Arnexi Zadeku

Prince Arnexi Zadeku

Silenced Ravager. Son of Baron.Only heir.



Race: Human
Class: Luminar 7
Challenge Rating: 6
Size: Medium
Initiative: +1

Hit Points: 29 (7HD)
Armor Class: AC 13, touch 12, flat-footed 12
Saves: Fort +6, Ref +5, Will +9

Speed: 30
Base Attack: +3
Melee: dagger +3 (1d4) legacy
Ranged: dagger (thrown) +5 (1d4) legacy
Special Attacks:
Mana: 49

Abilities: STR 9, DEX 12, CON 10, INT 18, WIS 15, CHA 13
Skills: 3 Acrobatics, 0 Athletics, 4 Awareness, 0 Endurance, 5 Knowledge, 4 Persuasion, 12 Spellcraft, 4 Survival, 3 Thievery
Talents: Empower Spell, Enlarge Spell, Healing, Magical Aptitude, Spellmastery
Special Qualities:

Environment: Kowal
Organization: Wizards of Eredar

Treasure: Traveling robe, spellbooks, backpack. Moonstone ring, stiletto,
0 – Arcane Mark, Daze, Detect Magic, Detect Poison, Ghost Lights, Light, Magic Hand, Open/Close
1 – Alarm, Command, Disguise, Dream Call, Endure Elements, Heal, Identify, Nigel’s Energy Transfer, Snare, Xavian’s Warding Armor
3 – Aid, Darkness, Detect Thoughts, Hold Creature, Protection from the Never, Zone of Truth
5 – Gust of Wind, Plant Growth, Tongues, Wind Wall
7 – Dreamwalk, Scrying, Solid Fog


A luminar from Eredar. In Kowal to help magic users.

Biena is average height, just above five and a half heads. Her countenance seems ageless, though her eyes hold wisdom, and a little mischief. Her hair is black, with small wisps of gray which weave themselves through the thick braids she wears as a hairstyle. A pale gray robe splits at the belt line, allowing her leather clad legs easy movement. Small pouches line her leather belts and sash. A long slender knife sits at her hip, the scabbard ornate but worn. A luminous white stone is affixed to a ornate silver ring adorns her right hand.

Biena is a wizard from Eredar, and she has come to Kowal to help those who practice magic in secret. She has helped set up safe houses, as well as a couple underground routes of escape. She is a Wanderer and was a companion of Martyn before they both retired from the road.

Talkative, honest, knowledgeable

Legacy Items:
Aradan Steel Blade – Found in her first crawl into a old ruin, she has held onto it since her first adventuring days. Critical range 18-20, +1 to hit and damage.
Moonstone Ring – A ring bought in Tir by Grael when he swore his life to her.

Children of the Light

Some in the city do not like the Baron aligning with the North. They have formed a resistance to this and protest in the streets. They mark houses and buildings with graffiti. They attack elves and other non humans. They have strong leadership and funding, but no one knows who pulls the strings.
When seen, they wear silver masks that look like demons, mimicking and ridiculing the masks that the Orovari wear.


Dael is a very old blind man. He is weak, and has never adventured until now—this is his very first. He is out of shape and suffers from myriad aches and pains, though he does move around well enough.

He was born without vision, though his hearing is exceptional, and he feels a deep connection with music, particularly rhythm. When he was a child, he would beat rhythmically on items around the house, until his parents bought him a drum. Using his drum, and beating varying rhythms, he learned that he could control the moods of the people around him. He could help them sleep. He could give them and himself surges of energy. It was a subtle gift, but he found it to be powerful as he learned to give small nudges to himself and the people around him as necessary. For this reason, though he never became a man of means, he always survived handily. He is resourceful, and knows how to shift people’s psychological states to help get them through their rough periods.


His parents died of plague when he was a child. When he became an adult, he married, then had a son. A decade ago, his son died in a hunting accident. Then, several months ago, his wife died of natural causes, as she, like him, had grown quite old. It was too late for him to start a new family, and he could not just sit around an empty house, singing along with his drum to no other ears but his own. So he left and began to wander until he found a group of people on an important quest. They recognized his resourcefulness and asked him to join them. They warned him of the danger, but he had nothing to lose, and hoped that if he were to die, it would be while helping others, and preferably with some excitement.

Dael hums to find his way around places, it slows him down, but less than you would imagine. The hum is quiet, most people don’t even notice he is doing it.

Disadvantage: Deaf – Slows speed to 20?, -3 to melee attack.
Advantage: Darkvision 30?, Immune to darkness and blindness magic.


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.

