Elf

Elf: cannot use iron, steel causes discomfort, low light vision 60’

elvesofuteria
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Elves average a height of 6’5” and are slender. They have many different skin and hair colors, and every elf has pointed ears. Their features are more angled than humans, and more slender than dwarves. They live an average of 250 years.

The elves vary greatly in culture, but they share some similarities that players should keep in mind. In the current Age, they have not been seen in Uteria for 700 years. When they arrive in most human populated areas, they are looked upon with shock and even fright. They have an aura that seems alien and strange to humans. This effect fades with time, but in each place that they go, if the humans have not encountered many elves, their appearance may cause problems.

During the Disappearance, all elves were pulled into the limbo between worlds. Time was slower there, so while the Uteria moved forward almost 700 years, for the elves it was only about 350. They could see glimpses of Uteria flashing by, but they could not interact. The elves who have now begun to return are entering a world unfamiliar to them—a world they only learned of through stories from their parents. They would find humans strange, and this world, which is much more “solid” than the limbo they were born into, could be overwhelming.

The elves who have returned grew up in a strange, dreamlike world, and are now confronted with a new world. When playing an elf, this should be kept in mind.

Although the elves are powerful, they should not be used as super characters. In fact, there are many great roleplaying opportunities. For example, a low wisdom elf may have a hard time understanding the outside world. The culture she or he comes from may accept magic as normal, but using it in a human tavern could cause the locals to rise up against the “demons using witchcraft”.

Elven Cultures:

Elven Age (years)Equivalent Teran Age (years)
108
2014
25 (Elven adulthood)16
3018
4022
5026
6030
7034
8038
9041
10044
11047
12049
13051
14053
15055
16057
17059
18061
19063
20064
21064.5
22065 (Teran max lifespan)
230+Beyond Teran lifespan

Elfling

Stats: Elfling: +1 cha, -1 wis, iron causes discomfort, low light vision 60’, fearless (immune to fear effects) 

The elflings are fey, having come to Uteria eons ago. They elves formally call them the Alfiren, or “elf cousin”.

Every elfling is different, but there are some things that most elflings have in common. Most elflings that would become adventurers will be on their Calling, when they feel a need to explore the world. During the Calling, they have a very hard time staying in one place for very long, so a campaign based out of one location would give the player roleplaying opportunities to encourage the group to move, explore, or do anything other than stay in one place. If the campaign is located in a massive city like Seahaven, the elfling will be content enough to explore all the crevices and alleys of the city before wanting to move on.

Despite their size and tendency toward merriment, elflings should never merely be used as comic relief.  They see themselves as integral players in the game of living on Uteria and in the broader universe, and they are rarely petty.  Even when taking on the role of thief, an elfling would not be motivated by selfishness, but rather would see him or herself as an agent of the chaos of Creation. Often an elfling might steal from one to move it somewhere else where the victim might find it—just to watch the resulting confusion. This is serious business to an elfling.

But on the other side of the coin, they do have a great appreciation for jokes, gags, and laughs. This can sometimes annoy other party members, but their Charisma will usually help keep them wanted within a group environment. Their selflessness is also a boon for a party. They see no problem risking themselves for others, but this is not merely for heroics or morality. It is often simply a test of the mechanics of the universe, for which an elfling has endless curiosity.

If elflings travel with companions for a prolonged period of time, they will form a bond, seeing the group as their nomadic family: those who the universe set in motion with their own Calling. This can lead the elfling to do all they can to protect and help those within this bond. While this is endearing for companions, their propensity to get themselves in trouble can often swing the balance in the other direction. Having a bad understanding of (or distaste for) human laws of ownership and control, they often run afoul of constables and nobles.

Elmhearth

Elmhearth Tower
  • Statistics: Crime 1; Danger 4; Economy 2; Law 3; Knowledge 6; Magic 6
  • Highest Stat is 10, lowest 1 
  • Size: Hamlet
  • Level: 1 
  • Government: Democratic Co-op
  • Economic System: Co-op Capitalist
  • Population: 30 (Diversity: 90% Teran, 4% Dwarf, 4% Faun)

Elmhearth was once an old Uthgard keep, but now the Wanderers use it as a base outside of the city.

