Knights of the White Eagle

Also Known as Knight Templars, Knights of Valetta

The Knights were formed by a faction of the Church of the One during the 30 year war. They consisted this time of nobles and land owners along the northern Border Mountains. As the war wore on, these Knights started accepting others among their ranks and separated themselves from the church. Their beliefs became more strict, and they started to blame the problems of the war on magic and those who supported it. After the war they denounced magic of all kinds and became an isolated society. They slowly lost power and prestige over the years, but in the current day, some people have started to turn to them for help. They have started to fill out their ranks and have even expanded north to Ensam.

Primary base- Kingdom of ValettaNorthlands

Kowal

Kowal, the Grey City, is a large settlement in the Eastlands. It is the capital of a city-state that claims a large swath of land along the Weron River. It was an independent city-state separate from Endamas and Uthgard until the latter part of 5707 when it joined the Uthgard Kingdom.

The city of Kowal has reigned over its barren lands in the East since the end of the Great War. Ruled by the Zadeku family for years beyond memory, the city has been content with its own business for hundreds of years.

The City of Kowal

  • Statistics: Crime 6; Danger 5; Economy 3; Law 5; Knowledge 3; Magic 1
  • Highest Stat is 10, lowest 1
  • Size: City, Seat of Barony
  • Government: Aristocracy
  • Economic System: Feudal capitalist
  • Population: 10,800

The new banner of Kowal, instituted in 5707 after rejoining the Uthgard Kingdom.

Old Banners:

Banner of Kowal during the prominence of the Red Guard. The red background symbolized the power of the tower and its piety.

Wards

  • Towerview
  • Westgarden: Westgarden grew as the city became a manufacturing hub during the 3rd age. This area became quite bohemian and flourished. When the plague hit, this ward suffered the most. Now, many buildings sit empty. The Tower still taxes this area, which has led to mass vacancies and the growth of the Squats.
  • Squats: Small square buildings on the city’s edge were once the grand idea of the city to house newcomers as they settled in the city for jobs. Once they had earned some cash, these newcomers would move to another ward. As the city declined, this became a section of town that was neglected and forgotten. The Tower did not ever tax these dwellings, so they grew and became a ward in their own right. Now people live here to avoid the taxes and oversight of the other wards.
  • Middleborough
  • Grand Heights
  • Woodward
  • Oldtown
  • Dworvtown
  • Chimneys
  • Waterfront “The Houses”

The lands surrounding Kowal

 About:

  • 2/3 population died in first plague.
  • low population.
  • Magic is punishable by death.
  • Mass graves all along outer border.
  • War with tyr hurt city
  • Ghul raids make trade hard

Industries

Kowal produces a lot of corn during the summer season, feeding its citizens, and allowing trade with our settlements. But it’s main export is metal. Before the great war giant foundries were established and Kowal provided much of the arms and armament for Uthgard. This factories and know how have survived, and Kowal’s factories work day and night smelting ore and producing metalworks for Tyr, Uthgard, and Endamas. While the roads in and out of Kowal are dangerous, they are guarded well for incoming shipments of ore and exported goods. It is a rough life in the factories of Kowal, but one can scrape by with a decent living by working in them.

Laws

  • People own property, but must pay the lord a tax on land and income.
  • Magic is forbidden and punishable by death.
  • Thievery is punishable first by loss of a finger, second two fingers, and third by the loss of a hand.
  • Gambling is legal, but in a house of gambling there is a 50% tax on winnings.
  • If accused, both the accuser and the accused are treated the same until the trial. The accused must prove innocence, not be proven guilty.
  • For witchcraft, older methods of torture may be used.

There is the Steel Guard for the Baron’s household, City Guard for people, overseen by the Sheriff, and the Red Guard, a church-backed organization. Magistrates rule the court system and are appointed or dismissed by the Baron.

Landscape

Weron River to the south. Lesh Forest to the East. Urtgen forest to the North West

Kowal lands including all townships and villages.

