Dungeons and Dragons – Mystara
Monstatic Traditions – Way of the Elements
Way of the Elements
- Source: Players Handbook was modified from Way of the Four Elements (5e-wiz-ph-80)
- Way Overview
- Way – Quick Copy Section
- Way – Disciplines
- Way – GM Section
- Way – Design
- Content Updates

Way of the Elements – Overview
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements lo your will, using them as an extension of your body, Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
Many monks of this tradition tattoo their bodies with representations of their ki powers. commonly imagined as coiling dragons. bul also as phoenixes, fish. plants, mountains. and cresting waves.
When Selecting this class, you must choose one element only. If you wish to use more than one element, you need to discuss with the GM as there is a setting specific requirement you must meet to gain access to the other elements. The Elements available are Air, Darkness, Earth, Fire and Water
Monk Way of the Elements
- Patron of
- Matter – Living (Agriculture (4)) for Earth
- Thought – Science (Agriculture (4)) for Air
- Dual Matter/Thought – Living Science (Agriculture (4))
- Elements – Air (3),
- Racial – Genasi (Air (3)),
- Associated Secret Crafts – Airologist (Agriculture, Air), Earthologist (Agriculture), Naturologist (Agriculture), Skyologist (Agriculture),
- Energy Immortals – Ninsun (Agriculture),
- Matter Immortals – Terra (Agriculture),
- Thought Immortals – Air Elemaster (Air), Frey (Agriculture), Odin (Air), Palartarken (Air), Ralon (Agriculture),
- Primary Pantheon/Immortals – Air (Air Elemaster, Odin, Palartarken), Alphatian Empire (Air Elemaster, Odin, Palartarken), Dwarven and Gnome (Frey, Ninsun, Ralon, Terra), Forest (Frey, Ninsun, Ralon, Terra), Halfling (Frey, Ninsun, Ralon, Terra), Land Guilds (Frey, Ninsun, Ralon, Terra), Myoshima (Frey, Ninsun, Ralon, Terra), Sky (Air Elemaster, Odin, Palartarken),
- Secondary Pantheon/Immortals – Dragonkin (Freyja, Terra), Dwarven and Gnome (Palartarken), Earth (Terra), Elven (Frey), Ethengarian (Frey), Forest (Air Elemaster), Giantkin (Frey), Halfling (Odin), Makai (Palartarken), Myoshima (Palartarken), Norse (Frey, Odin), Ocean (Air Elemaster), Radiance (Air Elemaster, Palartarken), Shadowlands (Air Elemaster), Thyatian Empire (Frey, Odin), Traladaran (Palartarken), Ylari (Air Elemaster),
- Councils – Ancient Ones (Air Elemaster, Odin), Assembly (Air Elemaster, Frey, Ninsun, Odin, Palartarken, Ralon, Terra), Celestials (Frey), Elemental Rules (Air Elemaster), Energy (Ninsun), Hierarch (Air Elemaster, Ninsun, Odin, Terra), Matter (Terra), Sphere (Terra), Temporal (Palartarken, Ralon), Thought (Air Elemaster, Frey, Odin, Palartarken, Ralon),
Spells and Ki Points Table
Monk Level – Maximum Ki Points for a Spell
- 5th-8th – 3 points
- 9th-12th – 4 points
- 13th-16th – 5 points
- 17th-20th – 6 points
Way of the Elements – Quick Copy Section
- Attributes – Monk – Way of the Elements – Level 03
- Disciple of the Elements (1st Element) You learn a magical elemental sphere discipline that harness the power of a selected element associated with your temple of learning. A discipline requires you to spend ki points each time you use associated abilities. Elements are Thought (Air – Lightning and Thunder), Matter (Earth – Acid and Poison), Entropy (Darkness – Necrotic and Psychic), Energy (Fire – Fire and Radiance) and Time (Water – Cold and Force). Your elemental affinity changes to this element.
- Elemental Attunement – You can use your action to brie!ly control elemental forces nearby based on the elements you know, causing one of the following effects of your choice:
- Create a harmless, instantaneous sensory effect related to air, darkness, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
- Instantaneously light (fire) or snuff out (air, darkness, water) a candIe, a torch, or a small campfire.
