Anarvari

The proper name for the “Wilde Elves”. also see Dwimarvari.

The Anarvari (Wilde Elves)

The Anarvari are a nomadic people. They are herders and merchants, entertainers and hunters. Many of our people have heard legends of the great Wilde elves, who hunt the giant kyzk, but the truth is that most of the Anarvari tribes sustain themselves on their herds of anks, large desert creatures that produce a honey-like substance that they store in sacks around their throats. Traveling the desert, looking for places for their herds to graze, they mostly keep to themselves, though some tribes have become renowned traders. Generally non-violent, the stories of them ransacking towns in the southlands are merely the fanciful stories of country-folk, frightened by the re-emergence of such a foreign people, and quick to blame every misfortune that befalls them on the newcomers.

The Anarvari live in extended family units within a clan, sharing possessions with their larger tribal family. Most live in large round tents, but some tribes live in giant caravan wagons, pulled by orillots. These huge mammals are another domesticated animal of the south, which have armor plating on their backs and form strong bonds to their owners. The Anarvari say they originally trained our own kind in the distant past to care for these giant creatures. In the Ishian Empire, you can find nobles traveling from city to city in giant ornate wagons pulled by a team of orillots—a remnant of what we learned from the elves so long ago.

The Anarvari do not have close relations with other elven nations, keeping to themselves in the southern lands.

The Lands of the Anarvari

In current days, the Anarvari live in the Wildelands between the Kaelnor Forest and the Jal Dur desert. Some tribes still cling to the steppes of the western end of the Wildelands, though most tribes travel back and forth in the plains with their herds of domesticated animals.

The Wildelands is an arid area, covered in short grass and small spindly trees. The flat landscape is broken only occasionally by rock outcroppings or buttes. During the day, the sun warms the plains, but at night, the temperature drops considerably.

No kingdom claims the Wildelands, though the Teredeki elflings have lands in the northwest, and Southkeep is on the border between the Wildelands and the Jaldur desert.

Anarvari History

The Anarvari were never part of the larger elven culture. This has led other elves to call them the Dwimervari which means the fading people. During the time that the elves served under the Eldar, the Anarvari remained separate, neither serving the Eldar nor learning from them. This allowed the Wilde elves to develop a much different culture than the other elves.

During the Time of Servitude, the Anarvari were viewed as an affront to the Eldar culture and were villainized and hunted. The Anarvari only survived by living in the harshest of regions and leading nomadic lives. After the Eldar were destroyed by Kaldrath, and the Elven Wars divided the surviving fey cultures, the Anarvari withdrew into the deep desert, keeping to themselves and staying free of the power struggles of their brethren.

As the human kingdoms rose and spread across the land, the Anarvari were more open to them then the other elves. This peaceful coexistence lasted for many years until the rise of the Ishian Empire. To the Ishians, the Anarvari were viewed as a threat and the Wilde elves once again found themselves persecuted and hunted. This genocide came close to destroying their kind, until they escaped by retreating to the Steppelands of the coast. The harsh land and creatures of the Steppes kept the Anarvari population low.

After the Aradan War, when the Ishian Empire’s failed conquest into the Westlands weakened their hold on the Jaldur Desert and the Wildelands, the Anarvari seem to have faded from history. The plains they once roamed lay empty and unclaimed, and the Anarvari were nowhere to be found. Some believe they went into hiding in the steppes to the west, while others think they left to other realms of existence.

Having disappeared for the past 700 years, the Anarvari were untouched by the plagues that ravaged Uteria, and their population seems to have grown.

Now that they have returned, the Anavari have formed a cautious treaty with the people of the desert. Lately, it is not uncommon to find the Anarvari walking the streets of South Keep, and the city generally views their people as an important ally.

Society

The Anarvari are a tribal culture, and each tribe is lead by a council of elders. The entire tribe votes for larger issues, but day to day life is guided by the elders. All of the Anarvari participate in the yearly Gathering at the Grove, which is a valley oasis in the western part of the Wildelands. A council of shamans lives in the Grove during the year. At the Gathering, the different tribes trade, celebrate unions, and discuss matters that involve the entire Anarvari nation.