Townships, settlements, and villages:

 

Locales Alphabetical:

 

Groups Alphabetical:

 

Personalities Alpahbetical:

Kowal Timeline

  • 4558 – Olaekin Baleband conquered most of the North as a warlord and builds the city of Pardalor. He claims the surrounding lands and names his kingdom Uthgard.
  • 4731 – The iron-rich hills are found beyond the Urtgen forest, and a land rush ensues. The largest settlement builds up around a place where the Weron River narrows, allowing for easy ferrying back and forth.
  • 4892 – Kowal is founded as a barony in the Uthgard Kingdom.
  • 4944 – Tritium is discovered, and a way to mine and shape it is soon devised. The super-strong metal allows for better tools and weapons, making Uthgard a powerful, and rich,  kingdom.
  • 5054 – Uthgard begins its war to control Atheles by invading Tiren (The Great War, The Aradan War)
  • 5132 – The Great War ends. Magic has ruined many lands in the East. Uthgard falls as a kingdom. And the Disappearance happens, with magic and many peoples and creatures vanishing. 
  • 5133 – Years of hardship follow as the remnants of the Uthgard army are still strong and cause problems all along the North and Westlands. The Ishian Empire becomes solitary, allowing no traffic to and from their country. Kowal asserts its independence, but with it comes a loss in income.
  • 5368 – The empire of Zhou invades over the Eastern Sea. 
  • 5379 – Many of the lands of the Eastlands (Old Aradan and Uthgard) fall under the control of Zhou. Kowal stays independent, and the sale of metal to Zhou brings a fresh influx of prosperity to the city.
  • 5402 The beginning of the Plague. The Zhou Empire falls in disarray. Many return back over the sea, and have not been heard from since.
  • 5575 – The Zadeku family rises to prominence as the rulers of Kowal. They take the old title of Baron, but actually rule as the head of the city-state.
  • 5629 – The Third plague ravages Atheles, leaving the cities and kingdoms separated and superstitious.
  • 5648 – Mediev Zadeku was born.
  • 5673 – A sickness grips Kowal. People get a high temperature and a deep cough. About 25% of the population succumbs to the “Red Cough.”
  • 5674 – Mediev Zadeku took the throne of Kowal as his father fell sick to the Red Cough
  • 5677 – The first recorded instances of the Return.
  • 5684 The Return Wars end in the winter.
  • 5703 – The Baron’s son, Arnexi, returns from travel, where he has been silenced for being a Ravager.
  • 5704 – The Red Night. Novro 27th. After a riot and fire in the city, Kowal falls under martial law, and the Red Guard searches house to house, looking for mages.
  • 5706 – Catastrophe of the Greystone. The Greystone is burned to the ground in a strange event that none can remember clearly. Apra 12th

Kowal Gaming Resources:

Maps:

Adventures:

Kowal Library

The Kowal Library is a public library that allows any citizen access to books. They are always looking to purchase or find new or old books.

It is also home to the Society of Librarians.

The library of Kowal is many things to many people. It is a public repository of knowledge, free for citizens to peruse and read. It is the main printing press of the Eastlands, making books more readily available to all. And to a secret few, it is also a group that collects, catalogs, and experiments with magic.

The first floor of the Library hosts the public books, the printing press, and offices. The second floor holds the shelves of rare books and historical artifacts. Below that are the vaults and dormitories, their contents only known to the Society.

History

The Library of Kowal was formed by a group of monks who were once part of the Unelesia Church. As the church grew more rigid in their practices, the Library grew separated. As time went on, the Library became less and less involved in religious institutions.

Becoming a member

Becoming a member of the Library costs 10 gp and a signature. The new trustee will be issued a  bronze coin which will be imprinted with their fingerprint which they will also leave an impression for matching in the member’s book. This allows the member to check out a single printed book from the first floor, and to visit the top floor which holds rare and one of a kind tomes.

 

Gaming:

Get the Kowal Library Map: Patreon / DTRPG

Kowal Lifepath

Kowal Lifepath 

Social standing 

Choose your standing or let fate decide:

Roll 1d20Result
1-2Street Urchin – You grew up alone on the streets. Bonus: You have two hidey-holes, places to store valuables, or lay low.
3-6Nomad – The road has been your life. Bonus: Wilderness Travel; when out of civilization, you gain +1 Expertise to traveling skill checks.
7-15Working Family – You grew up in a pretty stable family situation. Bonus: Family Backing, you can call on the help of your family for small matters.
16-18Criminal – Life is hard, and you did what it took to make it. Bonus: Criminal Organization. You are part of a group of other rogues who may aid or hinder you.
19Dishonored – Your family fell from grace, and life has been tough since then. Bonus: Inner Workings; you understand how politics work and gain a +1 Expertise to skill checks involving politics.
20Noble – Your family is well off and in good graces with the rulers of Kowal. Bonus: High Life, you gain a +1 Expertise bonus to skill checks involving other nobles or town guards.

