Town of Kastalin

Kastalin
"Welcome, Travelers! You are now entering the Village of Kastalin, where the food is hearty, the fires are warm, and the fellowship genuine. All peaceful, friendly folk are invited to stay here, work, and trade to their liking. Ruffians and villains of any sort will be escorted to the village outskirts."
This simple message is inscribed on a wooden sign hanging from a large pine tree at the entrance to the village. Primarily a wood elven settlement, Kastalin is welcoming to all who come in peace.
Kastalin is not isolated from civilization, though its location can give it that impression. Kastalin is nestled on Muraesell Island, deep within a dense forest. The main road leading to the village is about 1,000 feet (305 meters) from its outskirts. As visitors approach via a smaller, well-traveled path, they will notice the occasional wood house peeking through the trees. The absence of an outer wall or other obvious defenses suggests that the villagers have never faced the kind of threats that require fortification.
The village proper is a small cluster of a dozen or so beautifully crafted wooden buildings, with numerous homes spread farther away on the outskirts of a clearing in the woods. The population is relatively large for a village, with around 350-400 wood elves. This close-knit community is uncharacteristically friendly and open-hearted. The serene environment and the genuine warmth of its inhabitants make Kastalin a welcoming haven for all who visit.
Visitorsare encouraged to stay in the main part of town and not to invade the privacy of the homes that surround it. Kastalin is an honest, law-abiding, gods-fearing village that does not need a police force to keep the peace. The residents are close-knit and caring, so any ill will from an outsider directed toward one of the villagers quickly causes half the population to rise up in his or her defense. Acts of violence and racial harassment of any villager are not tolerated. Troublemakers, thieves, and loudmouths can quickly find themselves being tarred and feathered or beaten and tossed out of town. Serious criminals are likely to find themselves dangling on the business end of a rope or an elven blade.
The village is governed by a council of elders consisting of seven Elves. Despite this council, the true heart of Kastalin is a garrulous old Elf named Ithak, the Bard.
Ithak the Bard Ithak (pronounced "ith-ack") is a gregarious Wood Elf ex-soldier and a storyteller of great renown. He has traveled across the wilderness, fought with the Imperial Army, and witnessed many wondrous and horrid things. In addition to his personal escapades, he has collected an endless array of stories, yarns, rumors, myths, and legends about the Elves, the forests, and the surrounding region. If someone needs to know something about the forests or current events, they speak to Ithak.
If any one person could embody the spirit of Kastalin and all of its people, it would be Ithak, who many locals consider to be the heart and soul of the community. Ithak is not a member of the Council of Elders and, as such, has no legislative power. However, people tend to come to Ithak with their problems for an informal sit-down to figure out some way to resolve them before getting the Council involved. His wisdom, well-liked nature, and respected presence mean that his voice and opinions carry more weight than the entire council put together.
Surprisingly, there is no bad blood between the Council and Ithak, as Ithak never issues demands or proclamations and casts no judgments on anything. He simply shares his vast experience, views, and insight with people and lets them take their own course of action. This balance of power and respect ensures that the village runs smoothly, with Ithak acting as the informal mediator and advisor, guiding the people of Kastalin with his tales and wisdom.
As a result, the only times people come to the Council with their problems is when they are facing a genuine personal crisis, or the matter involves the welfare and safety of the entire community.
Even those without problems are bound to run into the old storyteller at some point during their stay in Kastalin. Adventurers who are notorious for immediately seeking out the nearest watering hole when they enter a new settlement are likely to encounter old Ithak within hours of arriving at Kastalin. Many folks consider the old Wood Elf to be the village's unofficial welcoming committee. Given his knack for detecting troublemakers, he is also the unofficial eyes of the law, either welcoming (and sizing up) newcomers by sharing a meal and/or drinks with them or suggesting most convincingly to potential troublemakers that perhaps they should grab some food and be moving along. Now. Though Ithak is old, he has a presence and reputation about him that can make even the most hardened rogues think twice before crossing him.
His genuine interest in what people have to say, combined with his perpetual cheerfulness, contagious laughter, sincerity, compassion, obvious intellect. and unbelievable endurance in the consumption of alcohol opens to him vast vistas of information.
He is incredibly patient and always interesting. Everything reminds him of a story, but his stories are always captivating and helpful, never long or boring. He spends his mornings playing with the village children and helping them with their chores. His afternoons and evenings are spent in pleasant conversation with friends and strangers alike. In the evenings he is always found nursing a never ending stream of ale or beer ("Never partake in them more spirited brews. Can change a man's nature they can."). Without a doubt, he is the most beloved and cherished member of the village.