- Chill (darkness, water) or warm up (fire) 1 pound of non-living material for up to 1 hour.
- Cause earth, fire, shadow, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
- Catch an elemental sphere discipline effects targeting you that you know, including area effects as part of your reaction in Deflect Missile.
- Spellcasting (Monk) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Monk (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to half of level then add ability modifier spells known from their spellbook)
- Ki Spells Known: Choose 1st or 2nd level spell or 1 or 2 Ki ability.
- Ki Spell Maximum: 2
- Attributes – Monk – Way of the Elements – Level 04
- Spellcasting Increase:
- Ki Spells Known: Choose 1st or 2nd level spell or 1 or 2 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 2
- Spellcasting Increase:
- Attributes – Monk – Way of the Elements – Level 05
- Spellcasting Increase:
- Ki Spells Known: Choose 1st, 2nd or 3rd level spell or 1, 2 or 3 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 3
- Spellcasting Increase:
- Attributes – Monk – Way of the Elements – Level 06
- Disciple of the Elements (2nd Element) You learn a different magical elemental sphere discipline that harness the power of a selected element associated with a new temple of learning. A discipline requires you to spend ki points each time you use associated abilities. Elemental Spheres are Air (Thought), Earth (Matter), Darkness (Entropy), Fire (Energy) and Water (Time). You gain Dual Affinity with both elements.
- Spellcasting Increase:
- Ki Spells Known: Choose 1st, 2nd or 3rd level spell or 1, 2 or 3 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 3
- Attributes – Monk – Way of the Elements – Level 07
- Spellcasting Increase:
- Ki Spells Known: Choose 1st, 2nd or 3rd level spell or 1, 2 or 3 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 3
- Spellcasting Increase:
- Attributes – Monk – Way of the Elements – Level 08
- Spellcasting Increase:
- Ki Spells Known: Choose 1st, 2nd or 3rd level spell or 1, 2 or 3 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 3
- Spellcasting Increase:
- Attributes – Monk – Way of the Elements – Level 09
- Spellcasting Increase:
- Ki Spells Known: Choose 1st, 2nd, 3rd or 4th level spell or 1, 2, 3 or 4 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 4
- Spellcasting Increase:
- Attributes – Monk – Way of the Elements – Level 10
- Spellcasting Increase:
- Ki Spells Known: Choose 1st, 2nd, 3rd or 4th level spell or 1, 2, 3 or 4 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 4
- Spellcasting Increase:
- Attributes – Monk – Way of the Elements – Level 11
- Disciple of the Elements (3rd Element) You learn a different magical elemental sphere discipline that harness the power of a selected element associated with a new temple of learning. A discipline requires you to spend ki points each time you use associated abilities. Elemental Spheres are Air (Thought), Earth (Matter), Darkness (Entropy), Fire (Energy) and Water (Time). You gain affinity with all three elements.
- Spellcasting Increase:
- Ki Spells Known: Choose 1st, 2nd, 3rd or 4th level spell or 1, 2, 3 or 4 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 4
- Attributes – Monk – Way of the Elements – Level 12
- Spellcasting Increase:
- Ki Spells Known: Choose 1st, 2nd, 3rd or 4th level spell or 1, 2, 3 or 4 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 4
- Spellcasting Increase:
- Attributes – Monk – Way of the Elements – Level 13
- Spellcasting Increase:
- Ki Spells Known: Choose 1st, 2nd, 3rd, 4th or 5th level spell or 1, 2, 3, 4 or 5 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 5
- Spellcasting Increase:
- Attributes – Monk – Way of the Elements – Level 14
- Spellcasting Increase:
- Ki Spells Known: Choose 1st, 2nd, 3rd, 4th or 5th level spell or 1, 2, 3, 4 or 5 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 5
- Spellcasting Increase:
- Attributes – Monk – Way of the Elements – Level 15
- Spellcasting Increase:
- Ki Spells Known: Choose 1st, 2nd, 3rd, 4th or 5th level spell or 1, 2, 3, 4 or 5 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 5
- Spellcasting Increase:
- Attributes – Monk – Way of the Elements – Level 16
- Spellcasting Increase:
- Ki Spells Known: Choose 1st, 2nd, 3rd, 4th or 5th level spell or 1, 2, 3, 4 or 5 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 5
- Spellcasting Increase:
- Attributes – Monk – Way of the Elements – Level 17
- Disciple of the Elements (4th Element) You learn a different magical elemental sphere discipline that harness the power of a selected element associated with a new temple of learning. A discipline requires you to spend ki points each time you use associated abilities. Elemental Spheres are Air (Thought), Earth (Matter), Darkness (Entropy), Fire (Energy) and Water (Time). You gain affinity with all four elements.