Proceed to Table B1

Where are you from?

Choose your current residence or let fate decide:

Table B1

Roll 1d20Result
1-6Settlements
7-20The City

What specific area?

Choose your area or let fate decide:

Settlements

Table B2

Roll 1d20Result
1Craven’s Hollow
2Secton
3Seven
4Graten
5Tallgarden
6Yorik
7Edgewood
8Eastdale
9Marne
10-12Spring Hill
13-14Feld
15-16Radzyn
17-20Overriver

City Districts

Table B3

Roll 1d20Result
1-4The Squats
5-9Westgarden
10-11Middle Borough
12-13Towerview
14Grand Heights
15-16Woodward
17-18Oldtown
19Chimneys
20Waterfront

Kuduu

Kuduu

A giant lumbering beast, its shoulders taller than two humans. A great horned head sits on a thick neck which is covered in a striped mane. Its legs are bigger around than an ancient oak. It looks at you with small intelligent eyes, then goes back to grazing.

Kuduu

Challenge Rating: 7

Size: Huge

Type: Animal

Initiative: -1

 

Defense

Hit Points: 103 (11HD)

Armor Class: 15 , touch 8, flat-footed 15 (-2 size, +7 natural)

Saves: Fort +11, Ref +7, Will +7

Weaknesses: –

 

Offense

Speed: 30’

Base Attack: +8

Melee: Slam +16 (2d6+10) + gore +16 (2d8+15)

Ranged: –

Special Attacks: Trample

Sanity Effects: –

 

Statistics

Abilities: STR 30, DEX 9, CON 21, INT 4, WIS 12, CHA 7

Skills: Acrobatics -1, Athletics +14,  Awareness +3, Endurance +6, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery -1

Talents: Advantage, Alertness, Endurance, Iron Will

Special Qualities: Low light vision

 

Ecology

Environment: Cold lands

Organization: Solitary or herd

 

Treasure: None

 

Trample

As a full-round action, a creature with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a -4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.

 

A trample attack deals bludgeoning damage (the creature’s slam damage + 1½ times its Str modifier). The creature’s descriptive text gives the exact amount.

 

Kyzk

Kyzk

Long tusks and matching horns is what strikes most about the giant Kyzk of the plains. Hunted and revered, it is indeed a beast to remember.

 

A Kyzk is a large furry creature which roams the warm lands of the south. It is know as a staple of hunters in the area, not only for its flavorful meat, but also as a sport. Kyzks stand much taller than a man, and its great horns have gored many an unlucky hunter. They are muscled and thick skinned under their fur, but also fast for its size.

 

Kyzk

Challenge Rating: 6

Size: Huge

Type: Animal

Initiative: +1

 

Defense

Hit Points: 62 (7HD)

Armor Class: 16, Touch 9, Flat footed 15 (+1 dex, +6 Natural Armor, -2 Size)

Saves: Fort +10 Ref +5 Will+5

Weaknesses: –

 

Offense

Speed:  40ft

Base Attack: +5

Melee: Gore +10 (2d6+9)

Ranged:

Special Attacks: Stampede, Trample (2d6+9)

Sanity Effects: –

 

Statistics

Abilities: STR 23 , DEX 12, CON 21, INT 4, WIS 15, CHA 5

Skills: Acrobatics +1, Athletics +10,  Awareness +4, Endurance +7, Knowledge –, Persuasion –, Spellcraft –, Survival +2, Thievery +1

Talents: Powerful, Run, Take a Hit

Special Qualities: Damage Reduction 1

 

Ecology

Environment: Warm Plain or desert

Organization:  Herd

 

Treasure: Standard

 

Stampede

A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample’s save DC increases by +2.

 

Lakava

Lakava

 

The small creature in front of you stares up with piercing black eyes. Its pallid flesh stretches back to show large yellowed teeth as it begins a shrill scream that would cause the strongest warrior to cringe.

