Varag

Varag

Before claiming the swamps near the Keep of the Mages as their territory, Varags were no different than common trolls. But the heavy use of magic in this region, centuries prior, has corrupted and twisted them into the dreadful Varag. Twisted and brutal, the Varag find pleasure in killing, and unlike the common troll, Varags don’t need to eat as often. Still, they enjoy killing just as often. Taller and leaner than their cousins, Varags top off around 16 to 17 feet and weigh about 900 lbs. Patches of their skin have begun peeling away from their bodies as the corrosive magic eats away at their flesh, but their regeneration keeps them alive.

 

A keen eye will notice when travelling through territory claimed by a Varag, as patches of death and decay abound. Oddly circular patches of withered plants and black soil, or unusual pools of darkened water filled with dead fish, usually indicate that a Varag is actively defiling in the area. But by the time a traveller notices these characteristic markings, it is usually too late.

Varag

Challenge Rating: 5

Size: Large

Type: Humanoid (Giant)

Initiative: +1

 

Defense

Hit Points: 63 (6HD)

Armor Class: 15, touch 10, flat footed 14 (+1 Dex, +5 Natural Armor, -1 Size)

Saves: Fort +12 Ref +3 Will +3

Weaknesses: Acid, fire

 

Offense

Speed: 30ft

Base Attack: +4

Melee: Bite +0 (1d8+6), 2 Claws +8 (1d6+6)

Ranged: –

Special Attacks: Rend (2d6+9)

Sanity Effects: First Encounter 1/1d6

 

Statistics

Abilities: STR 23, DEX 13, CON 23, INT 6, WIS 9, CHA 6

Skills: Acrobatics +1, Athletics +6,  Awareness +2, Endurance +6, Knowledge -3, Persuasion -4, Spellcraft — , Survival -1, Thievery +1

Talents: 2 points or recommended: Iron Will, Alert

Special Qualities: Regeneration 5 (Acid and Fire), Regeneration 10 if actively ravaging  

 

Ecology

Environment: Forest, Swamp

Organization: Solitary or Gang (2-3)

 

Treasure: Standard

 


Hold Breath

Varags lie in wait for their food to come to them, or lie in wait to kill for sport. A Varag can hold its breath for a number of minutes equal to its Constitution score before it risks drowning.

 

Defiling Regeneration

When under heavy duress, or to slow down a number of foes in the immediate area, a Varag can begin actively ravaging, doubling its regeneration rate. Damage is first dealt to all vegetation and small insects/critters in a 10 foot radius. Once the area has been ravaged and there is no life force left to drain from the earth, the energy begins draining from larger creatures in the affected area, distributed evenly. A Varag can being ravaging in this manner by concentrating, which counts as a move action. This ravaging will continue as a free action as long as there are living creatures in the area of effect.

 

Rend

If a varag hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

 

Verien

Verien was a young guardsman of Kowal. He was very charismatic, though he was often quiet and solitary. He was friends with Damien, Gunderlan, and Heilman, who all became powerful men in the region.

He disappeared when he was in his mid 20’s and none know where he went.

Vicary

The military organization of Tiren.

A Vicary is a loyal soldier of the Tiren Kingdom. They are one of the largest standing armies in Atheles.

 

A Vicary soldier is chosen at a young age, when they show an aptitude for sports or tactics.

Vorg

A dog like creature, it looks to be a mix between a dog, a rat and a monkey.

 

Vorg

 

Challenge Rating: 1

Size: Medium

Type: Animal

Initiative: +2

 

Defense

Hit Points: 14 (2d8+5)

Armor Class: 14 (+2 Dex, +2 natural), Touch 12, Flat footed 12

Saves: Fort +5 Ref +5 Will +1

Weakness: –

 

Offense

Speed: 50’

Base Attack: +1

Melee: Bite +3 (1d6+1)

Ranged: n/a

Special Attacks: Pin

Sanity Effects: –

 

Statistics

Abilities: STR 13, DEX 15, CON 15, INT 2, WIS12 , CHA 6

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

Talents: Track, Weapon Specialty

Special Qualities: Low Light Vision 60’, Scent

 

Ecology

Environment: Forest, Mountains, Plains

Organization: Solitary, Pair, Pack (7-12)

 

Treasure: Standard

 

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.

 

Pin

With a successful Heroic Action the vorg can pin an opponent. The Vorg can keep them pinned with a successful heroic action each round. A pinned character is considered prone.

 

Track

Using the Survival skill, a ranger can try to track anything that has passed nearby.

Wanderers

The Wanderers

About 500 years ago, while the world was yet reeling from the Great War, the Wanderers were formed in the city of Borden to help bring the people together again. They became known as saviors and heroes as they brought news, recovered old technology, and comforted people with hope for a greater good in a dark time. Now, the Wanderers still do much of the same, but as the lands have become less dangerous, they have started exploring deeper and deeper into the darker places of Uteria, bringing back horrifying tales and strange magical artifacts.

The Wanderer’s Coin

The Wanderer’s Coin

 

The Wanderer’s Coin

When a person is accepted into the Wanderers they receive the Wanderer’s Coin. This is shown at any Wanderer Guildhouse to gain access to a warm meal and a place to sleep.

Watchers

The Watchers are Archeons who work with Eredar to watch over the Otari of the Tower. 

From the tome of the Arts:

The magic users of Uteria are watched over by the Archeons, or more commonly called; the Watchers. After the war against the Warlock King, Olaekin Baleband, the last of the wizards who served the United Kingdoms (Aradan, Norhand, and Endamas) formed the Council and began to put forth rules to try and stop the wide use of ruinous magic. The formed the Archeons and trained them in ways to stop magic. Over the 700 years since the end of that war, the Archeons have become quite powerful, not just traveling the lands, but also keeping an eye over all the tower to make sure none begin to use forbidden magic. There are many different factions of Archeons, those who travel the lands hunting Nulthari (The Hunters, called witch hunters by commoners), those who keep an eye over those in Eredar (the Order of the Tower), and those who pair up with an Otari wizard as a guardian and partner (The Keepers).

They have the ability to nullify magic, as well as cut a person off from the energies around them. This takes a great amount of power, and often it takes many Archeons to take down a powerful Nulthari, and even more to permanently pacify a Nulthari.

 

Waystones

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Wight

Wight

Challenge Rating: 3

Size: Medium

Type: Undead

Initiative: +1

 

Defense

Hit Points: 26 (4HD)

Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14

Saves: Fort +1 Ref +2 Will +5

Weaknesses:

Offense

Speed: 30ft

Base Attack: +2

Melee: Slam +3 melee (1d4+1 plus energy drain)

Special Attacks: Create spawn, energy drain

Sanity Effects: First Encounter 1/1d4, energy drain 0/1d3

 

Statistics

Abilities: STR 12, DEX 12, CON –, INT 11, WIS 13, CHA 15

Skills: Acrobatics +4, Athletics +4,  Awareness +1, Endurance –, Knowledge +0, Persuasion +2, Spellcraft +2, Survival +1, Thievery +1

Talents: Alertness, Blind-Fight

Special Qualities: Darkvision 60 ft.

 

Ecology

Environment: Any

Organization: Solitary, pair, gang (3-5), or pack (6-11)

Treasure: None

 

Create Spawn

Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

 

Energy Drain

Living creatures hit by a wight’s slam attack gain one negative level and must roll a Sanity check. The DC is 14 for the Fortitude save to remove a negative level. For each such negative level bestowed, the wight gains 5 temporary hit points.