It is run by Helfen, a veteran Wanderer.

Current Date: 5709

Refugees continue to come to Elmhearth, though the supplies and shelter are sparse. Most of this who come are those who would be unwelcome in Uthgard; heretic mages, dissidents, and ronin warriors. 

Helfen and Martyn have decided on two things. The Wanderers need a stronghold out of reach of the city and a road to the west. They have assigned Garric to supervise expeditions to find both in the untamed Swordspyne Mountains to the west. 

History

Novro 21st, 5704: The Red Night

After the city fell to martial law by the Red Guard, many fled the city. The Wanderers became wanted criminals, so they and many others headed to Elmhearth. There, a small sanctuary was established, a camp for those displaced by the tyranny of the Red Guard.

Elmhearth Encampment

 The camp is in desperate need of heroes who will help find food, secure the area, and help the camp grow.

It is up to you to explore the surrounding area and bring supplies to Elmhearth. The Swordspyne Mountains to the west are largely unexplored, though rumors of eldar ruins, abandoned human settlements, and monsters are told by all.

The unexplored Swordspyne Mountains

People of Elmhearth

Wanderers

Supplies and tradesmen

Citizens

  1. Gerey Soray (Guard Leader)
  2. Tane
  3. Tholas (Elven Ranger and Scout)
  4. Aegert
  5. Wine Verras (Faun)
  6. Here Verras (Faun)
  7. Nichye Verras (Faun)
  8. Eved
  9. Wychtleue
  10. Frictieue
  11. Maly Teray
  12. Joyce
  13. Eanswild
  14. Frewe
  15. Audreyn Woodye
  16. SunngaWoodye

Newcomers:

  1. Erik Graustahl
  2. Kellan Oakfist
  3. Nyssa Ironbrow
  4. Taliesin Greenbark
  5. Briar Hallowfoot
  6. Finnian Nightfall (Spy Ally of Worric)
  7. Orin Blackforge

Download the full guide to the settlement here:

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.

Equipment

Purchase Equipment

The coins of Atheles are gold pieces (gp), silver pieces (sp), and copper pieces (cp). The exchanges rates are 10sp=1gp, and 10cp=1sp.

 

Each player gets 3d4 x 10 + 20 gp at character creation.

 

Goods Cost Weight Goods Cost Weight
Backpack (empty) 2 gp 2 lb. Lock (amazing) 150 gp 1 lb.
Bedroll 1 sp 5 lb. Manacles 15 gp 2 lb.
Blanket, winter 5 sp 3 lb. Mirror, small steel 10 gp ½ lb.
Oil (1 pint) 5 sp 1 lb.
Caltrops 5 sp 1 lb. Pouch, belt (empty) 1 gp ½ lb.
Candle 1 cp Rations, trail (per day) 5 sp 1 lb.
Case, map or scroll 1 gp ½ lb. Rope, hemp (50’) 1 gp 10 lb.
Chain (10’) 30 gp 2 lb. Rope, silk (50’) 10 gp 5 lb.
Chalk 1 cp Sack (empty) 1 sp ½ lb.1
Flint and steel 1 gp Signet ring 5 gp
Grappling hook 1 gp 4 lb. Shovel 2 gp 8 lb.
Hammer 5 sp 2 lb. Soap (per lb.) 5 sp 1 lb.
Lamp 5 sp 1 lb. Sledge 1 gp 10 lbs.
Lantern, bullseye 12 gp 3 lb. Spyglass 1,000 gp 1 lb.
Lantern, hooded 7 gp 2 lb. Tent 10 gp 20 lb.
Lock (very simple) 20 gp 1 lb. Torch 1 cp 1 lb.
Lock (average) 40 gp 1 lb. Waterskin 1 gp 4 lb.
Lock (good) 80 gp 1 lb. Whetstone 2 cp 1 lb.