- Spellcasting Increase:
- Ki Spells Known: Choose 1st, 2nd, 3rd, 4th, 5th or 6th level spell or 1, 2, 3, 4, 5 or 6 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 6
- Attributes – Monk – Way of the Elements – Level 18
- Spellcasting Increase:
- Ki Spells Known: Choose 1st, 2nd, 3rd, 4th, 5th or 6th level spell or 1, 2, 3, 4, 5 or 6 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 6
- Spellcasting Increase:
- Attributes – Monk – Way of the Elements – Level 19
- Spellcasting Increase:
- Ki Spells Known: Choose 1st, 2nd, 3rd, 4th, 5th or 6th level spell or 1, 2, 3, 4, 5 or 6 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 6
- Spellcasting Increase:
- Attributes – Monk – Way of the Elements – Level 20
- Spellcasting Increase:
- Ki Spells Known: Choose 1st, 2nd, 3rd, 4th, 5th or 6th level spell or 1, 2, 3, 4, 5 or 6 Ki ability
- Ki Spell Replaced:
- Ki Spell Maximum: 6
- Spellcasting Increase:
Elemental Disciplines
The elemental disciplines are presented in level order. If a discipline requires a level, you must be that level in this class to learn the discipline. When you have access to a spell, that spell must be on your Secret Craft spell list, or you can choose one of an appropriate level from your list with GM approval.
3rd Level Required (Starting)
- (Air 2 Ki) Fist of Five Thunders – You can spend 2 ki points to cast thunderwave.
- (Air 2Ki) Fist of Unbroken Air. You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.
- (Air 2 Ki) Rush of the Gale Spirits. You can spend 2 ki points to cast gust of wind.
- (Fire 1 Ki) Fangs of the Fire Snake – When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feel. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
- (Fire 2 Ki) Sweeping Cinder Strike. You can spend 2 ki points to cast burning hands.
- (Water 1 Ki) Shape the Flowing River. As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. Vou can raise or lower the ice’s elevation, create ar fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a creature in the area.
- (Water 2 Ki) Water Whip. You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pul! it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
5th Level Required
- (Air 3 Ki) Clench of the North Wind – You can spend 3 ki points to cast hold person.
- (Earth 3 Ki) Gong of the Summit – You can spend 3 ki points to cast shatter.
9th Level Required
- (Air 4 Ki) Mist Stance – You can spend 4 ki points to cast gaseous form, targeting yourself.
- (Air 4 Ki) Ride the Wind – You can spend 4 ki points to cast fly, targeting yourself.
- (Fire 4 Ki) Flames of the Phoenix – You can spend 4 ki points to cast fireball.
13th Level Required
- (Earth 5 Ki) Eternal Mountain Defense – You can spend 5 ki points to cast stoneskin, targeting yourself.
- (Fire 5 Ki) River of Hungry Flame – You can spend 5 ki points to cast wall of fire.
17th Level Required
- (Water 6 Ki) Breath of Winter – You can spend 6 ki points to cast cone of cold.
- (Water 6 Ki) Wave of Rolling Earth – You can spend 6 ki points to cast wall of stone.
Way of the Elements – GM Section
- Secret Crafts: Airologist, Darkologist, Earthologist, Fireologist, Waterologist
- Locations: all nations teach at least one of the elements as part of a racial monastic temple.
- Races: Any elemental aspected race is suitable for this class. This is a core class due to its elemental nature.
