Valantia

An ancient lost island kingdom. It’s people came from the east. They were short with dark hair and broad shoulders. 

They fought against the Eldar and elves for years as they advanced, and their glass like weapons and armors rivaled the elves amarnium. The Valantians left their unnamed lands in far east and sailed to find an archipelago of islands away from the Eldar armies. There they flourished. Their counterpart mainland were subjegated and crushed by the Eldar

They named the island Valantia and they lived their many years. But the never forgot the Eldar and revenge burned hot in their cultural heart. When they felt they had advanced enough, they sought revenge against the Eldar. They built large temples and fortresses among the coasts of neighboring continents, expanding their own empire. They sent large armies into the underground cities of the Eldar

They were successful for a while, until the Eldar discovered dark and terrible magics which allowed them to cast down the sky and  whole settlements turned to dust. 

The Eldar sought out their homeland and cast the island down into the sea, the Valantian Empire was lost, leaving behind only scattered ruins and myths of the strange teran race of people.

Vale

The Vale is the home of the Alfiren, or Elflings. It is located in the Westlands, southwest of Ferryport. Long ago it was considered part of the kingdom of Bordon, but as the kingdom slowly divided, the Vale became its own land.


In the Third Age the Vale was the easiest way of travel from the city of wizards in the west southwards. The Elflings were discovered then (and named such as to their resemblance of their larger “cousins”). The wizards were uninterested in them from the start and the King of Bordon named Terrin Vinestock the first lord of Vale. Not knowing or caring what his new title bestowed them from the larger people, they Vale continued much as it had, save that the roads had to be widened and some inns along the way had to be built to allow for bigger folk.

The population of the Vale and its size does not increase much, though it would be hard to tell, since due to expanded roads, the Elflings have been able to indulge in their favorite pastime of traveling more than ever. Some theorized among the Elflings that better roads would make it easier for those who left to find their way back, but it has only seemed to allow them to travel further away. Some other speculate that another great gathering of Elflings has occurred somewhere, which is why many have not returned.

Many of the peoples of the world are welcome within the Vale, though they have become a little more cautious as time has gone on.

Alfiren homes are built in the stands of trees that dot the landscape of the Vale, separated by hills and open fields. They often build these simple but sturdy structures right up against the trunk of the tree and use the roots as stairs or even furniture inside the home. This is not merely done out of convenience, but is borne of what they call a “respect for the chaos that is nature herself.” Their construction reflects this chaos of nature rather than distorting it into the straight lines and perfect angles of human construction.

They are an agricultural society, but they eat so little that their stores rarely run low, and excess is shared freely with any needy outsider willing to transport it home. They have large fields of shared honey bee colonies and partially domesticated cows. Their fields are rampant with berries which the Alfiren harvest and turn into various berry wines, of which they drink often. Their honey mead is well known throughout the Westlands, though the supply has often fallen far short of its high demand.

All of this lends itself to a very unusual, yet beautiful, landscape. Immense open fields are dotted with cows meandering aimlessly. Large wooden boxes house thousands of bees, which can be seen flying from flower to flower across the multicolored hills. Large patches of trees spring sporadically from the ground, surrounded by honeysuckle and wild berries. Mixed among all this beauty, young Alfiren play among the flowers, and the older ones watch over them with a caring eye while going about their daily business.

Vanadhus

The northern island kingdom of Vanad’s capital city.

Home of the Northlands Campaign

 

People of Note

  • Udun, Thane of House Trund
  • Mord

Places of Note:

  • The Battered Maiden

Organizations of Note:

  • Rovers

 

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.