Unlike many human cultures, the Anarvari are not patriarchal. Males and females alike sit as elders, and work is assigned based on the aptitude of the person regardless of gender. Though most belongings are shared among the tribe, individual items can be owned by both sexes. One interesting thing to note is that children are born “to” the mothers and “for” the fathers, and take the mother’s surname.

Marriage among the Anarvari is monogamous, and is always conducted between different tribes. This allows the tribes to establish ongoing bonds with one another and binds the Anarvari together.

Beliefs and Culture

The Anarvari believe that they came from beyond the stars and that they were brought here by Arias and Tanthias. In their lore, Arias the Earthmother fell asleep after teaching the ways of the land, and slowly the sands covered her as she hibernated. In her sleep, she became bound to the land, and now all that is of the earth is a part of her. Tanthias, who missed her greatly, pulled part of the oceans up into the sky so that he might look down upon his wife everyday. His shining throne is the sun, and the moons which come out at night are their children. In these places they keep their children under their protection and watchful gaze.

Another part of Anarvari culture which is important is the tattoo. The markings on a wild elf, sometimes subtle, sometimes bold, mark his or her place in the Anarvari tribe. Often shamans and warriors cover their bodies in markings and symbols, denoting their own personal stories and triumphs.

The Grove is a place of importance to the Anarvari. In their lore, a star fell from the sky one winter day, and the sound of the star hitting the ground could be heard for leagues. The Anarvari stayed far away from the place for many years, until a great drought forced them from their normal water sources. It was then that they discovered that the crater left by the star was filled with great trees and a lake sat at its center, fed by cool springs. They took this as a gift from Tanthias, opening the ground to share in Arias bounty during this hard time. Since then, the Anarvari have viewed this land as sacred and have guarded it from outsiders.

The Kyzk, a giant horned beast that roams the Wildelands, is held in high regard in Anarvari beliefs. The four legged creature stands almost twice as tall as a man at its shoulders, its giant horns the size of an arm, and its tusks the span of two hands. When the Anarvari hunt these creatures, it is with great reverence. Every part of the Kyzk is used, as it is a sacred gift in an unforgiving land. The Anarvari believe the Kyzk a gift from Tanthias himself, but corrupted by Rindlebok, the god of mischief.

The Gift of the Kyzk

One summer, a millennia ago, the sands stretched much wider than they do today and the sun was in the sky for days. Berries fell from the shrubs and dried before they ripened. Animals left bones along the paths. The People were starving. During a cold night, the People prayed to Tanthias and asked him to guide them. They laid their hands on the ground and asked Arias to provide for them.

The next day, a herd of giant horned animals were surrounding the camp, their eyes sorrowful for the slow death being visited upon the People. Though no words were spoken, a bond was created and the first Kyzk offered itself to feed and clothe the People. The Kyzk, gift from the Couple, saved their tribe.

But Rindlebok did not like this bond and became jealous. He took the form of a dog, and one night, he ran among the Kyzk. He nipped and bit, and barked many stories of the People, warning the Kyzk that it was the Anarvari who brought this death to the lands; that they used their witchcraft to tame the animals before they slew them. And the Kyzk listened. In the morning, the Kyzk were gone. Since this time, the People must hunt the Kyzk, as they will no longer lie down willingly. They do this of necessity for survival, though still they honor and respect the gift that Earth and Sky gave to them in this harsh land.

Warfare

The Wilde elves use the weapons of the hunt when they join in combat. Skilled both at the spear and the bow for attacks from a distance, many enemies do not even get close enough for melee combat. If the assailant does come within reach, they are met with a skilled foe, usually wielding a flint-like knife. I have seen many of these in my travels with the Anarvari, and unlike normal stone, these do not chip or crack. My companion explained that there is a skill involved in its making, but she and others would not divulge their secrets to me. One night I was allowed to hold one for a moment, during a late night dance ritual. It did indeed feel to be filled with magic, but when I asked my companion later, she just laughed and said that the elves do not have magic. They only have what they make. I feel that the common language was not sufficient to explain her meaning.