Lakava

Challenge Rating: 1

Size: S

Type: Fey Navirite

Initiative:

 

Defense

Hit Points: 7 (1d8+3)

Armor Class: 14, touch 12, flat-footed 11 (+3 dex, +1 natural armor)

Saves: Fort +1 Ref +4 Will +1

Weaknesses:

 

Offense

Speed: 30’

Base Attack: +2

Melee: (2) Claw +2 1d3-1, Bite +2 (1d4-1)

Ranged: –

Special Attacks: Maniacal Laugh

Sanity Effects: 0/1d2 when first encountered

 

Statistics

Abilities: STR 9, DEX 16, CON 10, INT 10, WIS 9, CHA 8

Skills: Acrobatics +3, Athletics -1,  Awareness 0, Endurance 0, Knowledge 0, Persuasion -2, Spellcraft -, Survival -1, Thievery +3

Talents: 1 point or recommended: Improved Initiative

Special Qualities:

 

Ecology

Environment: Any

Organization: Single

 

Treasure: Standard

 

Description: Small, child sized. Black eyes, skin stretched or falling off. Enlarged mouth.

 

Maniacal Laugh: As a free action the Lakava can laugh, causing one target to be afraid.  DC 12 Will save or be shaken.

 

Legacy Items

Certain items gain power as the adventurer gains levels. These items are a part of the adventurer’s story; they are the famed sword, the lockpicks of luck, or the rope their mother gave them before they left home.

Each player should work with their GM to choose a Legacy Item for their character that they start out with at first level as a part of their backstory, which will grow in strength as they grow in skill.

These items are part of the legacy of the adventurer.

Level Advancement for Weapons
1st
2nd +1 to critical hit range. 20=19-20
3rd
4th +1 to one legacy weapon
5th
6th +2 to critical hit range 20=18-20
7th
8th +2 to one legacy weapon

 

Level Advancement for Armor
1st
2nd 1 Damage Reduction (DR)
3rd
4th +1 to armor
5th
6th 2 Damage Reduction (DR)
7th
8th +2 to armor

 

Level Advancement for Magic Focus items
1st
2nd Imbued with a 0 mana spell, can cast as a free action.
3rd
4th Imbued with a 1 mana spell that does not have a dice pool.
5th
6th Item can be called to its owner at any time.
7th
8th Imbued with a 3 mana spell that does not have a dice pool.

 

Gaining New Legacy Items – On average, the GM should plan for each character to gain a legacy item at 1st, 4th, and 7th level. There are several options for doing this.

Option 1: First and foremost, one of the character’s items which they have been using for a while, starts gaining power from having used it in the battle for such a long time, becoming something more than a normal item: a legacy item. In this case, the GM should would work with each player to pick the item and its powers.

Option 2: Another option is for the GM to work legacy items into the storyline so that each character gains one somewhere around 4th level. These could be items taken from a foe they bested, or ancient items unearthed in a long-forgotten treasure horde.

Option 3: A third option, for characters that are training under a teacher at a church, the mage tower, under a guild, or some other society or group, is to have a legacy item bestowed upon them by their teacher once they gain a certain level of skill. Within the storyline, this could require a test of skill or a quest of some sort, and might be bestowed in a formal ceremony.

Other Legacy Items – Other items can be legacy items; the GM and player should work together to define the powers of these items.

Lesser Flesh Golem

Golem, Lesser Flesh

 

These are impossible to find and study, usually having been animated by dark magics and then left to rot by its creator after its mission is complete.

 

There’s no reasoning with an animated creature such as this, because its existence is for one purpose. This is a rare case where I support killing without thought–because truly, what have we really killed? A mere object animated by magic.

 

Still, I do wonder if they can feel.

  • Delgon

Golem, Lesser Flesh

Challenge Rating: 4

Size: Medium

Type: Construct

Initiative: 0

 

Defense

Hit Points: 38 (5d10+15)

Armor Class: 19, touch 10, flat footed 19 ( +9 natural)

Saves: Fort 3 Ref 1 Will 3

Weaknesses: None

 

Offense

Speed: 30’

Base Attack: +3

Melee: 2 slams +7 (1d8+4)

Ranged: –

Special Attacks: Bellow

 

Statistics

Abilities: 19 STR , 10 DEX , – CON , – INT , 10 WIS , 1 CHA

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

Talents: Shield Bash (no shield needed)

Special Qualities: Immune to Magic, Construct Traits

Ecology

Environment: Any

Organization: Single

 

Treasure: None

 

Bellow

DC 14 Will or be Shaken for 1d4 rounds.

 

Immune to Magic

A lesser golem is immune to all spell effects that have a resistance. Some spells function differently, as noted below.

 

  • Fire and cold spells slow the golem to half speed for 1d4 rounds.

 

Construct Traits

Constructs are immune to disease, death effects, mind affecting, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save.