Northlands

The Northlands , which contain the kingdoms of Norhan and Mideon, sit along the northwestern coast of Uteria.northlands

Border Keeps

Nulthari

Nulthari is the name given to the mages who are a  branch of the Ministry of the Arts called the Arcane Assembly. They look to gain power over life, to end suffering and disease, and conquer death. Some see this as an avenue to power, others see this as a way to stop the pain of those suffering. They also claim to be able to commune with the dead, but many believe that they are only speaking with those of the Navirim or the Between.

History

In the 3rd Age the Nulthari were the advisors to the Warlock King and were the chief strategists of the invasions to the South and West (The Great War). They perfected extending life and healed many diseases that the people suffered. 

They also used ravaging magics to win the war leaving the world scarred.

In the 4th Age, the Nulthari are part of the Ministry of the Arts and publicly model themselves after the good parts of the Nulthari from the 3rd Age. Though in any institution power reigns and many within their ranks once again search for answers over life and death. They also seek knowledge of their ancestors’ destructive and powerful magics.

 

Nygotha

Nygotha (Void Wyrm)

Challenge Rating: 10

Size: Gargantuan

Type: Navirite

Initiative: +5

 

Defense

Hit Points: 125 (10HD)

Armor Class: 25, touch 16, flat-footed 19 ( +5 DEX, +9 natural, +1 Dodge )

Saves: Fort +14 Ref +12 Will +7

Weaknesses: Tritium, weak spots

 

Offense

Speed: 15’, swim 50’

Base Attack: +10

Melee: (4) Tentacle slam +15 (1d6+3 19-20) bite +15 (2d6+3)

Ranged: –

Special Attacks: Horrific appearance

Sanity Effects: First Encounter 2/1d12+1

 

Statistics

Abilities: STR 20, DEX 18, CON 24, INT 9, WIS 18, CHA 16

Skills: Acrobatics, Athletics,  Awareness, Endurance, Knowledge, Persuasion, Spellcraft, Survival, Thievery

Talents: Expanded critical (tentacles), Dodge, Multiattack, Whirlwind Attack,

Special Qualities: Damage Reduction 5/tritium and weak spots; fast healing 5; reach 20’  

 

Ecology

Environment: Underground near water

Organization: Single

 

Treasure: Standard

 

Weak Spots

A nygotha has weak spots under each tentacle which negates DR, but attackers roll at a -3 to hit those spots. It is a DC 24 Knowledge check to know about the weak spots, or a DC 22 Awareness check to see them.

 

Horrific Appearance

Creatures that succumb to a nygotha’s horrific appearance become nauseated for 1d8 rounds.

 

4 tentacles, beak mouth, centipede flippers. Many eyes. Gigantic.

Weak points under tentacles, in mouth,  and eyes.

 

Ogre

Ogre

Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Ogre

Challenge Rating: 3

Size: Large

Type: Humanoid (Giant)

Initiative: -1

 

Defense

Hit Points: 30 (4d8+12)

Armor Class:  17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, –1 size)

Saves: Fort +6 Ref +0 Will +3

Weaknesses: –

 

Offense

Speed: 40’

Base Attack: +3

Melee: Greatclub +8 melee (2d8+7)

Ranged: Javelin +1 ranged (1d8+5)

Special Attacks: —

Sanity Effects: –

 

Statistics

Abilities: STR 21, DEX 8, CON 15, INT 6, WIS 10, CHA 7

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

Talents: 1 point or recommended: Toughness

Special Qualities: Darkvision 60’, low light vision

 

Ecology

Environment: Any

Organization: Solitary, Pair, Gang 3-8

 

Treasure: Standard

 

Orillot

Orillot

Orillots are large mammals used as domesticated animals in the warmer climates of Uteria. They are taller than a man, and have a rough leathery skin. Their backs are covered in large plates, resembling a tortoise’s shell, save that it is segmented. They have short tusks which protrude from the sides of their mouth, and their intelligent yellow eyes sit recessed on either side of its large head.

Though considered domesticated, they form a bond with their handler, and can be completely unmanageable by any but their accepted master. They have been used mainly for transportation, though in a few wars the Ishians have used them as battle mounts.

Most orillots are used to pull huge wagons or carry heavy loads upon their backs; however, in the lands near Ferryport, they are used to tow ships up the Aerlon River. Due to their large size, they are actually able to walk along the bottom of the river and tow boats and small ships directly upstream in the shallows near the river’s banks, instead of having to pull them diagonally from the shore, as horses must do.

Traveling the plains and deserts of the south as well as the Rivers near Ferryport, would be much more difficult, if not for the massive orillots, that serve their masters willingly, pulling giant wagons and caravans through the wastes and towing ships up rivers.

