
A rumored cult of religious followers who seek the knowledge of Nithiel, a long-dead eldar king who sought to bring order to Uteria.
They are gaining power in Kowal, especially now that they are being led by a mysterious figure named Holloweye.
A seedy bar located by the Seagull Bay, where most of the docks of Ferryport are located. This is a hole in the wall drinking spot with an assorted patronage of mostly villains and cutthroats.
Dael is a very old blind man. He is weak, and has never adventured until now—this is his very first. He is out of shape and suffers from myriad aches and pains, though he does move around well enough.
He was born without vision, though his hearing is exceptional, and he feels a deep connection with music, particularly rhythm. When he was a child, he would beat rhythmically on items around the house, until his parents bought him a drum. Using his drum, and beating varying rhythms, he learned that he could control the moods of the people around him. He could help them sleep. He could give them and himself surges of energy. It was a subtle gift, but he found it to be powerful as he learned to give small nudges to himself and the people around him as necessary. For this reason, though he never became a man of means, he always survived handily. He is resourceful, and knows how to shift people’s psychological states to help get them through their rough periods.
His parents died of plague when he was a child. When he became an adult, he married, then had a son. A decade ago, his son died in a hunting accident. Then, several months ago, his wife died of natural causes, as she, like him, had grown quite old. It was too late for him to start a new family, and he could not just sit around an empty house, singing along with his drum to no other ears but his own. So he left and began to wander until he found a group of people on an important quest. They recognized his resourcefulness and asked him to join them. They warned him of the danger, but he had nothing to lose, and hoped that if he were to die, it would be while helping others, and preferably with some excitement.
Dael hums to find his way around places, it slows him down, but less than you would imagine. The hum is quiet, most people don’t even notice he is doing it.
Disadvantage: Deaf – Slows speed to 20?, -3 to melee attack.
Advantage: Darkvision 30?, Immune to darkness and blindness magic.
A name given to the return of magic and creatures thought lost since the Great War.
The supposed first instance of the Return was in 5677, in the small town of Raven’s Rift, somewhere out west. It’s an easy date to remember, it was the same year I was born. My mother never let me forget, odd little child that I was. She always cursed me and said I musta been born from a fey. If I was, I wish a little more of their magic had worn off on me. But anyways, that’s the first time magic was found to be back in the lands, in the infamous cycle known as my birth year. Now the wizards in Ish say their magic never left, and strange things have always wandered out of the Wastes, but it was 5677 when a young woman cast a spell in the town center of Raven’s Rift and started the whole thing.
For years after that more and more people showed their ability with what I, and others of tight arsed haughty education, call “the Arts”. Even with the strange new creatures plaguing the world, many in the world were happy, if not a little wary. News of the magic spread like wildfire, but there was no time to celebrate as soon after the shadows seemed to come alive and demons started crawling out of every cave and burrow. After that, travel and news dried up like the last bit of a beer on a warm day.
This phenomenon was renamed the Dark Return in 5683, right when I was starting to find I could light fires by saying funny words, or heal small animals with the right amount of humming and herbs. I knew it was not good to have the ability to do these things, so I hid it. Like most kids do with the toad they grabbed, I boxed it up and slid it into the recesses under my bed. The reason it was called the Dark Return is because it is when the whole Never seemed to burst open. The first ghuls poured forth from the Wastes. They were twisted creatures, bent on killing all that was found in their path. And then the giants came down from the mountains and stole whole herds to feed their ravenous appetites. After them all manner of beasts and foul monsters slithered out of every forest and field, and people grew scared. Of course, out of all of them, the greatest monsters were us. Once we started to find the power in magic, lines were drawn, flags were flown, and we went about killing each other to see who could put their flag in more places. While the soldiers and sorcerers fought in battlefields, the commoners had to deal with all manner of dark beasts making their already tough lives tougher. Luckily the Return Wars didn’t last long as there wasn’t much to fight for, and people fell into the new world of magic, demons, and fear.
It’s not all doom and gloom though. Some places have risen to try and help guide us through this unprecedented time. The Druids of Bordon and the Wizards of Eredar have started to recruit those who show ability in the Arts, thankfully finding me and whisking me away from a life as an odd farmer who others whisper about. Of course I became little more than a traveling rambler who spends more time scribbling in his journals than he does wiggling his fingers to make cantrips, but I don’t hold my mentors to that fault. Not that the world revolves around me, but thanks to the rulers of the large kingdoms who have made roads as safe as they can be, I get to do said rambling. And what were once divided city states are now banding together in rough alliances. There is safety in numbers, until there are enough numbers that someone wants to plant their flag on another’s lands. The elves have returned as well, though some see them as demons as much as the other Returned, but we have found that many of their kind have come to help and ally with Terians, as they like to call us.
So here we are, our world’s brief thirty years within the Dark Return summed up in a few badly written paragraphs, looking out into other troubling days. But maybe, just maybe if we have a bit of luck we can find a way back into those grand legendary days written about the past. Before a greedy king wanted to punish another king he felt was too popular and set off the whole world in a bloody “great” war. Maybe one day we can change its name back to the Return and just enjoy the magic that has returned to our world.
From the Journals of Aledyn, Druid
The winter solstice in Atheles is called Darkwinter or Onwinter (Westlands). It is celebrated with a feast and gift giving. It has long been a special night to celebrate the end of long nights and the welcoming of the longer days.
Darkwinter Tavern was opened after the long winter of ’93. Owned and run by Rob Bevaskin, a war veteran and ex merchant. He made his money taking supplies through the harsh lands between the neighboring cities, but “retired” by opening the tavern.
It is a popular place in Kowal for travelers, adventurers, and soldiers.
Menu:
Drinks
Darkwood was created by humans as a way to mimic Feywood. This rare processed wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.
HP: 10 per inch
Hardness: 5
Other Bonuses: Weight cut by 1/2
All Darkwood items are considered masterwork.
A guild of morticians and embalmers.
They were very important to the city during the many plagues, as they disposed of the diseased bodies. Since then, they have continue to serve the cities in their time of grief, for the right price.
A giant brown spider, known only in the Kaelnor forest, derives its name from a ghostly white oval on its abdomen. It is a hunting spider, and does not use webs to capture its prey.
Death Eye spiders are used by the Arnach Goblins as a means of attack and transportation. The goblins can get them to place traps with webs or create mazes among the trees. Like the standard hunting spider, they do not cast webs. Spider Wranglers can also use the spider’s poison and its egg sacs as a form of attack. See the Arnach Goblin for the effects for these.
These spiders are 4 feet head to abdomen, and with legs spread, they are closer to 9 feet in length. They are mostly a dark brown save for an ghostly white oval on their stomach, which is what gives them the name Death’s Eye Spider.
Challenge Rating: 1
Size: Medium
Type: Vermin
Initiative: 3
Defense
Hit Points: 16 (3d8+3)
Armor Class: 14, touch 13, flat footed 11 (+3 dex, +1 natural armor)
Saves: Fort 4 Ref 4 Will 1
Offense
Speed: 30’, climb 30’
Base Attack: +1
Melee: Bite +4 (1d6 plus poison)
Ranged: –
Special Attacks: Poison
Statistics
Abilities: STR 11, DEX 17, CON 12, INT –, WIS 10, CHA 2
Skills: Acrobatics +3, Athletics +0, Awareness +1, Endurance +1, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +3
Talents: Weapon Dexterity (Bite)
Special Qualities: Vermin traits, darkvision 60’
Ecology
Environment: Forest, cavern
Organization: solitary, pair, or colony(3–8)
Treasure: None
Poison
Bite—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d3 Strength damage; cure 1 save.