holds a great
  underwater palace where these
  cruel and devious spirits perform
  macabre rituals. Not recommended
  for tourists.
  Highlights
  of Staryi
  
  Dinning & Lodging
  Vacationers to the Seven Islands can
  find beautiful and comfortable lodging
  in both Muzyk or Vitsi. Small
  Budynochok featuring communal
  rooms or private bungalows can be
  had for nominal coin. The Vlasnyk, or
  proprietor, also act as guides and
  ambassadors.
  Small taverna specialize in our local
  cuisine of seafood, breads, and of
  course local borscht made with our
  sweet island beets. Make sure you try
  the local Pyvo, ale, as well. Or join in a
  communal dinner with locals and
  share tales and exaggerations into the
  sunset hours.
  CURRENCY
  Worried your money is no good in Trypilia? While we ourselves operate on a
  mainly trade and barter system, we understand outsiders travel here with
  coin in pocket. Standard rates for exchange in goods are available, and the
  Wightmana operate a small bank for travelers to covert to Obmin.
  THE BAZARS
  Muzyk is home to our largest bazar.
  Local goods of forged metal, herbs,
  magical components, food stuffs, and
  gear may be purchased at the various
  stalls. We shouldn’t say anything, but
  don’t forget to haggle. Harder to find
  items and rare Wightmana objects
  may also be had, but be careful when
  dealing for these.
  Vitsi’s bazar is smaller, but it is known
  for its esoteric and hard to find nature
  components.
  THE WIGHTMANA
  Rumored to travel at least one circle
  of farthest fars, the Wightmana are
  wanderers and traders of the
  heavens. For us they appear as ebony
  skinned humans with gold
  embellishments and long black hair.
  Their ships are of strange design
  meant for travel in air rather than
  water.
  They grace Muzyk’s harbor four times
  a year and trade for a variety of our
  goods, and bring strange and
  wonderful tools and magic with them
  in return. They also maintain a small
  post for emergency transactions and
  currency exchanges.
  
  THE ODYN
  We Odyn are brave, hardworking, and
  courteous. Some call us human, but
  we believe Syra took a little extra care
  with us. Once driven to expand our
  knowledge we now focus on
  community and harmony with nature.
  Spiritual fulfillment and family are
  riches sought for more than treasure.
  The Council of Znannya, made up of
  three of our wisest mothers, see to
  this peaceful way of life. Our Knyaz,
  chosen warrior leader, sees to the
  Odyns safety and continues the quest
  to regain the home we lost to Veles.
  We take our time and craft our food,
  music and goods with care and pride.
  A vacation in The Seven Islands is
  sure to provide you with tales for your
  grandchildren, lies for your lovers and
  lifelong memories.
  THE MYSTE
  Those that came before us: Domvoi,
  Feya, and Kar. All began as
  expressions of Syra Zemlya’s love of
  nature and its beauty. They saw to the
  islands needs by tending its fauna
  and flora. When we were born, they
  taught us the ways of nature and how
  to live in harmony with it. Now, like us,
  they strive to maintain that peace,
  while struggling against Veles’s
  pettiness. In the wider world they
  make homes and continue the work of
  tending to Meru’s needs.
  COMPATIBILITY NOTE
  These setting specific Races and
  Classes are presented as flavor
  builds. They provide background,
  personality traits, special abilities
  and modifications. An OSE Base is
  given and any stats not listed
  should be drawn from it. These
  unique options may not be
  balanced, nor are they supposed to
  be. These challenges offer many
  role playing opportunities.
  Meet
  New
  People
  Domvoi were originally tasked with nurturing the animal wildlife of the islands.
  After the birth of the Odyn they took on the additional role of teachers. They
  taught us how to farm, care for livestock and provide ourselves with the tools
  necessary for survival.
  Domvoi are incredibly strong for their diminutive frames. Sons tend to favor
  long mustaches and suffer premature crown balding. Daughters often have sun
  colored hair and slightly paler skin.
  They develop deep bonds with family and friends. This can lead to incredible
  self-sacrifices and devastating depression if they fail to protect them. Even
  though they live among us, they still see us as their charge to care for.
  Requirements: CON 9, STR 9
  Ability Modifiers: STR +1
  Languages: Mova, Domvoi
  OSE Base: Halfling Race, Advanced Fantasy
  Genre
  Shape Change (3/day): Domvoi may change
  into small creatures such as cats, dogs, and
  reptiles.
  Innate Magic (1/day): Animal Friendship,
  Protection From Evil
  Heroic Impulse (1/day): Domvoi can wield
  an inner strength and add a d6 to a roll that is
  critical to success.
  Depression: Domvoi that suffers a great loss
  becomes lethargic and rash until they are
  able to right the wrong. They suffer a -1 to
  CON and WIS during this period.
  Apply these Halfling Race Attributes:
  Maximum Level by Class (additional classes:
  Netlenne (6th), Vedohon (6th)), Combat,
  Defensive Bonus, Resilience
  Domvoi
  
