Occupation: Leader of Unelesia Church of Kowal
Physical Description: Tall, skinny, blue eyes, older
Personality: serious , easy to anger, conniving, smarmy, impatient
Habits/Mannerisms: Dry speech, humorless
Prince Arnexi Zadeku
Silenced Ravager. Son of Baron.Only heir.
see Mediev Zadeku
Class: Luminar 7
Challenge Rating: 6
Hit Points: 29 (7HD)
Armor Class: AC 13, touch 12, flat-footed 12
Saves: Fort +6, Ref +5, Will +9
Base Attack: +3
Melee: dagger +3 (1d4) legacy
Ranged: dagger (thrown) +5 (1d4) legacy
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
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
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.
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.
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
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)
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
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.
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.
Name QTY LBS
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
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.