Grael Ograin


Role in Story: Minor, Archeon guardian and husband of Biena.

Occupation: Archeon of the Watchers

Physical Description: Tall, broad, solid

Personality: Stoic, quiet until engaged, strategic.

Habits/Mannerisms: Laughs quietly after making small jokes or puns. 



Grael is tall, his shoulders holding his worn iron armor as if it is never taken off. A woolen gray cloak hangs from straps that criss cross his broad chest. At his waist a wide leather belt and a long thin blade sit easily, both worn with travel and use. Dark eyes that seem to take everything in, memorizing flaws and strengths, rest in his pensive face. He seems a quiet stoic man, until you have a couple glasses of rye and he will regale you with tales of past strategists, recite lore from ancient philosophers, or beat you at a game of eyes; all followed by his comforting laugh.


Grael is an archeon from the Tower, who spent his early years growing up in the farmlands of Olsztyn. He was always enthralled by magic, though he had no ability with it. When his reached a proper age, his father gave him permission to study at the Tower of the Watcher, which is the school for archeons. He learned quickly, and spent most of his time training and studying, never choosing to watch over a wizard or leave on a hunt, until Biena visited. She came to gain control over her wylding magic when she was in her late 20th cycles. He was drawn from his studies for the first time since his youth. She enjoyed the advances and attention from the younger archeon, and they became romantically entangled. When she gained the position of Luminar and left the Tower for the road with her old Wanderer companions, Grael came with her.

Internal Conflicts:

External Conflicts:


Legacy Items:

  • Sword of Orgrain – A slim rapier passed down since the Aradan War, Grael’s father gave him this sword when he left for Eredar. Critical range 18-20, +1 to hit and damage.
  • Cloak of the Hunter – A cloak given to Grael when they helped a tribe of Losvari elves in the Wastes. 1 DR, +4 to Thievery checks with hiding, or sneaking.

Character Sheet:

  • Race: Human
  • Age: 45
  • Class/Level: Archeon 5/Ranger 1
  • Challenge Rating: 5
  • Size: M
  • Handed: Ambidextrous
  • Languages: Uthgardian, Common
  • Initiative: +3



  • Hit Points: 60 (6 HD)
  • Armor Class: 20, touch 13, 17 flat-footed (+3 DEX, +5 Armor, +1 Shield, +1 Natural, )
  • Saves: Fort +7 Ref +8 Will +6
  • Sanity:
  • Weaknesses:
  • Fears: Loss of Biena



  • Speed: 20′
  • Base Attack: +6/+1
  • Melee: Masterwork Rapier (Legacy Weapon) +10/+5 (1d6+3/18-20), Dagger +8/+3 (1d4+2)
  • Ranged: Dagger (Thrown) +9/+4 (1d4), Composite Longbow +9/+4 (1d8+2)
  • Special Attacks:


  • Abilities: STR 14, DEX 16, CON 15, INT 12, WIS 10, CHA 10
  • Skills: Acrobatics +4, Athletics +4, Awareness +4, Endurance +2, Knowledge +3, Persuasion +1, Survival +3, Thievery +5
  • Talents: Advantage, Rapid shot
  • Special Qualities: Favored Enemy, Magebane, Magic Sense, Spell Shield, Track




Masterwork Rapier (Legacy Weapon)               1 2 lbs. Special: +2 to CritRange, +1 enhancement bonus to hit and damage

Breastplate                                     1 30 lbs.

Buckler                                         1 2 lbs.

Arrow (20)                                      1 0 lb.

Backpack                                        1 2 lbs.

Blanket, winter                                 1 3 lbs.

Candle                                          1 0 lb.

Chain (10’)                                     1 2 lbs.

Flint and steel                                 1 0 lb.

Grappling hook                                  1 4 lbs.

Hammer                                          1 2 lbs.

Lock (good)                                     1 1 lb.

Mirror, small steel                             1 0.5 lb.

Manacles                                        1 2 lbs.

Rope, silk (50’)                                1 5 lbs.

Sack                                            1 1 lb.

Soap (per lb.)                                  1 1 lb.

Tent                                            1 20 lbs.

Torch                                           1 1 lb.

Waterskin                                       1 4 lbs.

Whetstone                                       1 1 lb.

Dagger                                          1 1 lb.

Composite Longbow (3 lb.)


Total Weight Carried: 87.5 lbs.

Current load:         Medium



  • Light: 58 lbs.
  • Medium: 116 lbs.
  • Heavy: 175 lbs.

Grand Ballroom

A large dance hall in the Nobles Quarter of Ferryport. It is frequented by the influential and powerful. You must have an invitation or be a member to attend any function.