Orillot

Challenge Rating: 7

Size: Huge

Type: Beast

Initiative: -1

 

Defense

Hit Points: 84

Armor Class: 22,  touch 7, flat footed 22(-1 dex, +15 Natural, -2 Size)

Saves: Fort +15 Ref +0 Will +5

Weaknesses: –

 

Offense

Speed: 30ft

Base Attack: +8

Melee: Gore +15 (2d6+10), Slam +18 (2d8+10)

Ranged: –

Special Attacks: –

Sanity Effect: –

 

Statistics

Abilities: STR 30, DEX 9, CON 20, INT 2, WIS 12, CHA 7

Skills: Acrobatics -1, Athletics +10,  Awareness +8, Endurance +5, Knowledge –, Persuasion –, Spellcraft –, Survival +1, Thievery -1

Talents: Great Fortitude, Run

Special Qualities: Low light Vision, Scent

 

Ecology

Environment: Desert

Organization: Solitary, Pair

 

Treasure: None

 

Orlock

orlock_webA tall skinny creature, its eyes wide set and peering above a small serious mouth. Its long limbs hang past its waist, holding wicked chitinous weapons. It is adorned in leathers, cloth and assorted chitin armor matching its weapons.

 

 

Orlock Scavenger
Challenge Rating: 1
Size: Medium
Type: Humanoid
Initiative: 4

Defense
Hit Points: 7
Armor Class: 14 , Touch 12, flat footed 12 (+2 armor, +2 DEX)
Saves: Fort 0 Ref 2 Will 0

Offense
Speed: 30
Base Attack: 1
Melee: +1 Short sword (1d6 +2)
Ranged:
Special Attacks: Sneak attack +1d6

Statistics
Abilities: Str 15, Dex 15, Con 14, Int 7, Wis 7, Cha 6
Skills: 2 athletics, 2 awareness, 1 power, 1 thievery
Talents: Improved initiative, stealthy
Special Qualities: Trapmaking

Ecology
Environment: Any
Organization: Solitary, Band, Legion, Hive

Treasure: Standard

Scavengers are sent out to find material for the hives. They gather almost anything, from food to goods. They prefer to sneak and hide, waiting to ambush their adversaries when they perceive them as weak.

 
Orlock Predator
Challenge Rating: 1
Size: Medium
Type: Humanoid
Initiative: 1

Defense
Hit Points: 14
Armor Class: 15 , Touch 11, flat footed 14 (+4 armor, +1 DEX)
Saves: Fort 2 Ref 0 Will 0

Offense
Speed: 30
Base Attack: 1
Melee: +1 Longsword (1d8 +3)
Ranged:
Special Attacks: Rage

Statistics
Abilities: Str 17, Dex 13, Con 16, Int 6, Wis 6, Cha 6
Skills: 2 athletics, 2 awareness, 3 power
Talents: Over extended attack, take a hit
Special Qualities:
Ecology
Environment: Any
Organization: Solitary, Band, Legion, Hive

Treasure: Standard

Among the scavengers, the predator orlocks are the tough ones. They rush head first into battles, and can take damage from their foes. They can also deal it out, often flying into rages until all their enemies are dead.

 
Orlock Seer (rare)
Challenge Rating: 1
Size: Medium
Type: Humanoid
Initiative: 2

Defense
Hit Points: 8
Armor Class: 14 , Touch 12, flat footed 12 (+2 armor, +2 DEX)
Saves: Fort 0 Ref 2 Will 0

Offense
Speed: 30
Base Attack: 1
Melee: +0 Longknife (1d4 +0)
Ranged:
Mana: 3
Special Attacks: Rage

Statistics
Abilities: Str 11, Dex 14, Con 10, Int 6, Wis 12, Cha 6
Skills: 2 athletics, 2 awareness, 3 power
Talents: Over extended attack, powerful
Special Qualities:
Ecology
Environment: Any
Organization: Solitary, Band, Legion, Hive

Treasure: Standard
Some orlocks are born with magical abilities. These orlocks are very rare and often only sent out with large raid parties.

orlock copy
About Orlocks (General)

Orlocks have long been absent in Atheles. In ages past they were known as scavengers and raiders. During the Aradan War they fought alongside the Orovari elves and the Uthgard kingdom. After the Disappearance, they faded from the lands much like the elves. Sporadic sightings have started to pop up here and there, and many agree that the Orlocks are once again inhabiting the dark corners of the mountains.

Orog

These tall turtle like creatures are generally of lower intelligence, having been brought to Uteria by Kaldrath for war. They have settled in the south and have become citizens, if reluctant, of the Ishian Empire.

They are cold blooded, so they are better suited for the warm southlands. They live in small family groups, only gathering for ceremonies or meetings.

 

Orog (Warrior)
Challenge Rating: 1/2
Size: Large (8’)
Type: Humanoid
Initiative: 0

Defense
Hit Points: 14
Armor Class: 10 (0 DEX, -1 size, +1 natural)
Saves: Fort +6 Ref 0 Will +1

Offense
Speed: 30’ (15’ in <40 degree temperature)
Base Attack: +1
Melee: Club +4 (1d6+3)
Ranged:
Special Attacks:

Statistics
Abilities: STR 17, DEX 10, CON 18, INT 10, WIS 13, CHA 9
Skills: Acrobatics 1, Athletics 7, Awareness 5, Endurance 6, Knowledge 0, Persuasion -1, Spellcraft, Survival 5, Thievery 1
Talents: Alertness, Powerful, Survivalist
Special Qualities: Tough skin

Ecology
Environment: Desert
Organization:

Treasure: Standard

Orog Characters get +3 to CON, +1 to STR, -2 to INT

Orogs advance according to their class.

