The Wilde Elves, Anarvari.

A Derogatory term for the elves of the Wildelands


Dwygar the Maker – dwarven blacksmith, tinkerer, and mechanic. One of the most skilled craftsmen in Kowal. He owns a shop in the middle of  Dwarf Town, the small district of homes and businesses owned by the local Kowalish dwarves.

Eastland Tables


The weather in the Eastlands is erratic and dangerous. One day the sun can bake the lands , leaving behind dust and cracked mud. The next a raging acid rain storm moves through burning the characters and any animals caught out in it.


  • 1-50: Clear
  • 51-70: Overcast, Slight chance of rain.
  • 71- 85: Rain
  • 86-95: Heavy Thunderstorm
  • 96: Dust Storm
  • 97: Tornado
  • 98-99: Acid Rain Storm – 1d6 damage per hour in the rain.
  • 100: Acid Rain electric storm – 1d6 damage per hour in the rain, massive lighting.


  • 1-25: Clear Moderate
  • 26-50: Clear Cold
  • 51-59: Overcast, Slight chance of rain. Cold but tolerable.
  • 60-70: Overcast, Slight chance of freezing rain. Cold. Biting Wind.
  • 71- 85: Rain
  • 86-95: Thundersnow
  • 96: Blizzard
  • 97: Tornado
  • 98-99: Acid Snow Storm – 1d6 damage per hour in the rain.
  • 100: Freezing Acid Rain electric storm – 1d6 damage per hour in the rain, massive lighting.

Random Encounter Tables


Encounter Chance

  • 1-65: No Encounter
  • 66-75: Traveler; wary, defensive.
  • 76-89 – Merchant
  • 80-85: Bandits – 2d3 Bandits (level appropriate)
  • 86-89: Unmen – 1d4 Unmen
  • 90-94: Feral Elfling hunting group. 2d4 Hunters. 50% of being hostile.
  • 95-98: Orovari Elves: 1d4 Scouts from the North
  • 99: Demon
  • 100: Northern Wyvere


Encounter Chance

  • 1-70: No Encounter
  • 70-75: Goblins
  • 76-89 – Small Demon band
  • 80-85: Bandits – 2d3 Bandits (level appropriate)
  • 86-89: Unmen – 2d4 Unmen
  • 90-94: Hostile dreams, connected to the Navirim, no one gets full rest.
  • 95-99: Demon
  • 100: Northern Wyvere


The Eastlands are the lands left the most ravaged after the Great War. It contains the old kingdom of Uthgard, the Tirian Kingdom, and part of the Endamas Kingdom.

It is also home to the ruins of the old Aradan Kingdom.


Cities of Note:

  • Kowal
  • Tir

eastlandsregions copy


The eldar are a race of powerful beings who came to Uteria during the war of the gods. They fought beside the gods and elves. When the gods left Uteria, the eldar took on the mantel of the gods and ruled over the lands.

They were eradicated by Kaldrath, one of their own.


Elf: +1 dex, cannot use iron, steel causes discomfort, low light vision 60’


Elves average a height of 6’5” and are slender. They have many different skin and hair colors, and every elf has pointed ears. Their features are more angled than humans, and more slender than dwarves. They live an average of 250 years.

The elves vary greatly in culture, but they share some similarities that players should keep in mind. In the current Age, they have not been seen in Uteria for 700 years. When they arrive in most human populated areas, they are looked upon with shock and even fright. They have an aura that seems alien and strange to humans. This effect fades with time, but in each place that they go, if the humans have not encountered many elves, their appearance may cause problems.

During the Disappearance, all elves were pulled into the limbo between worlds. Time was slower there, so while the Uteria moved forward almost 700 years, for the elves it was only about 350. They could see glimpses of Uteria flashing by, but they could not interact. The elves who have now begun to return are entering a world unfamiliar to them—a world they only learned of through stories from their parents. They would find humans strange, and this world, which is much more “solid” than the limbo they were born into, could be overwhelming.

The elves who have returned grew up in a strange, dreamlike world, and are now confronted with a new world. When playing an elf, this should be kept in mind.

Although the elves are powerful, they should not be used as super characters. In fact, there are many great roleplaying opportunities. For example, a low wisdom elf may have a hard time understanding the outside world. The culture she or he comes from may accept magic as normal, but using it in a human tavern could cause the locals to rise up against the “demons using witchcraft”.

Sam Flegal - High Elves

Sam Flegal – High Elves


Stats: Elfling: +1 cha, -1 wis, iron causes discomfort, low light vision 60’, fearless (immune to fear effects)

The elflings are fey, having come to Uteria eons ago. They elves formally call them the Alfiren, or “elf cousin”.

Every elfling is different, but there are some things that most elflings have in common. Most elflings that would become adventurers will be on their Calling, when they feel a need to explore the world. During the Calling, they have a very hard time staying in one place for very long, so a campaign based out of one location would give the player roleplaying opportunities to encourage the group to move, explore, or do anything other than stay in one place. If the campaign is located in a massive city like Seahaven, the elfling will be content enough to explore all the crevices and alleys of the city before wanting to move on.

Despite their size and tendency toward merriment, elflings should never merely be used as comic relief.  They see themselves as integral players in the game of living on Uteria and in the broader universe, and they are rarely petty.  Even when taking on the role of thief, an elfling would not be motivated by selfishness, but rather would see him or herself as an agent of the chaos of Creation. Often an elfling might steal from one to move it somewhere else where the victim might find it—just to watch the resulting confusion. This is serious business to an elfling.

But on the other side of the coin, they do have a great appreciation for jokes, gags, and laughs. This can sometimes annoy other party members, but their Charisma will usually help keep them wanted within a group environment. Their selflessness is also a boon for a party. They see no problem risking themselves for others, but this is not merely for heroics or morality. It is often simply a test of the mechanics of the universe, for which an elfling has endless curiosity.

If elflings travel with companions for a prolonged period of time, they will form a bond, seeing the group as their nomadic family: those who the universe set in motion with their own Calling. This can lead the elfling to do all they can to protect and help those within this bond. While this is endearing for companions, their propensity to get themselves in trouble can often swing the balance in the other direction. Having a bad understanding of (or distaste for) human laws of ownership and control, they often run afoul of constables and nobles.


Elmhearth TowerElmhearth was once an old Uthgard keep, but now the Wanderers use it as a base outside of the city.

It is run by Helfen, a veteran Wanderer.


Novro 21st, 5704: The Red Night

After the city fell to martial law to the Red Guard, many fled the city. The Wanderers became wanted criminals, so they and many others headed to Elmhearth. There a small sanctuary was established, a camp for those displaced by the tyranny of the Red Guard.

Elmhearth Encampment

Elmhearth Encampment

 The camp is in desperate needs of heroes who will help find food, secure the area, and help the camp grow.

It is up to you to explore the surrounding area and bring supplies to Elmhearth. The Swordspyne Mountains to the west are largely unexplored, though rumors of eldar ruins, abandoned human settlements, and monsters are told by all.

The unexplored Swordspyne Mountains

People of Elmhearth


  • Helfen

Supplies and tradesmen

  • Ferric Watoss (Trader)
  • Gylas (Alchemist)


  1. Gerey Soray
  2. Tane
  3. Tholas
  4. Aegert
  5. Wine Verras (Faun)
  6. Here Verras (Faun)
  7. Nichye Verras (Faun)
  8. Eved
  9. Wychtleue
  10. Frictieue
  11. Maly Teray
  12. Joyce
  13. Eanswild
  14. Frewe
  15. Audreyn Woodye
  16. SunngaWoodye