Ravaging

A destructive way to use magic, pulling energy from the creatures and fauna around the mage.

Ravenous Corpse

Ravenous Corpse (Daevar)

A Daevar (the elven name for a Ravenous Corpse) is a long dead corpse possessed by a spirit from the Between. These spirits have spent so long between worlds that their sole desire is to feed when they enter Uteria.

 

Often they inhabit long dead and skeletal bodies, the common feature being a long pointed tongue which seems to grow from whatever rotting flesh is left on the body.

 

They are fast moving, and have an ability to cause the area around them to seem darker, as if ink forms in the air around it. Its claws and bite cause paralysis in most victims, which allows it to begin to feast on the flesh. It is not particular, any living being is a suitable victim to this horrific unnatural hunter.

 

Ravenous Corpse

Challenge Rating: 2

Size: M

Type: Undead

Initiative: +2

 

Defense

Hit Points: 16 (2HD)

Armor Class: 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

Saves: Fort +2 Ref +2 Will +5

Weaknesses: Silver, amarnium

 

Offense

Speed: 45

Base Attack: +1

Melee: 2 claws +3 (1d6+1), tongue +1 (1d6 plus disease and paralysis.)

Ranged: –

Special Attacks: Disease, paralysis

Sanity Effects: First Encounter 0/1d2

 

Statistics

Abilities: STR 13, DEX 15, CON 0, INT 13, WIS 14, CHA 9

Skills: Acrobatics +2, Athletics +1,  Awareness +5, Endurance 0, Knowledge -, Persuasion -, Spellcraft -, Survival 0, Thievery +3

Talents: Alertness

Special Qualities: DR 1 silver/amarnium; darkness

 

Ecology

Environment: Any

Organization: Single, pair, or gathering (4-7)

 

Treasure: Standard

 

Disease

Fever: Bite-injury; save Fort DC 13; onset 1/day; frequency 1 day; effect 1d3 CON and 1d3 STR damage; cure 2 consecutive saves.

 

Darkness

The ravenous corpse can extend the shadows around them once per day. This acts as a Darkness spell.

 

Paralysis

Those hit by a ravenous corpse’s tongue attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds.

 

Reaver

Reaver (Baak Mor)

A large cloaked creature drifts from the night sky, its leathery wings so thin the moonlight passes through it. A head that resembled a vulture stares out from under the tattered hood. Its skin is marked with runes or tattoos, and its blank white eyes glow with a pallid life. Long fingered hands hang low to the ground, its talons lazily scrapping symbols in the ground as it watches you.

 

Created by Daigon(maybe) the creator. He was the dreadlord who loved to try and create. He twisted many different creatures into the Reavers.

 

Reaver

Challenge Rating: 7

Size: Medium

Type: Fey

Initiative: +3

 

Defense

Hit Points: 59 (7d10+21) regeneration 5/round

Armor Class: 18, touch 18, flat-footed 14 (+5 natural AC, +3 DEX)

Saves: Fort 6 Ref 12 Will 11

 

Offense

Speed: 30’ (Fly 50’)

Base Attack: +7

Melee: (2) Claws +12 (1d8+2)

Ranged: –

Special Attacks: Mage Fire, Fear

Mana: 30

Sanity Effects: First Encounter 1/1d8, Fear

 

Statistics

Abilities: STR 15, DEX 16, CON 16, INT 17, WIS 12, CHA 8

Skills: Acrobatics +4 , Athletics +2 , Awareness +5, Endurance +2 , Knowledge +4 , Persuasion +1, Spellcraft +3 , Survival +1 , Thievery +3

Talents: 5 points or recommended: Advantage, Cleave, Enlarge Spell, Stunning Strike

Special Qualities:  Darkvision 60’, Fly,

Mana: 35

 

Ecology

Environment: Any

Organization: Single, or Council

 

Treasure: Standard

 

Spell-Like abilities

Mage Fire

Once per round the Reaver can cast Mage Fire and a green blast of flames erupts from their hands doing 2d8+4 fire damage to those within the cone of flame. DC 14 save to take half damage.

 

Fear

Any within 30’ of the Reaver are struck as if with the Fear spell. DC 17 Will save to resist.

 

Standard Spells

0 – Arcane Mark, Detect Magic, Open/Close

1 – Alarm, Comprehend Languages, Doom, Summon Creature

3 – Darkness, Hold Creature, Whispering Wind

5 – Glyph of Warding, Haste, Lightning Bolt

7 – Dreamwalk

 

Rebellion

The Rebellion can refer to the Resistance in Kowal against the Uthgard Empire, or it can mean the Rebellion of mages in Ish.

In Kowal

A group of rebels has formed a resistance in Kowal to fight against the Uthgard Empire. They are led by people such as Arnexi Zadeku, Sundaiya Kotas, or Jorin Hal.