He arrived at Kastalin some 240 years ago, meaning only to stop for a few days and then continue on. but he liked it so much here he just never left. Nobody knows how old he is. not his granddaughter, not even Ithak himself. When asked about his age, the cagey Elf grins and confesses, "I don't rightly know. Some days I feel like a pup, other days as old as the mountains." From his appearance and exuberance, one would think him to be no older than 400 or 450 years of age. The jaunty old fellow has an unquenchable love of good ale and beer and a notorious sweet tooth. The women often bake him fruit pies (berries of all kinds are his favorites) and give him jam and home brewed ale as a gesture of gratitude for looking out for their children and other acts of kindness.
Although nobody has ever seen him raise more than a staff to protect himself, Ithak is reputed to be a great swordsman. One story that the cheerful Wood Elf never tells himself, but other Kastalin villagers are only too happy to recount, is the time. about 15 years ago, a band of Drow abducted two of Kastalin's women. Every able-bodied man in the village immediately assembled and went off to pursue the villains. Though their hearts were in the right place, these farmers and craftsmen had little chance of finding their loved ones before the Drow had their way with them. Ithak stayed behind. A good thing too, because an hour later a traveler arrived with news of the Drows' exact location (in the opposite direction of the villagers in pursuit).
Ithak told the two oldest boys still in the village to run and find others and send them in the right direction. Moments later, the old Wood Elf emerged from his home wearing his tarnished soldier's helmet and his traveling furs. At his side hung a seldom seen pair of swords, one large and one small. To make a long story short. when the village men caught up with Ithak, the six Drow raiders laid dead in the blood-soaked snow of a recent melee. Six others had fled to the hills. Ithak's clothing dripped with blood and gore. For the most part. the women were well and unharmed. They had been bound and blindfolded so they had seen none of what had transpired, though they would later say that they heard Ithak's unmistakable laugh. followed by shouting and the sounds of battle, Ithak's greeting to the village men. "Ah, the proverbial cavalry has arrived not a moment too soon. Good. the ladies and I will need your assistance back down this damnable rock before the snow starts. Now please. tell me one of you has a keg of brew. My tongue is especially dry."
Ithak reports that he encountered two brave woodsmen who took pity on the vilIage's plight and joined him in tracking and rescuing the women. He credits them with the slaying of the abductors, but the rescued women folk and village men swear they saw neither sign nor hair of any other warriors. Slaying six Drow bandits is an amazing feat for a young Elven warrior let alone an aged one like Ithak
Note: These facts and figures are known only to humble old Ithak who pretends to be much more lethargic and mild mannered than his true abilities and past make him. Then again, he has nothing to prove and seeks serenity in his final years.
Ithak the Wood Elf Bard

Alignment: Scrupulous
- I.Q.: 21
- M.E.: 18
- M.A.: 18
- P.S.: 19
- P.P.: 20
- P.E.: 18
- P.B.: 16
- Spd.: 15
- Per.: 17
- Luck: 16
Height: Six feet (1.8 m)
Weight: 150 lbs (68 kg)
Age: Estimated to be around 880 years old, which is positively ancient by wood elven standards. While there are other villagers to corroborate his advanced age, the old coot certainly acts half his age and is as strong and healthy as an ox.
Hit Points: 90
S.D.C.: 40
P.P.E.: 65
Experience Level: 14th level Ranger, 11th level Bard and 11th level Scholar.
Attacks Per Melee: Nine
Bonuses (including attributes and combat skills): +1 on initiative, +6 to damage, +5 to strike (+8 with a Sword and Bow), +6 to parry (+10 with a sword), +3 to pull punch, +2 to roll with punch, fall, or impact
Other Combat Info: Snap Kick: 1D6, Backward sweep, tripping/leg hook, Critical strike: 18-20, W.P. Paired Weapons, Body throw/flip 18-20, Disarm 18-20
Skills of Note:
- Languages: Elven, Goblin, Fae, Human, Dwarven, Drow, Wolfen, Ork, and Basic Math, all at 98%
- Literate in Elven, Goblin, Fae, Human, Dwarven, Drow, Wolven, Ork 98%
- Land Navigation: 98%
- Wilderness Survival: 98%
- Military Etiquette: 98%
- Recognize Weapon Quality: 98%
- Singing: 98%
- Play Musical Instrument (Lute): 98%
- Hand to Hand: Martial Arts
- Boxing
- W.P. Longbow
- W.P. Sword
- W.P. Knife
- W.P. Staff
- W.P. Targeting
- W.P. Shield
- W.P. Paired Weapons
Weapons:
- Currently uses a wooden bo staff (3D6 damage, oversized) and is skilled in the use of all staves.
- Tucked away are his old soldiering swords: a matching pair of swords, one large broadsword (3D6+6 damage) and one largish, short sword (2D6 damage). Both are enchanted to be indestructible, +2 to strike, and return when dropped or thrown. They are also of exceptional balance and weight and are used by Ithak as paired weapons. He also has a +5 Enchanted Longbow and an Ever full Quiver.