  Feya
  K
  a
  r
  
  Mystra
  Zduhac
  
  Divine Interaction
  Meet New Friends
  BANNIK
  Stories of Bannik abound. Some believe him to be a spirit set in Meru by Rod to
  relay his will. Others claim he is the son or a creation of one of the gods. He
  cryptically says he just is and will always be. One truth everyone agrees on: he
  has a talent for fortune telling. A visit to him is almost certain to be
  enlightening, but comes at a cost.
  He currently makes his home in the hills to the southwest of Iriy. He offers all
  comers access to the healing fields of steam and mud overseen by his
  personal servants. Costs vary depending on treatment and can range
  anywhere from a few gold to a small fortune. But if you seek his audience and
  wisdom be prepared to bargain with more than treasure.
  
  Unique
  Wild Life
  Players Stop Reading
  POPELIUHA
  These undead are born from the ash
  of Mt Iriy. They are mindless zombies
  that roam the lands with a hatred for
  the living. They appear as
  hunchbacked humanoids with blue
  skin and arms that are twice normal
  length that end in vicious claws.
  
  Its rumored that some among them
  have decided their true mission is
  that of ocean preservation and as
  long as air breathers stay respectful
  of the oceans, they will stay below the
  waves.
  
  VU’STAT GHUL
  
  Places and Things
  Located in the cliffs on the south side
  of Ozero Island, many poems have
  been written about the heroes who
  have braved the tunnels that lay
  behind its entrance. Most seek the
  equally written about Klade Sword.
  To find the portal, first cut down a oak
  tree in the Haj forest and build a
  canoe out of it. This must be done by
  the characters seeking the sword, no
  hireling help. Once completed the
  legend says you must start out at
  exactly sunrise along the rocky coast.
  In 1d4+2 hours the portal will appear.
  These coasts are filled with sharks
  and giant crabs.
  The portal is a misty green pulsating
  orb flanked by two golden columns
  topped with bronze serpent heads. It
  comes out of the water and you can
  travel 360 degrees around it. As long
  as you enter in your canoe, you are
  safe. If not the serpents (Lesser, OSE
  Classic Rule Tome PG 188) come to
  life and attack.
  Behind the portal is a labyrinth of
  underground rivers with tall smooth
  rock sides.These passage wander
  aimlessly and it can be easy to lose
  one way. The water inside is only 1-2
  feet deep.Typical underground
  menaces inhabit these passages and
  a small group of Locathah (OSE
  Advanced Fantasy Monsters PG 27)
  make this area their home. The party
  may find their way through, either by
  sword or diplomacy.
  A great underground lake is
  discovered after the maze. Far out in
  the middle a giant turtle rests with a
  small cave protruding out its back.
  Surrounded by trees and foliage.
  Inside the cave is an ancient burial
  vault with several traps and