It seems that the Anarvari have used other cultures’ fear of their “wildness” to their advantage. The rituals and practices they perform to honor the animals which feed and clothe their tribes have been viewed as barbaric to many among us. Often they wear the skulls, bones, and hides of these animals. This is viewed as a way to honor their sacrifice, but to outsiders this seems strange and horrific. The elves have adapted to these views and use this distance between our cultures and theirs to allow them their peace-seeking life.

This does not protect them from all other creatures, however. The angrolls, for example—a bloodthirsty and savage race of bipedal creatures—savagely hunt the Anarvari. The wyvere of the Steppelands also hunt the Anarvari, but do not single them out. Anything that travels along the canyons and cliffs of the western Wildelands are the prey of the wyveres.

Magic

When an Anarvari reaches the age of maturity, he or she embarks on a dream quest. Alone, on the night of his or her birth celebration, the young Anarvari must enter a giant tent with the elders and shamans of the tribe. There the disciple will consume a beverage concocted of local herbs and roots which will cause the mind to enter a trance. It is their belief that during this trance the consciousness enters the dream plane, and it is there that the Anarvari finds his or her calling. This ceremony takes a full night and day. At dusk of the following day the elf awakens and describes his vision in as much detail as possible. Then a great celebration is had, and the young Anarvari often gets his or her first tribal marking.

Those who become apprentices of the Arts—what we call magic, but what they insist is merely union with nature—are chosen by the shamans of the tribe and enter into training. Anarvari magic is subtle, often using natural components and music along with spellweaving. Like the Druids, they view magic as an extension of the five elements, so young shamans often pledge themselves to an element for their studies.

Angroll

Armor-plated and hunched, an angroll is a fearsome foe—and they never travel alone.

Angrolls are a large, armored race of beings who seemingly hate all other races of Uteria. They appear to be related to the common armadillo, but their own lore denies this. They are a couple heads taller than terans, but are often slumped forward, giving them the appearance of being shorter. They are a dirty race, their armored shells often coated in dirt and matted hair hanging long from their heads. Although they seem able to speak a guttural common tongue, one usually hears only a shout before they attack.

Angrolls are cowardly creatures, never attacking unless they have superior numbers. They use all manner of weapons, usually scavenged or stolen.

Angrolls live in tribes along the Wildelands, the Wastelands, and Jaldur Desert.

—From the Bestiary Tome of Cianan

We often look down upon the filthier creatures of our world, but what is one to expect of a creature confined for so many generations to the deserts and wastes of Atheles? Might this not fuel their anger and aggression? As an experiment, I would like to take a group of them in, bathe them, and feed them well, and see if their legendary aggression might recede, and if our own arrogant impression of them as filthy creatures might fade.

—Delgon

Angroll

  • Challenge Rating: 3 
  • Size: Medium
  • Type: Humanoid (angroll)
  • Initiative: +1

Defense

  • Hit Points: 16 (3HD: 3d8+3)
  • Armor Class: 16, touch 11, flat-footed 15 (+1 DEX, +5 natural armor)
  • Saves: Fort: +3 Ref +2 Will +1
  • Weaknesses: None

Offense

  • Speed: 40 ft. 
  • Base Attack: +3 
  • Melee: Sword +5 (1d8+2)
  • Ranged: Short Bow +4 (1d6)
  • Special Attacks: Shrill Scream, Create Sand Storm
  • Sanity Effects: —

Statistics

  • Abilities: STR +2, DEX +1, CON +1, INT -2, WIS +0, CHA +0
  • Skills: Acrobatics +1, Athletics +2, Awareness +4, Endurance +1, Knowledge -2, Persuasion +0, Spellcraft -, Survival +2, Thievery +1
  • Talents: 3 points or recommended: Alertness, Blind Fight, Call of Nature (Desert/Warm Plains) 
  • Special Qualities: Hold Breath, Immunity (Disease), Curled Defense, Infected Equipment 

Ecology

  • Environment: Warm Plain or Desert
  • Organization: Solitary, Pair, Hunting party (2-4), Clan (20-80)
  • Treasure: Standard plus gear.