This is the generic monk of the setting
Design Decisions
Based on the changes to the setting, a monk learn one element unless they wish to study at more than one temple and learns other elements as part of the ongoing story (with GM permission).
Original concept had separated nation and races, now going with Elemental aspects races as the base link. This means this is the base Monk of the setting.
Locations: Alphatian, Atruaghin, Darokin, Ethengar, Glantri, Ierendi, Karameikos, Minrothad, Northern Reaches, Norwold Region, Rockhome, Thyatis, Ylaruam
Races: Dwarf (Craftbound, Hillbound, Seabound, Shadowbound, Stonebound), Human (Alasiyan, Atruaghin, Ethengarian, Hattian, Heldannic, Kerendan, Makai, Makistani, Nithian, Nuari, Thothian, Thyatian, Traladaran)
Content Updates
- 2022-05-15 – Updated the layout and included links to patron sections.
- 2021-10-06 – Updating to reflect changes used in the game. Elemental monks now gain abilities every level once they enter into the way of the elements.
Mystara 5E Classes
Overview, Downtime for Gaining Level
Artificer: Alchemist, Armourer, Artillerist, Battle Smith, Bombardier, Engineer, Stitcher
Barbarian: Amber’s Enlightened, Ancestors, Ancestral Guardian, Battlerager, Beast, Beast Slayer, Bearsarker, Berserker, Carcharodon, Dreadnought, Fractured, Fungal Hulk, Harrier, Herculean, Juggernaut, Primal Spirit, Primordial Predator, Rager, Storm Herald, Tempest, Totem Warrior, Ulfhander, Wild Magic, Wizard Slayer, Zealot
Bard: Adventurers, Ancients, Creation, Eloquence, Entropy, Epic Poetry, Fey Magic, Glamour, Grace, Greenleaf, the Jester, Lore, Loremaster, Minstrel, Mirthful Mariarchi, Mountebank, Requiems, Singer of the Deeps, Spirits, Swords, Troubadour, Valour, Virtue, Warchanter, Whispers, Wyrdsingers
Cleric: Aberrance, Alhool Keener, Air, Ambition, Apocalypse, Arcana, Balance, Beauty, Beer, Blood, Cats, Chaos, City, Clockwork, Corruption, Crafts, Creation, Darkness, Death, Dragon, Earth, Eldritch, Enigma, Fire, Force, Forge, Grave, Healer, Hunger, Hunt, Hunting, Inquisition, Justice, Knowledge, Labyrinth, Law, Life, Light, Luck, Lust, Madness, Messiah of Ashes, Moon, Mountain, Mushroom, Naraneus, Nature, Nobility, Oceans, Oracle, Order, Peace, Prophecy, Repose, Sharing, Sickness, Solidarity, Speed, Strength, Sun Priest, Tempest, Time, Travel, Trickery, Twilight, Tyranny, Undeath, Void, War, Warpriest, Water, Winter, Zeal
Druid: Ancestors, Blood, Dreams, Feyfriend, the Forest Kingdom, Guardian, the Land, the Moon, Mushrooms, Mutation, Oaks, Owls, Roses, Sacrifice, the Shapeless and Prime Terror, the Shepherd, Skinchanger, Spirits, Stars, the Stones, the Tree of Life, Treespeaker, Wildfire
Fighter: Arcane Archer, Banneret, Battle Master, Bladebonded, Blind Duelist, Boarder, Brute, Bulwark Warrior, Captain, Cavalier, Champion, Clacking Mercenary, Duelist, Echo Knight, Edjet, Eldritch Knight, Fortune’s Smith, Gholaad’s Translation, Ghost Knight, Gladiator, Griffon Knight, Hoplite Soldier, Hospitaller, Knight, Knight Surgeon, Living Crucible, Living Vampire, Prescient Knight, Psi Warrior, Rune Knight, Samurai, Sapper, Sharpshooter, Shield Bearer, Smithkin, Sword Dancer, Thug, Weapons Master, Woodlands Cavalier
Marshal: Crusader, Gambling General, Guerrilla, Kingpin, Mindbender, Noble, Path (Master, Night, Reaper), Rallier, Reaver, Redeemer, Revolutionary, Strategist, Swift Strategist, Tactician, Talented Tactician, Tyrant, Warbringer