  misdirection's which eject the party
  out of the turtle, smelling quite badly.
  In the end, a bronze golem (OSE
  Classic Rules Tome PG 165) guards
  the resting place of the sword. The
  players will just be tested by this
  guardian, not killed. If they can bring
  it to half its HP it will congratulate
  them on being great warriors and
  open the door to them.
  THE KLADE SWORD
  Forged by Hovalo himself, the
  Klade sword is a Sun Blade (OSE
  Advanced Treasures PG 46). It can
  only be wielded by one hero at a
  time. If that hero dies in battle or
  uses it in heinous act it transports
  itself back to its resting place. It
  must remain there for one month
  before it can be found again.
  These spectacular ruins are a weird
  assault on the senses. When Veles
  decided to lash out the Odyn he used
  Iriy to destroy this city in a rain of fire.
  The people survived thanks to
  Perun’s efforts and rebuilt. This
  happened two more times, every 60
  years, before Veles sent an odd
  warning that what was coming next
  could not be rebuilt.
  Indeed, after the city was razed the
  fourth time, the ash and smoke
  reformed the city in an odd semi-solid
  reproduction of itself. And if this was
  not enough of an insult he released
  all the souls of deceased Odyn and
  Myste into it to live their undead life
  back on Yav.
  This was all the Odyn could handle
  and left Staryi. Now the city is home
  to the shadowy undead who act as
  though they are still living. The
  energy and magics used to
  accomplish this also punctured holes
  in Meru’s fabric and strange void
  creatures call it home as well. Some
  of these have become permanent and
  lead to incredible pocket dimensions
  and other worlds.
  There are two main reasons
  adventurers cross the walls into this
  undead city. The first is the lure of
  powerful and strange items one can
  not find anywhere else. The second is
  information. Many of the souls here
  date back to Meru’s beginnings and
  they have first hand accounts of what
  is to many living now just legends.
  SPOHADY SHOPPE
  Established by the magician Bojan,
  this shop trades in memories. Many
  of the Odyn and Myste trapped
  here struggle to live happily in their
  new prison so Bojan offers to buy
  them. He then sells the information
  to the living. The shop is located
  near the original front gates of
  Ashsa for ease of access.
  TEMNYY PRESIDIO
  This fortification located near the
  city center is a stronghold for the
  Lihko who watch over the northern
  reaches of Staryi. Three stories tall
  with a five story tower on each
  corner it acts a halfway house for
  treasure and captives before they
  are moved to Iriy.
  THE KISTKA SHOPPE
  Some of the more resourceful
  undead have set up a thriving
  business crafting bone armor and
  weapons. Items procured here are
  +1 in function. They only work for
  chaos and neutral aligned
  individuals.
  ASHSA
  THE PORTAL OF BYR
  
