Archbishop Gunderlan

Role in Story: NPC

Occupation: Leader of Unelesia Church of Kowal 5688-5706

Physical Description: Tall, skinny, blue eyes, older

Personality: serious , easy to anger, conniving, smarmy, impatient

Habits/Mannerisms: Dry speech, humorless


  • In 5705 the Archebishop was wounds seriously when the “Heroes of Dwarftown” stages an attack on the Red Guard during a ritual burning of the heretics.
  • In 5706, in the catastrophe of the Greystone, Archbishop Gunderland was killed.

GM Only

Gunderland is a lich and escaped to the East and is currently recovering his power.

Arnexi Zadeku

Prince Arnexi Zadeku

Silenced Ravager. Son of Baron.Only heir.

Bezel Mumfors

The steward of the library. Short, thick glasses, and witty. He is the first person most meet when they enter the Kowal Library.



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.

Brelmani Ayo

Brelmani is a new merchant in town, or was he an older merchant who just returned? He is a strange man, with his hands in anything that can make him money. He owns a manor outside of the city on a very large tract of land near the village of Yorik.

Caitir Hundred-arrow

A ranger from the Northern, born between Tiren and Uthgard. She came south to avoid the wars, but it seems wars are everywhere. She spends most of her time at Piper’s Pub when she is not out on a job.


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 – dworven blacksmith, tinkerer, and mechanic. One of the most skilled craftsmen in Kowal. He owns a shop in the middle of  Dworv Town, the small district of homes and businesses owned by the local Kowalish dworvs.

Elyn Kryska

Elyn Kryska is a wealthy landowner in Kowal. She owns several iron mills in the city as well as an iron mine near her home in the plains north of Kowal. She also owns an orrilot breeding and training farm at that same manor. She is a fourth cousin to Duke Mediev Zadeku, and sits as a councilmember in the House of Kowal.

She is a devote Unelesian, and has a church to the One on her manor grounds.

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.