Orovari

The Orovari; The Dark Elves

Orovari Warrior , by M Bielaczyc

It is quite possible that the Orovari have suffered more hardships than any other elven culture. From their very beginning, they have been treated as nothing more than fodder for battles, and their worldview reflects this awful reality. 

They now live in the far north, kept captive in the frozen wastes above the kingdom of Mideon, banished after their attempt to migrate south with the kingdom of Pardalor during the Third Age.

The Lands of the Orovari

The Orovari live in the frozen north, in what they call the Banished Lands. Twice they have been forced to live in these frozen lands: once after the defeat of Kaldrath, and once again after the defeat of the Warlock King seven centuries ago. They were kept isolated in the north by the elves in the distant past, and now by the Kingdom of Mideon, which maintains the Border Forts and regularly sends soldiers into the cold forests to ensure the elves do not attempt a southward migration.

Currently, with the winters growing longer, the Border Forts have been hard-pressed in holding the Orovari back.

Orovari History

The ancestors of the Orovari filled the ranks of the Eldar armies. During centuries of warring over lands, titles, and position, the Eldar used the Orovari recklessly on the battlefields. They were trained as warriors from birth, males and females alike. This tradition is still evident today.

During the Time of Servitude, the Orovari were bred for their physical strength. They were forced into rigorous and deadly training to create the perfect warriors. In the beginning, the elves felt duty bound to create the perfect warrior in their fight against the remnants of Unhamil’s armies. The Orovari shouldered this responsibility with pride. As the monsters of Unhamil thinned in numbers, the Orovari were used as soldiers in disputes between the various Eldar realms. They had long forgotten that they had once had a choice, and were taught a code of honor that placed victory in battle above all else.

When Kaldrath opposed the Eldar, the Orovari deserted their overlords and flocked to Kaldrath’s banner. They had hoped to find a better life when Kaldrath freed the elves, but instead they found more violence, and ultimately, banishment.

Society

The Orovari live in small clans which often clash with one another. Adding to the perpetual fighting are the orlocks, a little known race of creatures who inhabit the far north. The tough climate, violent culture, and strict religious views have kept the Orovari numbers relatively small.

An Orovari clan is led by a council which consists of the strongest warriors. There are no rulers. Instead, disputes and disagreements are settled by the council court or by combat. Under the warrior caste are the farmers, who are treated well, but not with the respect of a warrior. Orovari may change caste in battle, and many have perished trying to gain status as an Orovari warrior.

Warfare

The Orovari are known for their aggressive tactics in combat. I’ve discovered manuscripts from the Third Age which describe how Orovari warriors are trained from birth in the art of war—and nothing else. I wonder, though, how a society can survive with so much knowledge of battle and so little else. I believe the stories to be generally true, but perhaps embellished by the Orovari themselves in order to instill fear in their enemies.

Indeed, during the Aradan War, the Orovari used fear much to their advantage. They marched on the field in bold strides, wearing fierce masks and wielding their well-known long daggers. Most foes fell before them, but many ran from the battlefield. All might have been lost if not for the trained forces of Selar Dor. 

Orovari Warrior

  • Size: M
  • Type: Humanoid Elf
  • Initiative: +3

 

Defense

  • Hit Points: 10
  • Armor Class: 16 (+3 Studded Leather, +3 Dex)
  • Saves: Fort +2 Ref +3` Will +1

 

Offense

  • Speed: 30
  • Base Attack: +1
  • Melee: Longknife +4 (1d6+2)
  • Ranged: Shortbow +4 (1d6)
  • Special Attacks:

 

Statistics

  • Abilities: Str 15, Dex 16, Con 11, Int 11, Wis 12, Cha 11
  • Skills: Athletics 4, Awareness 2, Endurance 1, Knowledge 1, Survival 2, Thievery 5
  • Talents: Alertness, Weapon Dexterity, Run
  • Special Qualities: Can not use Iron, steel causes discomfort, low light vision 60’

 

Ecology

  • Environment: Northern lands
  • Organization: Single, Scouting pair, war party
  • Treasure: Standard

Orthodox Unelesia Church of Kowal

The Church is located in one of the most ornate buildings in all of Kowal, since the fall of the Greystone, the only building taller is the Duke’s Walled Tower. It is run by Archbishop Nicon Vassium, a new appointee from the head oft he church in Arnlord. He is a charismatic leader, though strict in his views and leadership. Many of the churches followers adore the new handsome leader, and attendance has almost doubled as of late.

The Church is now aligned with the Ministry of the Arts. It commands the Red Dragoons, sending them out to enforce the religious law of Uthgard.

 

History

The church was run by the Archbishop Gunderlan before the Catastrophe of the Greystone. He was a staunch advocate for the control of magic and a direct advisor to Baron Zadeku. He was badly injured during an uprising and was rarely seen in public afterwords. Many believe he perished that day or during the Catastrophe.