  Carved from a single tree on another
  world, this drum is the size of a small
  mountain. It was constructed by
  Perun in a bid to impress Syra Zemlya
  through music, normally Veles’s
  territory. It is now home to an event
  simply known as The Race. The prize
  for winning being a special wish.
  At its base, the husband and wife
  team of Lord and Lady Miroish wait
  for challengers. Two grand chariots
  able to hold six medium humanoids
  are used to see which team can make
  it to the top first. These chariots are
  drawn by two griffins of twice usual
  size.
  Teams are composed of at least two
  people. The wish must be inscribed
  on gold paper (500 gp) and a basket of
  edibles to Peruns liking should be
  offered (he is fond of prosciutto, good
  cheeses, wine, etc). A bet of 1000 gold
  Obmin that is forfeit on a loss is also
  required. The drum can only grant a
  person one wish (OSE Classic Tome
  PG233) in their lifetime, although you
  can help on the race as many as they
  like.
  THE RACE*
  •
  SPEED: The griffons travel one
  pie section per 2 rounds (8 being a
  complete circuit). Each round, the
  character with the reigns must
  make a successful wisdom check
  using their dexterity as modifier.
  The Miroish have WIS 17 and a +2
  DEX modifier. Its a game of quick
  decisions and wise choices. On a
  successful roll they move the full 1,
  on a fail they only move ½. In one
  turn the three out comes are 2,1 ½
  or 1 pie section.
  •
  ATTACKING: Non-driver players
  and NPC’s get one attack or spell
  cast per round (two per pie piece)
  in order to try and slow the other
  down. Occupants are not target,
  only the chariot. Successful hits
  reduce its HP. If 30 points of
  damage can be inflicted in a single
  round, the distance moved is
  reduced by ½ a pie. Destruction of
  the chariot results are listed in the
  individual pie descriptions. Attacks
  can only be made when both
  chariots are in the same piece of
  pie.
  •
  CHARIOTS: AC 3 (16), 300 HP,
  SV VS Spells 15
  •
  NPC RIDERS: Longbow, THACO
  17 (+2), 1/Magic Missile
  •
  LORD/LADY: Longbow, THACO
  13 (+6), 1/Magic Missile, 1
  Lightning Bolt (6th LVL)
  •
  START: The chariots line up at the
  start line. A rumble of thunder
  begins and one lightening flash
  signals ready. A second steady.
  And a third, GO!
  •
  #4 Sprint the Cosmos: The
  chariots hurl into outer space,
  stars and planets rush by and
  cosmic vapors swirl. Two
  successful movement rolls gains
  you an extra 1 pie of distance. A
  successful SV VS DEX is required
  or you get hit by debris taking 15
  HP (2nd round of pie) damage and
  lose ½ pie in distance.
  Destruction: 2d6 cold damage
  and SV VS CON or lose one level
  of EXP.
  •
  #1 Valleys of Danger: An asteroid
  grows in size as you reach the end
  of pie 1, and you are pulled into a
  narrow maze of valleys. The first
  chariot to complete this pie sets a
  boulder trap for the one behind it.
  That chariot must make a
  successful SV VS DEX or be hit by
  falling rubble. They receive 15
  points of damage on a fail and
  lose ½ pie of distance.
  Destruction: 2d6 bludgeoning
  damage and one 8 HD Earth
  Elemental (OSE Classic Tome PG
  158) rises from the ground and
  attacks.
  •
  #2 The Core: The valley abruptly
  becomes a cave and the party
  finds themselves in a land of
  molten fire. Two successful
  movement checks gains you an
  attempt at a fireball (3d6 damage)
  spell. A glowing ring will appear, on
  a successful SV VS DEX you fly
  straight through it and small fire
  emblem will appear on the chariots
  dash. The driver can use it when
  they desire.
  Destruction: Same as #1,
  substitute fire damage and one 8
  HD Fire Elemental (OSE Classic
  Tome PG 158).
  •
  #3 World Branches: A cool blue
  disk grows brighter and shooting
  out you find yourself in the foliage
  of the World Tree itself. The race
  becomes a scamper through its
  swaying leaves and branches. Two
  successful movement checks
  gains you a chance at The
  Blinding Leaf. A great leaf bends
  towards the chariot which forms a
  loop-de-loop, on a successful SV
  VS DEX the chariot performs it
  perfectly. A waving leaf icon
  appears on the dash, when
  pressed by the driver a giant leaf
  forms and covers the front of the
  opposing chariot. They must make
  a successful SV VS DEX or lose ½
  pie movement .
  Destruction: Being lost in the
  leaves is taxing on the body.
  Character ages 1d6 years. A SV
  VS WIS must be made or suffer
  one point in reduction to it
  permanently.
  *Races are four circuits
  around. If the players win
  they will be granted a small
  flute. They can choose
  when to activate the
  prewritten wish with it.
  *The races are
  broadcast in the skies
  of all Meru. Those that
  win by more than 3 pie
  spaces gain some
  notoriety and will be
  approached by people
  buying them drinks or
  possibly a desire for
  amorous opportunities.
  * Feel free to add or
  modify. Try races
  through water,
  darkness, shadow,
  modern worlds, etc.
  THE DRUM
  
