Eredar – The Tower of the Mages

Eredar, also called the Tower, is nestled in a mountain range in the middle of the Eastlands. Outside of the mountains is Olsztyn, the closest neighboring town. The pass between the two is guarded by the Tower of the Guardian. All are encircled by the Stonewall, a tall stone barrier created by the Mages thousands of years ago.

Olsztyn is divided, old town and new town. Old Town is mostly abandoned. The Melted Keep sits atop its odd steep hill, melted from the magics used in the Great War. New Town is thriving, especially with the commerce between Eredar and themselves.

History of the Eredar in the east, home of the Academy and Tower of the Guardian:


  • 4735 CE Some Mages split from from the keep and form the tower of Eredar in the east.
  • 5062 CE Uthgard defeats the Mages of the Tower. Eredar is sacked and left empty.
  • 5627 CE Those seeking knowledge returned and started to rebuild

The sects within the Tower

Symbol Mage Name Sect
  Arcanist Arcana (general)
  Archivist History
  Protector Battle
  Diviner Divinity
  Silencer Silencers
  Artificer Artifice
  Scrivner Runework


Arcana is the general study of all magic. They dabble in all fields, but specialize in none.


Studying the world and its history is the job of an archivist.


Protectors, or battle mages study in the offensive and defensive spells of magic.


Diviners believe that the arts are given to us by the gods, and they study and philosophize on the magic of the divine.


The silence sect focusing on ridding the world of ravaging magic. They hold no emotion for those who abuse power.


Artificers spend their time in labs creating magical items and wondrous devices.


Scrivners are rare, as runework, while old, is one of the least understood of all the arts.

Mage Hunters

Eredar, the Tower of Mages, and the archeons in the Tower of the Watcher actively hunt mages who ravage the lands. They feel it is their responsibility to police those who use magic to make sure that the destruction that mages brought in the Great War never happens again.

Capturing a Ravager:

  • Archeons use their anti-magic abilities.
  • Iron weapons are used to disable the necromancer.
  • An Iron Grin, which is a metal device inserted into the mouth to stop speech, while iron rods extend down to the hands and bind the fingers. This stops most mages from being able to use their abilities.

Silencing ritual:

  • To permanently prevent a ravager from magicking, they cover the face and body in runic tattoos of a special ink containing iron powder.
  • They push barbed spikes through the eyes, which pierce the frontal cortex. The barbs keep them from being removed, lest brain tissue come out with them.


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.


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.


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.

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They excel in nature-based magic and feats.

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.

Ferric Watoss

Ferric was a shop owner in Kowal. His shop specialized in buying rare and strange objects. He had received warning from the Wanderer’s that his shop was targeted by the Red Guard. Fleeing in the middle of the night, he escaped the Elmhearth. 

He has now opened up a shop, called the Supply Tent, which is just that, a tent that deals in the supplies and items of the Elmhearth refugee camp.



Ferryport Final M BielaczycFerryport was built during the age of kingdoms over 1000 years ago. As part of the old kingdom of Endamas, it was a hub for riverbound trade and the central marketplace for the kingdom. It was built by the dwarves, with an extensive sewer system and 30 foot high walls guarding its perimeter. The city grew large and extended past the walls, stretching from the Forest of Kaelnor to the Altros plains to the north. During the Aradan War and the years that followed, the city suffered many setbacks. The worst was the great plague that beset the city 400 years ago. The city suffered greatly and over half of the population perished. The northern part of the sewer system, which was past the city walls, were blocked off and turned into catacombs. In the following years, the plague had several resurgences, keeping the population low and causing a citywide panic. Thankfully, it has been over 60 years since the last outbreak.


Today, the city is repopulated and thriving, though many empty places can still be found throughout the city proper. The southern areas beyond the city walls have become the main farmlands of the area and trade ships now travel the river regularly. Ferryport swears no allegiance to the kingdoms of Jaeldor or Bordon, though lying between the two kingdoms and being such a valuable trade route warrants its protection from other outside forces.


Despite this time of prosperity, the city finds itself in turmoil as Lord Glycyn, baron of the city, was deposed. The city now scrambles to rebuild its government. Representatives from the neighboring kingdoms have come either to help or to hinder the process, and the political climate is quite volatile and uncertain. The anxiety of the political class has spilled into the common class, lending an edge to the city’s mood, despite its recent economic growth.

For many generations, Ferryport had been ruled by the Glycyn family. But nearly year ago, the ruling baron, Filac Glycyn, was found guilty of treason and imprisoned deep in the dungeons of what was once his own castle. Since that time, the Guildmasters of Ferryport have dedicated themselves to reforming the city so that it is ruled by a council of elected officials. While they struggle to form a cohesive government, Ferryport has become a center of hope, intrigue, treachery, and upheaval.

With the loss of the lord and the guildmasters scrambling to put together a government, most surrounding powers have sent delegations to Ferryport. Each has its own agenda, and many Ferryport citizens feel each has its own conspiratorial intents.