Special Abilities

Hold Breath 

Despite living in the desert, an angroll can hold its breath for a number of minutes equal to half its Constitution score before it risks drowning.

Immunity (Disease)

Angrolls are immune to almost all diseases and their effects. While immune, they can still carry and infect other creatures.

Create Sand Storm 

If an angroll is burrowed when first encountered, it creates a violent cloud of sand and dust, in a 20-foot radius, upon bursting from the ground. Any non-angroll creature caught in this area without eye protection must make a DC 10 Reflex save, or be blinded for 1d3 rounds. Whether the character succeeds the save or not, 50% concealment applies for 1d4 rounds until the sand settles.

Shrill Scream 

Once per hour, an angroll can, as a standard action, emit a loud, piercing scream. Any non-angroll creature within 30 feet of the angroll must make a DC 13 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same angroll’s scream for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. The DC for a shaken creature is 14.

As a free action, an angroll can join in another angroll’s scream. Add +1 to the DC and +1 round to the penalty for each additional angroll joining in the scream.

Curled Defense

An angroll can, as a full-round action, curl into a ball and use its natural armor plating to protect itself. It becomes invulnerable to natural attacks and gains 5 DR to all other attacks. Curling into a defensive ball while in melee provokes an attack of opportunity, and the angroll is considered flat-footed while taking this action. It requires 3 rounds to uncurl from this position, and while uncurling it is considered helpless.

Infected Equipment

Angrolls are filthy creatures, and their equipment is just as disgusting. If any character takes equipment or items from an angroll’s body or lair without cleaning it well or casting Remove Disease, they have a 50% chance to contract an illness from the items. The increased DC is due to the prolonged contact with the infected items. Filth Fever Save Fort DC 14, onset 1d3 days, frequency 1/day, effect 1 Con damage, cure 2 consecutive saves.

Animal Companion

Animal Companions

An animal companion’s abilities are determined by the adventurer’s level. An animal companion can be any non magical small or medium creature, they just fall under the stats listed below.

Level HD Base Attack Fort Ref Will Skills Talents Natural Armor Bonus STR/DEX bonus Special
1 2 +1 +3 +3 +0 1 1 +0 +0 Link
2 3 +2 +3 +3 +1 2 1 +0 +0
3 3 +2 +3 +3 +1 2 2 +2 +1 Evasion
4 4 +3 +4 +4 +1 3 2 +2 +1
5 4 +3 +4 +4 +1 3 3 +2 +1 Share Vision
6 5 +4 +4 +5 +2 4 3 +4 +2
7 5 +4 +5 +5 +2 5 4 +4 +2
8 6 +5 +5 +5 +3 6 5 +5 +2 Share Mind

 

Link: There is a link between an animal companion and their partner. A player can suggest an action to their animal companion as a free action, and there is a favorable understanding and bond between the two.

 

Evasion: If an animal companion makes a successful Reflex save against an attack that deals half damage if successful, the rogue takes no damage.

 

Share Vision: The player can see through the eyes of their animal companion at will. There are no distance restrictions.

 

Share Mind – The player and companion share a strong mind link, and both gain a +4 against mind influencing spells and effects as long as they are with 100’ of each other.

Ank

Ank

A large lizard-like creature used as a herd animal and food producer in the desolate places of the world, the ank is a staple the deserts and wastes.

Anks are large, semi-domesticated, lizard-like creatures that travel the Wildelands in herds. They are useful in the dry lands due to their unique water preservation ability. They chew grasses and plants and deposit a honey-like substance into pouches near its neck. Originally, this was a survival technique for the ank alone, but as they became domesticated, they have been bred to produce a much larger supply of the substance. Not only are anks extremely useful as pack animals in the deep desert, but are also great sources of nourishment in barren lands. 