  In the Jungle
  1. Hunted: 1d4 Chemer, Likho or
  Yogosha will attempt to stay silent
  and wait for an opportune moment
  to attack by surprise.
  2. Rune Stone: Old rock nature
  markers of Myste design that are
  usually of a helpful nature.
  Possibilities: healing place, fresh
  water, shelter or food.
  3. Wounded Feya: A moan can be
  heard just off the path. A lone Feya
  is wounded and near death. A
  second encounter can be rolled for
  its attacker if desired.
  4. Second Path: A small secondary
  path splits off. If followed it
  disappears behind the party,
  leaving them lost.
  5. Calina Tree: Small red berries that
  can make a refreshing tea. 1 Hp
  regained from drinking and 30
  minutes rest.
  6. Stagnant Pool: A small pool of
  water sits off the path. 1d4 Giant
  Poisonous Frogs inhabit it.
  7. Old Pouch: A small leather pouch
  sits half buried in the path.
  8. Mother Bear: The woods break
  into a small groove. A mother bear
  and her two cubs are playing. She
  will defend them if threatened.
  9. Memory Hill: A small patch of
  ground is slightly raised in the
  shape of a human. Approaching a
  spirit rises up and says “A girl in a
  mound, like a clear star.”
  10.Chaos Myst: A dark shroud
  envelops the party. Miniature
  worlds and blasts of light scream
  by. When it clears they are
  confronted with… Choose any
  random monster or monster you
  want, but make it weird and out of
  place.
  11. Dead Water: Small spring of
  dead water. When drank from
  spring heals 1d4.
  12. Five Rings: A small necklace
  hangs in branch with five rings on
  it.
  COMMON MONSTERS
  Bat (G), Bear, Brownie, Cat Great,
  Dog (Wild), Frog (G), Ghost, Insect
  Swarm, Killer Bee, Lizard (G),
  Mantis (G), Poltergeist, Rat,
  Revenant, Shadow, Shambling
  Mound, Skeleton, Snake, Spider
  (G), Sprite, Treant, Wasp (G),
  Zombie
  1. Patch of Strangleweed: A patch
  of algae tangles up the oars/
  rudder. When an attempt to
  dislodge is made, it reveals itself to
  be Strangleweed.
  2. Floating Gemstone: A large ruby
  gemstone the size of a human
  head bobs in the waves. It is worth
  150 gp.
  3. The Body: The bloated body of a
  humanoid floats in the water. It is
  infested with Rot Grubs.
  4. Moon Island (Night Only): The
  vessel suddenly runs aground.
  Where a moon beam is reflecting
  on the water, an island has formed.
  A large lioness of white light walks
  across the island and boards the
  ship. All good aligned characters
  will be healed or spell slots
  restored.
  5. A Gently Lull: A slight breeze, the
  gentle rocking, and a Sleep Spell.
  1d100 HP effected.
  6. Pirates: 1d6 Vodnik attempt to
  capture the vessel.
  7. Message in a Bottle: A floating
  bottle holds a message and an
  acorn “Even a giant oak was once
  an acorn.”
  8.
  Pirates of Malenkee: A tiny (2-3
  foot long ship) sails towards you
  and demands your surrender. Its
  dreaded Tiny Pirates of Malenkee!
  They never win, and will flee as
  soon as they are confronted.
  9. Sun Serpent (Day only): This Sea
  Serpent was born of Veles’s love of
  trickery. It revels in sea goers
  panic. It will magically transport
  vessels off course by up to 10
  miles, and watch and laugh as they
  try and get their bearings.
  10.Whirlpool: A whirlpool begins off
  starboard, from it a beautiful
  rainbow rises into the sky.
  11. Flying Colors: A rainbow appears
  on the horizon, a small island is at
  one end, hallucination or real?
  12.Lightening Scar: These patches
  of lightening residue from Peruns
  battles with Veles provide a haven
  of safety from evil. Can be of
  various sizes.
  COMMON MONSTERS
  Crab (G), Crocodile, Fish (G), Jelly
  Fish (G), Lamprey (G), Octopus (G),
  Pirate, Seahorse (G), Sea Serpent,
  Squid (G), Water Termite, Whale
  On The Sea
  
