Dwygar’s Forge

Dwygar’s Forge

Dwygar is one of the best craftsmen in Kowal. Sadly, due to a recent rash of racism, most dwarves of Dwarf Town are looked down upon. Dwygar still makes his money, but often not making the crafted items he wants. His shop is in the center of Dwarf Town, just a small workshop with a bed in it.

The buildings of dwarf town are different for any others in Kowal. They are all squat one story stone structures with flat roofs. You travel down the wide streets until you see the sign of Dwygar, an anvil with an eye above it.

Inside the small shop has a forge, a large work table and a bed. A short dwarf shouts from the grinding wheel.

“Yeah?”

NPC’s:

Dwygar
Stats: Dwygar: STR 14, DEX 12, Con 15, INT 14, WIS 12, CHA 8

Redcap

RedcapRedcap

Challenge Rating: 1
Size: Tiny
Type: Navirite Fey
Initiative: 3

Defense
Hit Points: 5 (1d6+2)
Armor Class: 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
DR 3/cold iron
Saves: Fort 1 Ref 6 Will 2

Offense
Speed: 20’
Base Attack: 0
Melee: Tiny Sword +5 (1d3 + poison)
Ranged: Tiny Spear +5 (1d3 + poison)
Special Attacks:

Statistics
Abilities: Str 10, Dex 17, Con 12, Int 11, Wis 12, Cha 11
Skills: 3 Athletics, 2 Awareness, 1 Endurance, 0 Knowledge, 3 Persuasion, 1 Power, 0 Survival, 4 Thievery
Talents: Weapon Dexterity
Special Qualities: Darkvision 60’

Ecology
Environment: Any forest, cave, dungeon
Organization: Single, Pair, Band (3-6), Clan (8-16)

Treasure: Standard

Poison – Feyroot – DC 11 fort or -1 to CON

Orog

These tall turtle like creatures are generally of lower intelligence, having been brought to Uteria by Kaldrath for war. They have settled in the south and have become citizens, if reluctant, of the Ishian Empire.

They are cold blooded, so they are better suited for the warm southlands. They live in small family groups, only gathering for ceremonies or meetings.

Orlock

orlock_webA tall skinny creature, its eyes wide set and peering above a small serious mouth. Its long limbs hang past its waist, holding wicked chitinous weapons. It is adorned in leathers, cloth and assorted chitin armor matching its weapons.

 

 

Orlock Scavenger
Challenge Rating: 1
Size: Medium
Type: Humanoid
Initiative: 4

Defense
Hit Points: 7
Armor Class: 14 , Touch 12, flat footed 12 (+2 armor, +2 DEX)
Saves: Fort 0 Ref 2 Will 0

Offense
Speed: 30
Base Attack: 1
Melee: +1 Short sword (1d6 +2)
Ranged:
Special Attacks: Sneak attack +1d6

Statistics
Abilities: Str 15, Dex 15, Con 14, Int 7, Wis 7, Cha 6
Skills: 2 athletics, 2 awareness, 1 power, 1 thievery
Talents: Improved initiative, stealthy
Special Qualities: Trapmaking

Ecology
Environment: Any
Organization: Solitary, Band, Legion, Hive

Treasure: Standard

Scavengers are sent out to find material for the hives. They gather almost anything, from food to goods. They prefer to sneak and hide, waiting to ambush their adversaries when they perceive them as weak.

 
Orlock Predator
Challenge Rating: 1
Size: Medium
Type: Humanoid
Initiative: 1

Defense
Hit Points: 14
Armor Class: 15 , Touch 11, flat footed 14 (+4 armor, +1 DEX)
Saves: Fort 2 Ref 0 Will 0

Offense
Speed: 30
Base Attack: 1
Melee: +1 Longsword (1d8 +3)
Ranged:
Special Attacks: Rage

Statistics
Abilities: Str 17, Dex 13, Con 16, Int 6, Wis 6, Cha 6
Skills: 2 athletics, 2 awareness, 3 power
Talents: Over extended attack, take a hit
Special Qualities:
Ecology
Environment: Any
Organization: Solitary, Band, Legion, Hive

Treasure: Standard

Among the scavengers, the predator orlocks are the tough ones. They rush head first into battles, and can take damage from their foes. They can also deal it out, often flying into rages until all their enemies are dead.

