Baroness Katleen Zadeku
Wife of the Baron
Baroness Katleen Zadeku
Wife of the Baron
A kira is a small mammal that many call elf monkeys, since they live in the Kaelnor forest and have long pointed ears. At dusk you can often hear their calls ringing out from the edges of the forest, and as it gets darker, you can see the last rays of the sun reflected in their bright yellow eyes.
They are only about a foot tall if they stand up straight, and their soft white fur covers their whole body. They are communal, living with the same group their whole life.
Challenge Rating: 1
Size: Small
Type: Animal
Initiative: +2
Defense
Hit Points: 13
Armor Class: 15, touch 14, flat footed 12 (+3 dex, +1 natural, +1 size)
Saves: Fort +3 Ref +6 Will +2
Weaknesses: –
Offense
Speed: 30’, climb 30’
Base Attack: +2
Melee: Bite +2 (1d4)
Ranged: –
Special Attacks: –
Sanity Effects: –
Statistics
Abilities: STR 10, DEX 17, CON 10, INT 2, WIS 12, CHA 8
Skills: Acrobatics +4, Athletics +0, Awareness +1, Endurance +0, Knowledge –, Persuasion -1, Spellcraft –, Survival +1, Thievery +3
Talents: Sidestep
Special Qualities:
Ecology
Environment: Forest
Organization: Solitary, Pair, Gathering
Treasure: Standard
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 Valetta – Northlands
Hear about Kowal in the Tales of the Dark Return Podcast.
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.
About:
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.
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.
Weron River to the south. Lesh Forest to the East. Urtgen forest to the North West
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.
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 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.
Get the Kowal Library Map: Patreon / DTRPG
Kowal Lifepath
Choose your standing or let fate decide:
| Roll 1d20 | Result |
| 1-2 | Street Urchin – You grew up alone on the streets. Bonus: You have two hidey-holes, places to store valuables, or lay low. |
| 3-6 | Nomad – The road has been your life. Bonus: Wilderness Travel; when out of civilization, you gain +1 Expertise to traveling skill checks. |
| 7-15 | Working 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. |
| 16-18 | Criminal – 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. |
| 19 | Dishonored – 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. |
| 20 | Noble – 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
Choose your current residence or let fate decide:
Table B1
| Roll 1d20 | Result |
| 1-6 | Settlements |
| 7-20 | The City |
Choose your area or let fate decide:
Table B2
| Roll 1d20 | Result |
| 1 | Craven’s Hollow |
| 2 | Secton |
| 3 | Seven |
| 4 | Graten |
| 5 | Tallgarden |
| 6 | Yorik |
| 7 | Edgewood |
| 8 | Eastdale |
| 9 | Marne |
| 10-12 | Spring Hill |
| 13-14 | Feld |
| 15-16 | Radzyn |
| 17-20 | Overriver |
Table B3
| Roll 1d20 | Result |
| 1-4 | The Squats |
| 5-9 | Westgarden |
| 10-11 | Middle Borough |
| 12-13 | Towerview |
| 14 | Grand Heights |
| 15-16 | Woodward |
| 17-18 | Oldtown |
| 19 | Chimneys |
| 20 | Waterfront |
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.
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.
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.
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.
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.
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.