Gray Market

Ferryport is a port town. Everything that enters the harbor for sale has its tariffs and taxes applied before it leaves the ship. But things often find their way into the city by other means, bypassing those legal fees. The Grey Market is how those smugglers offload wares. It is never in the same place twice, often switching from derelict house to derelict house in Fish Town. Some believe that the Kantori family runs the Gray Market, but no one has ever proven these accusations.

For all the things that can be found in the city’s main markets, some things are better bought in the shadows. The Gray Market is where these things can be found for the right price . . . if you can find it. The Market is located in the sewers below Fish Town. The right amount of silver coins in the right hands will open the way for those seeking hard to find or illegal merchandise.

Great Chasm

The rift in the mountains along the Aerlon River near the Barren Sea. It was created during the Great War by the destructive magics used.


The kingdom of the Dwarves. Located in the southern Swordspyne Mountains.



The Red Guard home base in Kowal.

It is also the prison that holds captured mages.

It is adjacent to the Walled Tower, the home of Baron Zadeku


  • The Wanderers
  • Druidic Order
  • Otari – the Mages of the Tower of Eredar
  • The Protectorate (Regional – Eastlands)
  • The Red Guard (Regional – Kowal)
  • The Sworn
  • The Knights of the White Eagle (Regional – Northlands and Westlands)
  • Society of Librarians (Regional – Eastlands)
  • Unelesia Church
  • The Watchers – Archeons of Eredar and the Watcher’s Tower
  • The Bone Alliance – Regional (Westlands and Northlands)
  • The Wizards of Ish – Regional (Southlands and the Empire of Ish)
  • The Necromancers
  • Polythesia – Church of All Gods
  • Rebellion (Regional Southlands)

Half Dwarf

Half Dwarf: +1 Con, low light vision 60’

Very rarely, a human and dwarf sire a child of both races. These half dwarves stand close to 5’ tall, and are broader and more muscular than most humans. They are often shunned by both humans and dwarves in these hard times, but they normally excel at any task given to them. Half dwarves are rare, and an adventurer may only come across one or two in all their travels.

Hanging Gardens

The “Hanging Gardens”

Lining practically every vertical surface in this part of town are flower boxes bursting with every bloom in the region. Likewise each rooftop is a garden, and every garden has its own apiary. People come for miles around for the honey from the elflings of Kowal. It is said that some honey farmers don’t even want money for it, preferring to receive exotic flower seeds in trade!

The Hanging Gardens are located less than half a days march from Kowal, to the West. 

Alfiren homes

Many of the homes in this part of town are woven from saplings— some have become great trees! Some of their human neighbors find it an appalling eyesore, and have petitioned the Baron to do something about it. However, the elflings bring their share of economic prosperity to the city, so though their status remains fairly low, they are mainly left to their own devices. Or perhaps it’s just because the Baron worries the elflings’ retaliatory “jokes” would be more trouble than having more uniform housing is worth?

“The Community Project”

There’s a… thing… in the middle of the Town Circle of the Alfiren section of town. What kind of a thing? Well, it’s a thing they’re building! To foster community! But what IS it? Is it a sculpture? Is it a machine? Is it magic? Is it some kind of furniture? A ladder to the sky? Who knows!!!? …Well, possibly not even the elflings. But anyone is welcome to work on it!

The Night-Song

At the close of each day, most of the elflings gather in the Town Circle, around the Community Project, or even just where they happen to be standing and through whatever they’re doing, and sing. It’s in Fey, hard to tell whether it’s one long, intricate song, or maybe many different songs, and it sounds slightly different each night. It seems to be a spontaneous thing, yet everyone who sings goes at it as if they know it by heart! Or perhaps it just comes from the heart. Either way, it’s a thing of wonder to an outsider.

Figures of note:

Grandmother Jynnxennlya Krythixynn – Oversees the Alfiren community in Kowal. She settles disputes, and is everyone’s mom. If there’s a ruler— which there’s not!!!— it’s her. Her garments are brown and grey, like the bark of trees that make their houses, which she may usually be found singing to “to help them grow!”

Grandfather Kragmaddler Wondybblephax – Deals with the Big Folk of Kawall, mainly in settling trading disputes or in negotiating the release of a jocular elfling from “Big Folk” Jail for mere youthful high spirits! He carries a knobbly walking stick and wears layers of brightly-colored cloth, as if taking the Alfiren gardens with him wherever he goes.

Author and creator of the Hanging Gardens: Melissa Gay

Heilman Ricter

Role in Story: Current leader of the protectorate. Militant against magic.

Occupation: Leader of the protectorate

Physical Description: broad shouldered and a bit portly. Hair thinning and gray.

Personality: good natured but strict.

Habits/Mannerisms: closes eyes often while taking.