 
Orlock Seer (rare)
Challenge Rating: 1
Size: Medium
Type: Humanoid
Initiative: 2

Defense
Hit Points: 8
Armor Class: 14 , Touch 12, flat footed 12 (+2 armor, +2 DEX)
Saves: Fort 0 Ref 2 Will 0

Offense
Speed: 30
Base Attack: 1
Melee: +0 Longknife (1d4 +0)
Ranged:
Mana: 3
Special Attacks: Rage

Statistics
Abilities: Str 11, Dex 14, Con 10, Int 6, Wis 12, Cha 6
Skills: 2 athletics, 2 awareness, 3 power
Talents: Over extended attack, powerful
Special Qualities:
Ecology
Environment: Any
Organization: Solitary, Band, Legion, Hive

Treasure: Standard
Some orlocks are born with magical abilities. These orlocks are very rare and often only sent out with large raid parties.

orlock copy
About Orlocks (General)

Orlocks have long been absent in Atheles. In ages past they were known as scavengers and raiders. During the Aradan War they fought alongside the Orovari elves and the Uthgard kingdom. After the Disappearance, they faded from the lands much like the elves. Sporadic sightings have started to pop up here and there, and many agree that the Orlocks are once again inhabiting the dark corners of the mountains.

Miglin

miglin2Miglin

  • Challenge Rating: 1/3
  • Size: Small
  • Type: Humanoid
  • Initiative: +1

 

Defense

  • Hit Points: 4
  • Armor Class: 15 (+1 Size, +1 Dex, +3 natural), Touch 12, Flat footed 14
  • Saves: Fort +3 Ref +1 Will -1

 

Offense

  • Speed: 30
  • Base Attack: +1
  • Special Attacks: –
  • Melee: 2 claws +0 (1d3-1), bite +0 (1d4-1)

 

Statistics

  • Abilities: Str 10, Dex 13, Con 12, Int 10, Wis 7, Cha 5
  • Skills: Athletics +1, Awareness +4
  • Talents: Alertness
  • Special Qualities: Darkvision 60ft, Blind in sunlight

 

Ecology

Environment: Any dark

Organization: Single, Band 4-12

Treasure: Standard

Miglins are small fey from the Navirim. They rove the dark plains of the other side attacking lone creatures and feasting on them. They do much the same in Uteria. Few creatures are brought over in physical form, but Miglins cross over more easily than others.
They often hide in the forests and plains waiting for easy prey.

Maulkbird

A beautiful bird that dwells deep within the forests near Ferryport. It has a head of crimson and tail feathers of deep jade. It is a relatively large bird with a wingspan average 6.5 handspans. It is non-aggressive except when protecting a nest.

When threatened, the maulkbird’s feathers splay around its head as warning that it was about to attack. It will first scream a harsh, guttural screech that scares off most predators.

Goblin

A small two creature looks at you through marble like eyes. It’s skin is an unhealthy pale color of something that sees little sun, and its hair and nails are yellow. Its leather armor smells of dead animals and it raises a wickedly notched blade menacingly.

Goblin

Challenge Rating: 1/3
Size: Small
Type: Goblinoid
Initiative: +1

Defense
Hit Points: 5 hp (1d8+1)
Armor Class: 15 (+1 size, +1 DEX, +2 leather armor, +1 shield
Saves: Fort +3 Ref +1 Will -1

Offense
Speed: 30’
Base Attack: +1
Melee: Mace +1 (1d6)
Ranged: Spear +2 (1d6)
Special Attacks: –

Statistics
Abilities: STR 11, DEX 13, CON 12, INT 10, WIS 8, CHA 6
Skills: +1 Acrobatics, Athletics, +3 Awareness, Endurance, Knowledge, Persuasion, Spellcraft, Survival, +2 Thievery
Talents: Alertness
Special Qualities: Darkvision 60’

Ecology
Environment: Any
Organization: Single, Gang 4-9, band 10-100

Treasure: Standard

Feral Elflings

Feral Elfling: -1 Cha, +1 Dex, cannot use iron, low light vision 60’

A feral elfling belongs to a group of elflings who were caught between the worlds during the Disappearance. They lived in a harsh dream-like world, fighting for their lives against the environment and demons. Unlike their cousins, the feral elflings have little problem with violence, having gone to severe lengths to survive during their Exile, as they call it. They are not adjusting well to the world since their return, and they find its inhabitants soft. They do not get along with others, though some tribes have slowly begun to accept contact from the outside.