From the Journal of Jarin Plainswalker

Ank

  • Challenge Rating: 3
  • Size: Large
  • Type: Animal
  • Initiative: +1

Defense

  • Hit Points: 37 (5HD: 5d8+15)
  • Armor Class: 15, touch 9, flat-footed 15 (-1 Size, +6 Natural)
  • Saves: Fort +7 Ref +4 Will +1
  • Weaknesses: None

Offense

  • Speed: 20 ft.
  • Base Attack: +3
  • Melee: Bite +6 Melee (1d8+4) or tail slap +6 melee (1d8+4)
  • Ranged: —
  • Special Attacks:  —
  • Sanity Effects: —

Statistics

  • Abilities: STR +4, DEX -1, CON +3, INT -4, WIS +1, CHA -3
  • Skills: Acrobatics +0, Athletics +6, Awareness +3, Endurance +3, Knowledge -4, Persuasion -3, Spellcraft -, Survival +1, Thievery -1
  • Talents: Alertness
  • Special Qualities: Honey Globule Growth, Low-Light Vision, Scent,

Ecology

  • Environment: Warm Plain or Desert
  • Organization: Solitary, pair, herd
  • Treasure: None

Honey Globule Growth – Once per day, at the end of the day, the ank grows two honey globules as a byproduct of the sunlight it has absorbed. If consumed, these grant 1 Temporary hit point (2 hours), alleviates hunger and thirst, and cures 1 mental fatigue.

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.

Creature Compendium Hardbound Book

Ankheg

Ankheg

An ankheg is a burrowing creature who hunts by luring its prey into a trap it has set. The ankheg burrows in loose soil and creates a pit that traps the hunted. It then bores up from its hiding place to attack. It will attempt to grab its prey and drag it back into the tunnel as the loose soil closes up above.

The ankheg grows to approximately 10 feet’ long and weighs around 800 lbs.

—Creaturi Obscuria

Ankheg

  • Challenge Rating: 3
  • Size: Large
  • Type: Magical Beast
  • Initiative: +0

Defense

  • Hit Points: 25 (3 HD: 3d10+9)
  • Armor Class: 16, touch 9, flat-footed 16 (-1 size, +7 natural)
  • Saves: Fort +6 Ref +3 Will +2

Offense

  • Speed: 30 ft., burrow 20 ft.
  • Base Attack: +3
  • Melee: Bite +5 (2d6+4 plus 1d4 Acid and Grab)
  • Special Attacks: Spit Acid, Grab

Statistics

  • Abilities: STR +3, DEX +0, CON +3, INT -5, WIS +1, CHA -2
  • Skills: Acrobatics +0, Athletics +3, Awareness +6, Endurance +3, Knowledge -, Persuasion -2, Spellcraft -, Survival +1, Thievery +0
  • Talents: Investigator
  • Special Qualities: Darkvision 60 ft., Low-light Vision, Tremorsense 60 ft.

Ecology

  • Environment: Warm Plain or Desert
  • Organization: Solitary, cluster (2-4)
  • Treasure: None or Incidental 

Spit Acid

Once every 6 hours, an ankheg can spit a 30-foot line of acid. Creatures struck by this acid take 4d4 points of acid damage (Reflex DC 14 halves damage). Once an ankheg uses this attack, it must wait 6 hours before using it again. Additionally, during this time period, its bite attack does not inflict any additional acid damage. As a result, an ankheg does not use this ability unless it is desperate or frustrated, most often spitting acid when reduced to fewer than half its full normal hit points or when it cannot not successfully grab an opponent. 

Apparition

A wisp of fluttering light is all that can be seen on the material plane, but in the In-Between, the apparition retains its form from its birth. Whatever that may be.  