Armour:
- Prefers padding and soft fur (leather) armor, i.e., his "traveling furs," A.R. 10, S.D.C. 45 (special construction).
- Also from his soldier days is a full suit of elf-sized Elven Chain mail. A.R. 16, S.D.C. 150.
Town Features
- A/ The Verdant Glade: The heart of the village, where a large ancient oak tree stands, serving as a meeting place for gatherings, ceremonies, and storytelling under its expansive branches.
- B/ The Sylvan Market: Once a week a small marketplace opens up in the Village square where villagers trade goods such as wild berries, handcrafted wooden items, herbal remedies, and freshly caught fish from nearby streams.
- C/
- The Grove of Tranquility: A serene grove dotted with sacred stones and gentle faerie lights, where druids and healers practice their arts of herbalism, natural medicine, and spiritual guidance.
- The Fey Circle: A mystical clearing where rituals and ceremonies are conducted to honor nature spirits and commune with the fey. The circle is adorned with flower garlands and runes etched into the earth.
- D/ The Sentinel's Watch: A network of elevated platforms and hidden paths woven through the treetops, where sentries keep vigilant watch over the village, alerting to any signs of danger from outsiders or wandering beasts.
- E/ The Grove Guardian: An ancient treant that serves as a protector of the village, offering wisdom to the village elders and intervening when threats from the wilderness arise, symbolizing the bond between elves and nature.
- F/ The Moonlit Grove: A serene clearing bathed in moonlight, where elves gather for nighttime celebrations, dances, and ceremonies honoring their lunar deity. The glade is adorned with shimmering silver flowers and soft mossy beds.
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GM Section -Unless you are the Game Master running this Adventure, do not read any further! The following 2 adventures are part of several adventures set in the vale for a Game Master to run for his/her gaming party and to read further if not a Game Master will ruin the fun for you and your fellow players as well as your Game Master! |
Village of Kastalin
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The Thalindor Family Goat Farm
The Thalindor family consists of three brothers, Eltharion, Eryndor, and Faelorion, their wives, Lysanna, Molthara (sister of Baelithar the Blacksmith), and 13 offspring, including 9 boys and 4 girls (all Wood Elves). They own about 60 milk goats, 80 sheep for wool, and another 500 goats and sheep for eating, plus 40 ducks and a couple dozen egg-laying chickens. They also have two fine plow horses and farm a few acres of land for potatoes, wheat, and cucumbers. The two older boys, Sathion, aged 16, and Roorion, aged 13, often give their Uncle Baelithar a hand at the stables, and they have also picked up Baelithar's disdain for Ithak and Kith.
Family Structure and Roles:
- Eltharion: The eldest brother, head of the family, primarily oversees the goat farm and manages the overall operations.
- Eryndor: The middle brother, skilled in shearing sheep and processing wool, ensures the quality of their wool products.
- Faelorion: The youngest brother, responsible for the care and breeding of their livestock, especially the milk goats.
- Lysanna: Eltharion's wife, adept at making cheese, butter, and other dairy products from the goat milk.
- Molthara: Eryndor's wife, sister of Baelithar the Blacksmith, manages the household and assists with wool production and weaving.
The Offspring:
- Sathion (16): The eldest son, helps with the stables and has a keen interest in blacksmithing like his Uncle Baelithar.
- Roorion (13): Second eldest, often assists Sathion and shares his interest in stables and disdain for Ithak and Kith.
- Other Children: The remaining 11 children, ranging in age from toddlers to pre-teens, have various responsibilities on the farm, from feeding animals to gathering eggs and helping with the harvest.
Farm Operations:
- Milk Goats: The family owns about 60 milk goats, producing a steady supply of milk for dairy products.
- Sheep for Wool: 80 sheep are dedicated to wool production, providing raw materials for weaving and trade.
- Livestock for Eating: An additional 500 goats and sheep are raised for meat, ensuring a reliable food source and trade goods.
- Poultry: 40 ducks and a couple dozen egg-laying chickens provide eggs and occasional meat.
- Plow Horses: Two fine plow horses are used for farming a few acres of land where they grow potatoes, wheat, and cucumbers.
Community and Trade:
- The Thalindor family is well-respected in thevillage for their hard work and the quality of their products.
- They regularly trade their dairy, wool, and meat products with neighboring communities, contributing to the local economy.
- Eltharion often negotiates trades, ensuring the family receives fair value for their goods and maintains good relations with their neighbors.
Uncle Baelithar's Influence:
- Baelithar the Blacksmith, Molthara's brother, plays a significant role in the lives of the Thalindor family, especially Sathion and Roorion.
