The elf who brought down Kaldrath and forced him into submission.
Darkwinter Tavern was opened 15 years ago after the long winter of ’93. Owned and run by Rob Besvaskin, a war veteran and ex merchant. He made his money taking supplies through the harsh lands between the neighboring cities, but “retired” by opening the tavern.
It is a popular place in Kowal for travelers, adventurers, and soldiers.
Darkwood was created by humans as a way to mimic Feywood. This rare processed wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.
HP: 10 per inch
Other Bonuses: Weight cut by 1/2
All Darkwood items are considered masterwork.
The Marketplace of Fish Town is called the Dirt Market by most, since the square was never properly cobbled. The large, open area is crowded, with dirty tents and wagons selling all variety of junk. The market’s mood can vary greatly, with the weather playing a large part. When it is rainy, the walkways turn to deep mud, while on a dry day, the dust can choke vendors and patrons.
“Something happened that we cannot explain. At the end of the Great War, over seven hundred years ago, magic disappeared. Our best minds have attempted to discern the reasons, but so far we have only speculation. One day, wizards simply lost their abilities. Witches could no longer curse anyone. More bemusing was that many of the inhabitants of Uteria faded away…the elves, the trolls, and even the little boggarts. And now they are back. It will take a smarter man than me to figure out how or why.”—Norburt the Storyteller, elder of Smithville
Little is known or understood about the Disappearance among the common folk, but one thing is for sure: something happened that changed Uteria for over seven centuries. I have gone back through the books of lore kept in the Tower from the old days, and little more is mentioned, save that the tide of war was changed by a miracle. Being one who dislikes the idea of miracles, I was determined to discover more. The council sanctioned a trip to Ferryport, where I was hoping to find representatives of other races who might have more clues. While here, I have talked to the Anarvari and the Kaelvari elves, both of whom have their own take on the matter. The dwarves seem unconcerned about where the old denizens of Uteria had gone, but are rather more concerned with why they are back, pestering them in their cities to the East.
Based on what I was told by several of the Kaelvari elves, it seems that something “shifted,” as they call it, and that they became disconnected from our world, while still remaining present…a contradiction, to be sure, but I believe they mean to say they were as ghosts, watching the world, but unable to interfere. They describe watching our world pass through time, as if in a quickly moving dream, unnoticed. There were other areas that were open to the Navirim, the Dream World, and there, they encountered the Unvari, or dark fey. And yet in other places it was as if the world was of its own, untouched by either other world. And there the elves could rest. Deep in the Kaelnor forest, the Kaelvari elves continued their life, and as long as they stayed away from the forest’s edges, along with the darker parts of the forest to the west, they were able to live in peace.
Still some traveled the broader world, watching the dream-like happenings as Uteria moved on, fighting back the nausea that these blurred places caused, or literally fighting the creatures of the Navirim as they spawned from rifts between worlds. Now that they have Shifted back into our world, they say that time for them moved much slower during the Disappearance, with only three hundreds years, or one generation having passed for them.
The Anavari elves retreated back into the canyons of the far western Wildelands, caught between a myriad of rifts to the Navirim and the wyveres who live among the cliffs of the canyons.
They both describe then a subtle shift, almost as when you realize you are in a dream and start to wake. And within a short decade, the rifts to the Navirim faded and the world of Uteria came into focus.
The trials of the Disappearance not forgotten, they now face a world that had begun to believe they were nothing more than legend.
Malynn Andros, Mage of the Tower
The Druids are a group of magic users who have watched over the lands for thousands of years. They believe in finding balance in peace with oneself and the world around you.
In the past the Druidic Order had groves set up in every major city and were often sought as counselors and advisers. They are no longer sought in this way, though two cities, Bordon and Seahaven, still have open and populated groves.
Old symbol (no longer officially supported by the order) – a silver dragons eating the tail of a black dragon.
From the Tome of the Arts:
The ancient Druids were formed from tribal magic users who found themselves drawn to the forests, deserts, and other natural places of Uteria. They were heavily influenced by the Elves, seeing magic as part of everything around, a fabric of the world that extended beyond the self and into the stars. Still, following the tendency of humans, they tried to define it, finding the five elements of magic – fire, water, air, earth, and spirit. They also defined the three sources – self, world, and spirit. This differed from the view of magic of the Elves, which simply put is there is no magic, there is life.
As the Druids progressed, they formed larger communities, knit by a want to make the world a better place. They became the advisors to kings, the lorekeepers, and observers. They built Groves, or places of meeting and meditation, a direct influence from the Elves. These Groves were found inside or around all major cities. In Selardor, the capital of the Aradan Kingdom, the king’s castle was built in the center of a Grove itself.
During the Great War, the Druids spent their time defending cities attacked by aggressors, never taking to the offense. Though there was some internal debate to this course of action, it held until the end of the war and the Disappearance.
After the war the Druids lost much of their power, many looking to them as archaic and blasphemous in the time that followed. Those of the Church persecuted them, causing the Groves to fall, and the Druids to become all but extinct.
Seahaven was the one refuge for the Druids. Not as touched by the war as many other places, they were allowed to keep their Grove and tomes in the city proper. As magic has come back into the world, the Druids have begun to expand, finding those who share their views and beliefs to join their ranks. They spent their time rebuilding Groves or searching for old ones, hoping to find some of the vast knowledge lost by war.
This large three story building has been a fixture in the docks as far back as anyone can remember. The second story hangs precariously over the street, and the third floor rests unevenly on top of that. As of late, it has come under new ownership, and it is now the headquarters of the new Ferryport chapter of the Cantori Crime Family.
Dwarf: +1 con, -1cha, low light vision 60’
The Dwarves were the first sentient race on Uteria, though they were put into a long magical sleep and only awoke 4000 years ago. The dwarves of Uteria are a very industrious race, believing that the only time your hands should be still is when you have passed from this world. While several dwarven cultures exist, the one that is best known in Uteria is the dwarves of Greyhelm. They live in a grouping of cities at the base of the Swordspyne Mountains in the East.
Dwarves stand a little over four feet tall and are almost as wide. The have large eyes, though in the daylight their heavy lids often give the impression they are squinting. Since they work throughout their entire lives, often reaching a venerable age of 180, they are typically muscular and deft of hands. They have a great mechanical sense, and can figure out most mechanical devices with deductive reasoning.
A place where dwarves live in Kowal.
Dwygar – The Maker