 

Apparition

Challenge Rating: 5

Size: Medium

Type: Fey (Navirite)

Initiative: +5

 

Defense

Hit Points: 47 (5d8+25)

Armor Class: 18, touch 18, flat-footed 15 (+5 natural, +3 Dex),

Saves: Fort +5, Ref +4, Will +7

Weaknesses: Legacy/Silver/Amarnium/Aradan Steel/cold iron

 

Offense

Speed: Fly 60’

Base Attack: +3

Melee: Material plane – Touch +6 (1d6 negative energy plus 1d6 CON drain) In-Between – (2) Claw +8 (1d8+3 + gain 3 HP)

Ranged: None

Special Attacks: —

Sanity Effects: First Encounter 1/1d6

 

Statistics

Abilities: STR -, DEX 17, CON -, INT 14, WIS 4, CHA 15

Skills: Acrobatics +3, Athletics +2,  Awareness +10,  Endurance +1, Knowledge +2, Persuasion +3, Spellcraft –, Survival +1, Thievery +4

Talents: 3 points or recommended: Blind Fight, Improved Initiative, Run

Special Qualities: Damage reduction 5 or Legacy/Silver/Amarnium/Aradan steel/cold iron, Awareness +5, Darkvision 60’,  Sense the Living

 

Ecology

Environment: Any/In-Between

Organization: solitary, gathering (3-6)

 

Treasure: None

 

Constitution Drain – Creatures clawed by a apparition must succeed at a DC 17 Fortitude save or take 1d6 points of Constitution damage. One each successful hit, an apparition gains 5 temporary hit points.

 

Attack – an apparition does damage based on where its target exists. If the target is in Atheles, they take the touch attack, while those in the In-Between take normal damage.

 

Sense the Living – Apparitions are drawn to places with lots of people, though they can not harm them unless they are near a source of power such as a waystone. If a living creature is in the In-Between, apparitions will be drawn to them and try their best to kill and trap the living person in the limbo that they live in.

 

Aradan

The old Kingdom of Aradan was located in the Southeast of Uteria, and was ruled by the Aradan Family. It was destroyed during the Great War, its capital city of Selardor wiped completely from the land by dark magics.

Though the lands lay in waste, some in the Eastlands still claim to have Aradani blood flowing through their veins.

Aradan Steel

Aradan Steel

The craft to make this metal has long been lost with the Aradani Kingdom, but some weapons and artifacts still survive from those times. Things forged with this metal were often made to battle the forces of the Warlock King and to this day hold power against the forces aligned with evil. It is a dull grey blue in color, but some swear that it glows in the presence of true evil. If stories hold true, Aradan Steel is especially effective against creatures summoned from the Navirim.

* Aradan Steel does not affect spellcasting as iron or steel does. A spellcaster can be touching or carrying Aradan Steel and not be damaged during magic use. Normal armor restrictions do apply.

HP: 20 per inch

Hardness: 15

Other Bonuses: Weight cut by 1/2

Armor’s Max DEX bonus +1

All amarnium items are considered masterwork.

 

Type of Aradan Steel Item Item Cost Modifier
Light armor +500 gp
Medium armor +2,000 gp
Heavy armor +4,500 gp
Shield +500 gp
Other items +250 gp/lb.

Aradani

The Aradani are the lost people of the Aradan Kingdom.

Aradani Family Tree

  • Cellendur and Seless – the First Aradan
  • Alyssa Aradan (Female)
  • Adomar Aradan
  • Jerian Aradan
  • Mirewind Aradan (Female, married Elatram of Seahaven and passed the throne on to Jiladus her brother)
  • Jiladus Aradan
  • Elrandel Aradan
  • Tanduil Aradan
  • Towyn Aradan
  • Toryn Aradan
  • Lyrin Aradan (female, gave up the throne for her younger brother)
  • Giran Aradan
  • Andramar Aradan
  • Aeerumar Aradan (last ruler of Selar Dor )
  • Aires ( took the surname Aravind – ara meaning man vind meaning heir to represent his relation to Aradans)
  • Kadan and Aeerumar II sons of Aires
  • Assorted people in between.
  • Sariiah Truthkeeper ( Her grandmother on her mother’s side was a descendant of a Aeerumar II, )
  • Kaless Halfelf ( half brother to Kad, Father (Kolind) is a direct descendant of Kadan, son of Aires , son of Aeerumar; mother was an elf from Seahaven; extramarital affair)
  • Kad AradanDarkwood ( Father (Kolind) is a direct descendant of Aires, son of Aeerumar )

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.