They are the same small stature as their cousins, but they have a wild look to their eyes, a paler skin color, and often have sharpened teeth and tribal scarification.

Time in the Between

There were some Alfiren who were caught in the Eastlands during the Great War. They were pulled into the Between and like the elves, spent around seven centuries stuck there. Unlike the elves, they were trapped in the Eastlands, which were tied closely to the Navirim. Stuck there they battled against the demons for centuries and became very different from their cousins who stayed in Uteria.

While the Elflings of Uteria feasted on milk and honey from bees and cows, the feral Alfirin had only the kudza vine, which can be ground down into a bitter sugar and the meat of the demons to subsist on. Some of the tribes even viewed eating the raw meat of their enemies to give them strength.

How to play a Feral Elfling

Feral Elflings love chaos as much as their Westlands cousins, but to them it has become a full reality. The time in the Between has changed their outlook and they can not accept the reality of the “real” world.

Feral Alfiren are wild and untamed. They survived by fighting directly against the demons, and have no problem with violence. They still have a love of chaos and travel the Eastlands in hunt for the demons.
Feral Alfiren get a -1 to Cha but a +2 to Dex.

Faun

Faun: +1 dex, -1 wis

Fauns are a reclusive race who live in the Eastlands. They live in small communities deep in the forests, trading amongst themselves, or human settlements if necessary.

They stand about six feet tall and resemble humans. They have a little more body hair than most other races, pointed ears, and small horns. Their feet end in two large, flat toes. They live, on average, 100 cycles, though the loss of their habitat and disease has shorten their lifespans in the recent centuries.

dubhaigen2 copy

They excel in nature-based magic and feats.

Evantari

The High Elves; The Evantari

The Evantari consider themselves superior to all other elves, and perhaps to all other living creatures. The Evantari consider themselves the Chosen People—those who were meant to lead the others to their eventual ascension. When the other elven cultures rejected this, they severed ties and took residence high on the Evantyr Plateau, closer to the sun that they so love.

 

The high elves are entirely disconnected from other cultures. The only stories I’ve found of anyone seeing the Evantari first-hand in recent years are occasional sightings of them traveling on some unknown task, and always from a distance. The men of Mideon, who guard the border forts and keep the dark elves in their banished lands, have said that they occasionally see bands of Evantari traveling North in hunting parties to bring wrath down upon the dark elves.

History

During the Time of Servitude, the Evantari were regarded highly by the Eldar. They often served as house servants, and many became military commanders over the Orovari. When Kaldrath lead his uprising against the Eldar, the Evantari took up arms to defeat their renegade brethren.

The Evantari believe that they were the Chosen of Tanthias, and that the Eldar were the direct descendants of Tanthias and Arias. They served their masters with legendary zeal. They fought against the Orovari, and for a time, the Orovari were driven from the cities of the Eldar. But Kaldrath had aid from dark places and summoned the Orlocks—fierce fighters from a distant world. Lead by the Mordrei, Kaldrath’s army focused on one major city after another, and each city fell. Not satisfied with mere victory, Kaldrath’s enemies were utterly destroyed. Survivors were tortured with unimaginable creativity and brutality. Their will was crushed, and soon they were begging to join Kaldrath. And so with each city that fell, his army grew.

By all accounts, the Evantari fought bravely and ferociously, but soon they had to face the inevitable. Kaldrath, after capturing the last stronghold of the Eldar, asked the elves to bow before him. When they refused, the Evantari were bound, tortured, and enslaved. The soldiers they once commanded were made their overseers.

The high elves were forced into submission, but their will was never broken. After a time and a great deal of planning, they revolted. The initial uprising inspired many of their elven brothers and and sisters to join them. The high elves took to the front lines, throwing themselves at their captors with a ferocity that frightened even their allies.

When Kaldrath was captured, the Evantari sought to execute the traitorous Orovari, but the other elves refused. Thus began the rift between the cultures that persists to this day. The high elves assumed rulership of all elvenkind, but found their new subjects less than cooperative, having tasted freedom. So after Kaldrath was imprisoned and the Orovari driven north, the cultures separated and the Evantari made their home in Evantyr, where they have lived ever since.