Etahn Belbane

Etahn Belbane 

  • Race: Human
  • Age:  42
  • Class: Fighter/Ranger
  • Level: 1/7
  • Challenge Rating: 7
  • Size: M
  • Handed: Right
  • Initiative: +2



  • Hit Points: 52 (8HD)
  • Armor Class:  24, touch 12, flat-footed  22 ( +5 armor, +1 Shield, +2 DEX, +4 legacy, +2 Natural Armor )
  • Saves: Fort +10 Ref +9 Will +6
  • Sanity: 59 (78)
  • Weaknesses:
  • Fears: Death of companion (animal or humanoid)


  • Speed: 30
  • Base Attack: +8/+3
  • Melee: Dad’s Broadsword (legacy) +14/+9 (1d8+6)
  • Ranged: Composite Shortbow +10/+5 (1d6+3)
  • Special Attacks: –
  • Mana: —


  • Abilities: STR 16, DEX 14, CON 13, INT 10, WIS 14, CHA 12
  • Skills: Acrobatics +4, Athletics +4,  Awareness +7, Endurance +2, Knowledge +3, Persuasion +1, Spellcraft -, Survival +6, Thievery +7
  • Talents: Alertness, Animal Companion, Favored Enemy, Favored Terrain, Healing, Rapid Shot, Survivalist, Track, Weapon Specialty Broadsword
  • Special Qualities: DR 4


  • Environment: Any, M Bar
  • Organization: None


Legacy Items: Dad’s Broad Sword, Aradan Steel Chain Shirt

Animal Companion: Tooth – small Nightcat
Favored Enemy (+2 to hit and damage): Navirite Fey
Favored Terrain: Mountains


Challenge Rating: 2
Size: S
Type: Animal
Initiative: +2

Hit Points: 13 (2d8+4)
Armor Class: 14, touch 13, flat-footed 12 ( +2 DEX, +1 natural, +1 size )
Saves: Fort +5 Ref +6 Will +0

Speed: 40’, climb 20’
Base Attack: +1
Melee: (2) claw +4 (1d3 plus grab), bite +4 (1d4+2)
Ranged: –
Special Attacks: Pounce
Sanity Effects: –

Abilities: STR 15, DEX 15, CON 15, INT 4, WIS12, CHA 6
Skills: Acrobatics +2, Athletics +2,  Awareness +2, Endurance +2, Knowledge -, Persuasion -, Spellcraft -, Survival +1, Thievery +3 (+5 to stealth and hide checks)
Talents: Alertness, Stealthy
Special Qualities: Low-light vision, scent

Organization: Solitary

Treasure: None

Description: 20lbs, black fur, gold eyes, long tufts of fur on ears and end of tail

Once per round the Nightcat can leap up to 20’ and attack with both of it claws as a single move action. It may then attempt a normal melee action if it has any actions left.

This ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at three times these ranges.

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

Jan Melgrin

Merchant trader. Many different items importing and exporting.

Small business, but has ties with the Wanderers.


Martyn, portrait by M Bielaczyc.

Martyn Czemiel
Race: Human
Class: Rogue
Challenge Rating: 6
Size: Medium
Initiative: +5

Hit Points: 31 (7HD)
Armor Class: 19, touch 16, flat-footed 14
Saves: Fort +4, Ref +12, Will +3

Speed: 30
Base Attack: +5
Melee: Woe – legacy short sword +11 (1d6+2), dagger +11 (1d4+2)
Ranged: Crossbow +10 (1d8)
Special Attacks:

Abilities: STR 13, DEX 20, CON 10, INT 12, WIS 9, CHA 13
Skills: +8 Acrobatics, +2 Athletics, +4 Awareness, +1 Endurance, +1 Knowledge, +5 Persuasion, -Spellcraft, +0 Survival, +12 Thievery
Talents: Advantage, Blind Fight, Investigator, Stealthy, Weapon Dexterity
Special Qualities:

Environment: Kowal
Organization: Wanderers

Equipment: Spyglass, Legacy Short Sword, 2 Daggers, Crossbow, 12 bolts,


The head of the Wanderers in Kowal. Skinny, scarred, patch over one eye. Bright white teeth. Tyrian silks and leathers. Jewelry. Scruffy. Hair in a top knot, shaved sides – hair and eyes dark brown. Irreverent.

It is said that Martyn never said no to anything. Adventure, drink, food or … company. And he is just as open to those who want to join the ranks of the Wanderers. If you have what it takes, then he grants you your Coin with a wink. If you find you are not cut out for the road, Martyn will do his best to find you work among the many shops of the city of Kowal.


Martyn was a long time messenger for the Wanderers, traveling from Bordon to Olsztyn to Kowal. He even led some deep explorations into the old Aradan Kingdom, which is where he lost his eye. He claims a demon jumped up and bit it right out of its socket. But only after a mad bout of lovemaking.

He suffered an injury to his leg which made traveling much more difficult, so he settled down and took over the post in Kowal from his old mentor Terrin.

He was traveling companions with Biena, Grael, and Marc.

Adventurous, Loyal, Quirky

Legacy Items:
Woe – Short Sword – A sword made of Tritium, he named it Woe after he stopped adventuring. Critical range 18-20, +1 to hit and damage.

Bladeturner – Leather Armor – A suit of armor which was given to him as a gift from Marc. It is of masterwork quality, and is well worn and well taken care of. Damage Reduction 2 and +1 to AC.