 

Tools and Kits
Alchemist’s lab 240 gp 40 lb.
Climber’s kit 80 gp 5 lb.
Healer’s kit 50 gp 1 lb.
Magnifying glass 100 gp
Musical instrument 5 gp
Musical instrument (masterwork) 100 gp
Thieves’ tools 30 gp 1 lb.
Thieves’ tools (masterwork) 100 gp 2 lb.

 

Goods or Services Cost Weight Goods or Services Cost Weight
Ale Meals (per day)
Gallon 2 sp 8 lb. Good 5 sp
Mug 4 cp 1 lb. Common 3 sp
Bread, per loaf 2 cp ½ lb. Poor 1 sp
Cheese, hunk of 1 sp ½ lb. Meat, chunk of 3 sp ½ lb.
Inn stay (per day) Wine
Good 2 gp Common (pitcher) 2 sp 6 lb.
Common 4 sp Fine (bottle) 10 gp 1½ lb.
Poor 1 sp

 

Weapons

 

All weapons do double damage, also called a critical hit, when a natural 20 is rolled: roll your damage dice twice, with all applicable bonuses, and add the rolls together for the total damage inflicted. Type of weapons is P for piercing, S for Slashing, B for Budgeoning, and 2H for Two-Handed.

 

Weapon Damage Weight Cost Type Range
Unarmed 1d3 Non-lethal
Light Weapons
Dagger 1d4 1 lb. 2 gp P 20’
Stiletto 1d4 1 lb. 4 gp P
Whip 1d4 2 lb. 2 gp S
Medium Weapons
Handaxe 1d6 3 lb. 6 gp S
Mace 1d6 5 lb. 9 gp B
Quarterstaff 1d6 4 lb. B / 2H
Rapier 1d6 2 lb. 20 gp P
Scimitar 1d6 4 lb. 15 gp S
Short Spear 1d6 3 lb. 1 gp P 40’
Short Sword 1d6 2 lb. 10 gp P
Large Weapons
Battleaxe 1d8 6 lb. 10 gp S
Longsword 1d8 4 lb. 15 gp S
Falchion 1d8 8 lb. 20 gp S / 2H
Morningstar 1d8 6 lb. 8 gp B / P
Spear 1d8 9 lb. 5 gp P / 2H
Trident 1d8 4 lb. 15 gp P
Warhammer 1d8 5 lb. 12 gp B
Extra Large Weapons
Greataxe 2d6 12 lb. 20 gp S / 2H
Great Sword 2d6 8 lb. 5 gp S / 2H
Halberd 2d6 12 lb. 10 gp P / S
Ranged Weapons
Bolas 1d3 2 lb. 5 gp B 60’
Sling 1d4 0 lb. B 50’
Crossbow 1d8 8 lb. 45 gp P / 2H 100’
Shortbow 1d6 2 lb. 30 gp P 65’
Longbow 1d8 3 lb. 75 gp P 110’
Composite bow Add STR bonus Add 100 gp +20’ range
Ammo
Arrow (20) 1 gp P
Bolt (10) 1 gp P
Bullet, sling (10) 1 sp B
Exotic Weapons
Bastard Sword 1d10 6 lb. 35 gp S
Dwarven Waraxe 1d10 12 lb. 50 gp S / 2H
Iron Chain Whip 1d6 3 lb. 15 gp S

 

Armor

 

Armor Cost AC bonus Max Dex Bonus Weight
Light Armor
Padded 5 gp 1 8 10 lb.
Leather 10 gp 2 6 15 lb.
Studded Leather 25 gp 3 5 20 lb.
Chain shirt 100 gp 4 4 25 lb.
Medium Armor
Hide 15 gp 3 4 25 lb.
Scale mail 50 gp 4 3 30 lb.
Chainmail 150 gp 5 2 40 lb.
Breastplate 200 gp 5 3 30 lb.
Heavy Armor
Splint mail 200 gp 6 0 45 lb.
Banded mail 250 gp 6 1 35 lb.
Half-plate 600 gp 7 0 50 lb.
Full plate 1,500 gp 8 1 50 lb.
Shields
Buckler 1 gp 1 2 lb.
Shield, light wooden 3 gp 1 5 lb.
Shield, light steel 9 gp 1 6 lb.
Shield, heavy wooden 7 gp 2 10 lb.
Shield, heavy steel 20 gp 2 15 lb.
Shield, tower 45 gp 4 2 45 lb.