Monk: the Ascendant Dragon, the Astral Self, the Bo’faquan, the Crystal Cannonade, Brawler, the Cobalt Soul, the Drunken Master, the Elements, the Exalted Athlete, Iron, the Kensai, the Leaden Crown, the Long Death, Mercy, the Open Hand, Pain, Pride, Reaving Vortex, Shadow, the Shield, the Sun Soul, the Warrior Monk
Paladin: the Ancients, the Annihilator, the Ascetic, Battle, Conquest, the Crown, Despair, Destruction, Devotion, the Dragonlord, the Eagle, Elimination, the Errant, the Giving Grave, Glory, Green Knight, Holy Champion, Inquisitor, Mercy, Pearl, Pestilence, Perfection, the Radiance, the Raven, Redemption, Spear Maiden, Thunder, Vengeance, the Watchers, Zeal. Special – Oathbreaker
Ranger: Beast Master, Explorer, Fey Hunter, Fey Wanderer, Gloom Stalker, Green Reaper, Hidden Guardian, Horizon Walker, Horse Nomad, Hoyrall Shredder, Hunter, Monster Slayer, Netherworld, Explorer, Privateer, Swarmkeeper, Underminer, Unicorn Charger, Urban Shadow, Vampire Slayer, Vermin Lord, Warden, Wildborn, Zobecker Scout
Rogue: Arcane Trickster, Assassin, Burglar, Cutthroat, Duelist, Fixer, Highway Rider, Hitman, Infernal Talismancer, Inquisitive, Investigator, Mastermind, Misfortune Bringer, Odyssean, Phantom, Poisoner of Minds, Scout, Soulknife, Spy, Svirf Scientist, Swashbuckler, Thief, Trapsmith, Whisper
Scholar: Alchemy, Mind-Delving
Sorcerer: Aberrant Mind, Aristocratic, Ascendant, Bloodlines (Boreal, Draconic, Dryad, Enigma, Lycanthrope, Mazeborn, Nerid, Norn, Nymph, Satyr, Serophage, Shadow, Wretched), Clockwork Soul, Cunning Woman, Divine Inspiration, Divine Soul,, Draconist Elemental Essence, Facets (Flawless Caster, Gemblade), Farseer, Haunted, Psychic Magic, Pyromancer, Runechild, Shadow Magic, Soul Burner, Spore-cerer, Storm Sorcery, Traveler, Wild Magic
Underterror: Hel Savant, Slaver of the Damned, Underworld Monstrocity
Warlock: Alienist, Archfey, Archfiend, Black Woods, Celestial, Colloid, Diabolist, Fates, Fathomless, Fiend, First Vampire, Fragment Channeler of Zagnexis, Frozen One, the Genie, Genie Lord, Grand Void, Great Machine, Great Old One, Hexblade, Light Eater, Oracle, Parasite, Primeval One, Sargasso Siren, Sibyl, Spellbound, Undead, Undying, Voices of the Ancestors
Wizard: Academy Philosopher, Alkemancer, Angelic Scribe, Aquanaught, Arcane Specialist, Arcanist, Bladesinger, Blood Mage, Castellan, Chronury Magic, Demonologist, Disenchanter, Doom Croaker, Dragon Masks, Elementalist, Entropist, Geomancy, Graviturgy Magic, Illuminator, Mage, Master of Fiends, Mystifier, Necrophagy, Order of Scribes, Plague Doctor, Ring Warden, Rune Caller, Sangromancer, Schools (Abjuration, Artifice, Blood Magic, Clockwork, Conjuration, Divination, Elven High Magic, Enchantment, Entropy, Evocation, Illumination, Illusion, Necromancy, Pyromancer, Transmutation, Void Magic), Ship Mage, Timekeeper, Transgnomamist, War Mage, White Necromancer
D&D 5E in Mystara
D&D Menu – Adventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery
Game Management – Annotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience
Class Builds –
Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)
Floorplans – Thyatian
Session Recordings – Campaign Journals
Library of Books
B5, d20 System, Pathfinder, SW

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