In Ish

The Rebellion in Ish is a rather new group of mages who oppose the rule of the Emperor and the Wizards of Ish. They are hunted mercilessly throughout the Empire, but as magic has reawakened, they have grown in numbers and in power.

Secret is their strongest advantage, so very little is known of them.

Red Dagger

A newer gang of thieves and mercenaries, run by Geiron. They are more violent than the Companions, and actively clash with many of the other unlawful groups of Kowal. Their base is in the Squats.

They do not call themselves the “Red Dagger”, in fact Geiron hates the moniker, referring to himself and his followers as “family”. Hewas quoted as saying “A gang will knife each other in the back, their lot is less than a bag of shite. But a family, they are bound by blood. Those are the ones who look out for each other.”

The nickname was given to them from the city guard, as they left a trail of knife wounds and stabbings as they grew in power. While Geiron dislikes the name, the other members enjoy the fear such a violent symbol creates.

Personalities:

  • Geiron – Leader. “Father”
  • Faira – Lieutenant “Mother”
  • Neel
  • Chibs
  • Tooth
  • Deek
  • Leera
  • Tom
  • Petna
  • Leon
  • Zan

Red Dragoons

A specialist class of mounted infantry in the Uthgard army. They are directly under the control of the Holy Order of the Church. They are also known as the “Blades of God”.

Red Guard

Active 5685 – 5706

The Red Guard were formed from a faction of Kowal city guards loyal to a well respected guardsman named Damien. In the past 20 years, Damien has shaped the Red Guard into it’s own power within the city.

The Red Guard are strictly anti-magic and have lead hunts for magic users for the past 5 years, often ending in public executions.

Some feel the Red Guard are more powerful than the Baron in the current day, and the sight of their red armor sends many into a panic.

After 5706

In the Fall of 5706, the building was destroyed in what has been named the Catastrophe of the Greystone. Many different stories, from an explosion to a giant demon are reported to have caused this. After its fall, the Red Guard were disbanded.

Kowal became part of the Uthgard Kingdom and the Ministry of the Arts took over the building and began to rebuild it.

Red Howler

Red Howler

A large four legged creature stalks out from the shadows. Its yellow cat like eyes glow in the dim light. Red barbs create a deadly mane and run down its slender back. The moth parts in a growl, its white teeth stark against the black gums.

 

Red Howlers find their way into Atheles through breaks in the veil. They prowl the dark forests and wastes near where they came through. They are 8’ in length and weight in around 800 pounds. They have no language besides the growls of hunting and mating.

Red Howler

Challenge Rating: 3

Size: Large (8’)

Type: Navirite

Initiative: +7

 

Defense

Hit Points: 39 (6HD)

Armor Class: 17, touch 12, flat-footed 14 (-1 size, +3 Dex, +5 natural)

Saves: Fort +7, Ref +8, Will +7

 

Offense

Speed: 60’

Base Attack: +6

Melee: Bite +10 melee (2d8+5  Crit 19-20)

Ranged: –

Special Attacks: Quills, howl, trip

 

Statistics

Abilities: STR 21, DEX 17, CON 15, INT 6, WIS 14, CHA 8

Skills: Acrobatics +4, Athletics +5,  Awareness +5, Endurance +2, Knowledge -3, Persuasion -1, Spellcraft -, Survival +2, Thievery +4

Talents: (3) Suggested: Alertness, Expanded Critical, Improved Initiative

Special Qualities: Darkvision 60’

 

Ecology

Environment: Any close to ley lines or crossings.

Organization: Solitary, Pair, Pack (3-8)

 

Treasure: None

Combat

A red howler will attack from surprise, catching its prey off guard and immediately howling to try and daze them.

 

Quills

The quills that cover the howler damage anyone who they attack or attacks them with a non reach weapon, natural weapon, or unarmed strike. The quills do 1d4 damage. If the howler is attacking, the defender only suffers the quills if the howlers attack is successful.  If someone attacks with a close weapon, they automatically get struck by the quills. Anyone struck by the quills will find them lodged into their skin. To remove the quills, it takes a DC18 survival check or another 1d4 damage will be done to the wounded.

 

Howl

 

The howler may howl as an action, which dazes any within a 15’ radius. A DC 12 Will Save will negate.

 

Trip

 

A howler often tries to trip its opponent, pulling them to the ground. They receive a +2 bonus to a trip action, and is treated as a Heroic Action using the Howlers DEX bonus. If a defender fails, they become prone that round. A howler may attack after a trip attempt, but only if it has an extra action left.

Red Snapper

The best known brothel in the northern part of the city. Many of Ferryport’s secrets have passed through these doors. The building is painted with a loud assortment of colors, and the base of the building is a bright red. A sign with two large, seductive blue eyes hangs above the door, but all the locals call it the Red Snapper: a joke relating to a fish commonly caught in the local waters which is known for its large mouth. Mistress Pattaria currently runs the place, and though she looks to elevate herself and her ladies in the eyes of the city, she knows that her primary income comes from those of less power and money.