  INSPIRATION & FURTHER
  READING
  Dara Korniy, Magical Creatures of
  Ukrainian Myth (Volumes 1-3),
  Ukrainian Only
  Dmitriy Kushnir, Slavic Tales &
  Myths (Parts 1-13), English Version
  Available
  Jan Machal, Slavic Mythology,
  English Version Available
  Olga and Elena Kryuchkova, Slavic
  Gods and Spirits, English Version
  Available
  Smiyi Falls- ZM-e-e FALLS
  Staryi- STAH-ree
  Svarog- SWA-rogue
  Syra Zemla- CE-ra ZEM-la
  Temnyy- TIM-knee
  Trypilia- THREE-pil-la
  Vedmid- ved-MEAD
  Veles- VEL-us
  Vid’na- VED-na
  Vitsi- VEAT-see
  Vlasnyk- VLAS-nick
  Vodnik- VOID-nik
  Vu’Stat Ghul- VHU-statch Ghoul
  Yogosha- YOGO-sha
  Zduhak- ZHDU-hak
  Znakher- ZNAA-ha-re
  Znannya- ZNAA-n-YA
  PRONUNCIATION
  Ashsa- ASH-sa
  Bannik- BAHN-ick
  Belbog- BIEL-bo-gh
  Bog- BO-gh
  Bogi- BO-ghee
  Boginya- BO-ghee-nia
  Chemer- che-MEER
  Chernobog- CHER-no-b-O-gh
  Daleko- DAH-le-ko
  Domvoi- domo-VOI
  Feya- FEY-ah
  Haj- HI
  Iriy- EAR-ee
  Kar- KHA-ar
  Kistka- KEST-kha
  Klade- KLA-id
  Knyaz- KN-iaz
  Likho- LEE-kho
  Muzyk- MU-zick
  Myste- ME-est-a
  Mystra- ME-stra
  Navka- NAV-ka
  Odyn- ah-DEAN
  Ostriv Hromu- O-strev ha-ROME-uh
  Ozero- OH-zer-o
  Pahorb Bani- PA-whorb Bahn-e
  Perun- pear-UN
  Popeliuha- popa-LUH-ha
  Pyvo- PEEH-vo
  Robits- ROW-beets
  Rod- RO-ad
  Rusalka- ru-SAHL-ka
  Spohady- SPOO-ha-de
  Pronunciation Guide & Inspiration
  Open Game License
  
  Rod, Father of All, admired his work. A vastness
  great enough to hold the Bog of Sun and Moon, the
  stars and homes for his many offspring. But it was
  not complete. So to his children he said,
  Thus life was brought forth in a domain known as
  Meru. A land in the efir, with three moons and
  remembered now as ancient before ancient times.
  In Meru’s center lies the Seven Islands of Trypilia.
  Home of Syra Zemyla, the earth mother, and her
  lovers Perun and Veles. The birthplace of the Odyn
  and Myste. A land of sun and sand, adventure and
  mystery. The perfect vacation place for a weary
  adventurer to relax or an active one to challenge
  themselves.
  Inspired by Ukrainian/Slavic folklore this travel
  brochure is an OSR setting that requires Old School
  Essentials Classic Fantasy or Advanced Fantasy for
  play.
  Words, Cartography:
  Marc Braden
  Art: Sean Robson,
  William Caddell, Tristram
  Evans
  Translation: Sasha
  Miachina
  “Create, and make something!”
  See one of our licensed referee's to book your
  vacation now!
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Adventures & Settings/The Domain of Meru (OSE)/Meru 1 Trypilia Land of the Seven Islands (OSE).pdf