Ferryport Locales:

  • Rivenhall Castle
  • Church of the One
  • Southgate Inn
  • Sanctum of the Gods
  • Free Ferry
  • Southgate
  • Center Ferry
  • Sarach Taras
  • Gertra’s Herbs
  • The Market
  • Drui’ Park
  • The Hole
  • Silas Monta’s Estate
  • Shaded Quarry
  • Skyline Gate
  • Cutlass Tavern
  • Drunken Grin Tavern and Inn
  • The Red Snapper
  • Dirt Market
  • Lord Jim’s
  • Alveon’s Alchemical Shop
  • The Undermeet
  • Gray Market
  • Dirt Market
  • 555 The Hovel

Merchant Houses of Ferryport

  • House Bale
  • House Bleigh
  • House Glycyn
  • Gonzali Merchant Family
  • The Muddy Bank Ship Company
  • Mazzia Trade Company
  • Setting Sun Trade
  • Hunt Brothers Caravans
  • Gades Trade

Ferryport Personalities

Ferryport Seven

The seven heroes who saved Ferryport from the plot of now displaced Lord Glycyn.

After saving the city, the seven have mysteriously disappeared.

  • Milentus
  • Saria
  • Jyrek
  • Mingus
  • Nizan
  • Krimson


Feywood is a type of wood crafted by the elves. It is enchanted wood that is harder than steel, and lighter than wood.

HP: 20 per inch (armor or weapons made of Feywood have x2 normal HP)

Hardness: 15

Other Bonuses: Weight cut by 1/2

Armor’s Max DEX bonus +4

All Feywood items are considered masterwork.

Type of Feywood Item Item Cost Modifier
Light armor +2,500 gp
Medium armor +5,000 gp
Heavy armor +10,000 gp
Shield +1,500 gp
Other items +500 gp/lb.


SagaBorn 1.5

Path: Fighter 

Hit Die: d10

Class Abilities: STR, CON

The world is filled with those who choose to face problems with a sharp edge. The fighter is the guardian of the group, the one who cuts a path through the enemy.

Level Base Attack Bonus (BAB) Class Bonus Level Bonus*
1st +1 Heroic Surge Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 1 Talent Point, +2 HP +1 HD, +1 HP, +1 Skill
3rd +3 Quick Recovery +1 HD, +1 Skill, 1 Talent
4th +4 1 Talent Point, +2 HP, Endurance +2 +1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 Extra Attack, 1 Talent Point +1 HD, +1 Skill
6th +6 Good Position, +2 HP +1 HD, +1 Skill, 1 Talent Point
7th +7 1 Talent Point +1 HD, +1 Skill, 3rd Legacy Item
8th +8 Bonus Attack, +4 HP +1 HD, +1 Skill, 1 Talent Point, +1 Ability

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

**All warrior classes get a total of +3 HP at level 2.


Level 1

Heroic Surge: Once per encounter the fighter may take a bonus Heroic Combat or Move action.


Level 3

Quick Recovery: Heal 1d10 +CON+Level 1/day, Free Action.


Level 5

Extra attack: A fighter gets two attacks at their full bonus for one standard action.


Level 6

Good Position: As a Free Action, when a Fighter is flanked the fighter gets a free move of 5ft that does not provoke attacks of opportunity after the enemies have finished their movement, but before they roll attacks.


Level 8

Bonus Attack: A Fighter may take an additional attack as a Free Action. This is in addition to the Extra Attack gained at level 5, and attacks gained from any other source.

SagaBorn 1.0

Hit Die: d10

Class Abilities: STR, CON

The world is filled with those who choose to deal with problems with a sharp edge. The fighter is the guardian of the group, and the one who cuts a path through the enemy.

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Bonus Level Bonus*
1st +1 +2 +0 +0 1 Talent Points 1st Legacy Item, 5 skill points to start, 2 Talent Points
2nd +2 +3 +0 +0 1 Talent Point, +2 HP Bonus Hit Point, +1 Skill Point
3rd +3 +3 +1 +1   All Resistances gain +1, +1 Skill Point, 1 Talent Point
4th +4 +4 +1 +1 1 Talent Point +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +5 +4 +1 +1 +1 AC +1 Deflection Bonus to AC, +1 Skill Point
6th +6/+1 +5 +2 +2 1 Talent Point All Resistances gain +1, +1 Skill Point, 1 Talent Point
7th +7/+2 +5 +2 +2 +5 HP Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +8/+3 +6 +2 +2 1 Talent Point, 1 Ability Point +1 Ability Point, +1 Skill Point

*Level dependant, not class dependant. These skills are completely independant of class bonus.

First Hall

First Hall is the most western town of the Ferryport city state.

First Hall is a small town, and as such, has only one inn, aptly named “The First Inn”, as it was the first (and so far only) inn built in First Hall. It is built of the same timbers and white stucco as most of the other buildings and houses in the town, and is over 400 years old.

The town is centered around a fresh water spring, which has a fountain built over top, carved in the shape of a beautiful woman in robes with a large urn from which the water flows naturally up from artesian pressure.ferryport-lands-web