 

Selling Items

Items commonly sell for 1/2 their listed price.

 

Masterwork Items

Masterwork items are created with superior materials and craftsmanship. A masterwork item grants a +1 to any roll using the item. This does not apply to damage. The cost for a masterwork item is quadruple the listed cost.

Eredar

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

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

Archives

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

Battle

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

Divinity

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

Silence

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

Artifice

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

Runework

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.

Etahn Belbane

Etahn Belbane 

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

 

Defense

  • 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)

Offense

  • 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: —

Statistics

  • 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

Ecology

  • Environment: Any, M Bar
  • Organization: None

Equipment:

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

Nightcat

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

Defense
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
Weaknesses:

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

Statistics
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

Ecology
Environment:
Organization: Solitary

Treasure: None

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

Pounce
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.

Scent
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.

Ettercap

Ettercap

Challenge Rating: 3

Size: Medium

Type: Fey Aberration

Initiative: +3

 

Defense

Hit Points: 27 (5HD)

Armor Class: 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)

Saves: Fort +4 Ref +4 Will +6

Weaknesses:

 

Offense

Speed: 30 ft. (6 squares), climb 30 ft.

Base Attack: +3

Melee: Bite +5 melee (1d8+2 plus poison) and 2 claws +3 melee (1d3+1)

Special Attacks: Poison, web

Sanity Effects: –

 

Statistics

Abilities: STR 14, DEX 17, CON 13, INT 6, WIS 15, CHA 8

Skills: Acrobatics +5, Athletics +2,  Awareness +2, Endurance +1, Knowledge N/A, Persuasion -2, Spellcraft N/A, Survival +2, Thievery +2

Talents: Great Fortitude

Special Qualities: Low-light Vision, Multiattack

 

Ecology

Environment: Warm forests

Organization: Solitary, pair, or troupe (1-2 plus 2-4 Medium monstrous spiders)

 

Treasure: Standard



Poison

Injury, Fortitude DC 15, initial damage 1d6 Dex, secondary damage 2d6 Dex.

Web

An ettercap can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 10 Acrobatics check or burst the web with a DC 17 Strength check. The web has 6 hit points  and takes double damage from fire.

Ettercaps can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 18 Awareness check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points and takes double damage from fire.

An ettercap can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.

 

Ettin

 

Ettin

Challenge Rating: 6

Size: Large

Type: Giant

Initiative: +3

 

Defense

Hit Points: 65 hp (10HD)

Armor Class: 18 (-1 size, -1 Dex, +7 natural, +3 hide), touch 8, flat-footed 18

Saves: Fort +9 Ref +2 Will +5

 

Offense

Speed: 40’

Base Attack: +7

Melee: 2 morningstars +12/+7 melee (2d6+6)

Ranged: 2 javelins +5 ranged (1d8+6)

Special Attacks: –

Sanity Effects: —

 

Statistics

Abilities: STR 23, DEX8, CON 15, INT 6, WIS 10, CHA 11

Skills: Acrobatics -2,  Athletics +9,   Awareness +5, Endurance +2, Knowledge -4, Persuasion +0, Spellcraft +0, Survival +0, Thievery -1

Talents: Alertness, Improved initiative, iron will, Power Attack

Special Qualities: Low light vision, Superior two-weapon fighting

 

Ecology

Environment: Cold Hills

Organization: Solitary, gang (2-4), troupe (1-2)

Treasure: Standard

 

Superior Two-Weapon Fighting

An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.

 

Power Attack

On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.