- He teaches them blacksmithing skills and shares his strong opinions about Ithak and Kith, influencing the boys' views.
- The boys' frequent visits to Baelithar's stables have strengthened their bond with their uncle and imparted valuable skills that are useful on the farm.
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Mirriel's Boarding House
Mirriel, sister of Baelithar the Blacksmith (and Molthara Thalindor), operates a boarding house open to travelers of any race. Known for accepting humans, Dwarves and even the occasional Drow, Mirriel is a sweet, honest, compassionate Wood Elf with a kind heart as big as a mountain. Her family is grown and has moved away, so she has five bedrooms available.
Accommodations and Hospitality:
- Mirriel's boarding house is renowned for its hospitality and inclusive nature, welcoming travelers from all walks of life.
- She often divides the 15x20 foot rooms into smaller areas or rents space communally, accommodating as many as 8-12 people in a single room.
- She never rents a room to less than four unless there are no other travelers in need, ensuring everyone has a place to rest.
Visitor Services:
- Visitors pay eight silver per person for their stay, which includes:
- A roof over their head
- A cot on the floor with blankets and pillows
- A basin of water for washing up
- A simple breakfast of bread and jam to start the day
- Mirriel takes pride in offering these basic comforts, ensuring her guests feel welcomed and cared for during their stay.
Community and Reputation:
- Located in a bustling area frequented by travelers, Mirriel's boarding house is a beacon of warmth and generosity.
- Her reputation for fairness and kindness has spread far and wide, attracting a diverse clientele who appreciate her genuine hospitality.
- Local businesses and residents hold Mirriel in high regard, often recommending her establishment to those passing through.
Mirriel's Character:
- As a Wood Elf, Mirriel embodies the values of her people; respect for nature, community spirit, and a deep-seated compassion for others.
- Her gentle demeanor and sincere desire to help others have earned her friendships and trust across cultural boundaries.
- Despite the challenges of running a boarding house alone, Mirriel finds fulfillment in providing a safe haven for weary travelers and forging connections with her guests.
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Baelithar's Smithy and Stables
For visitors to Kastalin, Baelithar's Smithy and Stables is a valuable establishment offering a range of services and goods.
Services Offered:
- Supply of adventuring staples, weapons, and armor (up to scale mail) for sale.
- Repair services for weapons and armor, ensuring adventurers are well-equipped for their journeys.
- Stabling for livestock at six silver per night, including hay and water for the animals.
Items for Sale:
- Riding gear, lengths of chain, animal traps, and common types of weapons suitable for adventurers.
- Baelithar is known for his skill in haggling, particularly adept at negotiating higher prices from humans, and Drow.
- Specializes in magical weapons and armor, willing to offer exceptional deals for these items.
Magic Items Available:
- Matching Sword and Helmet: Enchanted to keep the wearer warm, but only functions when both items are used together. Cost: 50,000 silver (120,000 for humans or Drow).
- Eternally Sharp Knife: Deals 1D6+3 damage and +1 to strike when thrown. Cost: 30,000 silver.
- Glowing Red Metal Shield: Emits a glowing light, but possesses no other magical properties. Cost: 800 silver.
- Weightless Suit of Giant-Sized Double Chain Mail Armor: A.R. 14, S.D.C. 166. Cost: 50,000 silver.
Baelithar's Character:
- Baelithar is an experienced blacksmith with a reputation for craftsmanship and reliability.
- He has a weakness for magical items and is known to seek out such artifacts, offering favorable deals to acquire them.
- Despite his skills, Baelithar can be opportunistic in business dealings, especially when negotiating with non-Elven customers.
- His smithy and stables are well-regarded among adventurers and travelers alike, providing essential services and goods in Kastalin.
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Jazdriel's Meat Market
Jazdriel's Meat Market is a bustling hub nestled in the village of Kastalin, catering specifically to the needs of travelers. Founded and operated by Jazdriel, a prominent Wood Elf within the village, the market offers a wide variety of meats preserved in traditional ways.
Meats Offered
At Jazdriel's, you'll find a selection of meats that include:
- Beef
- Venison
- Sheep/Goat
- Rabbit
- Squirrel
These meats are available in various forms such as dried, smoked, pickled, and salted, ensuring they remain preserved and flavorful for long journeys.
Specialty Meats
While pork is rare and not highly favored among the villagers, Owlbear meat is considered a rare delicacy and is occasionally available at Jazdriel's when sourced from the surrounding wilderness.
Family Connections
Jazdriel is not just a market owner; he is deeply rooted in the community. He is the brother of Hurrion, who manages the local slaughterhouse, ensuring a steady supply of fresh meats. Additionally, Jazdriel is closely related to the Thalindor brothers, who oversee the nearby sheep and goat farm, providing a cohesive network of meat production and distribution within the village.
Elder Jazdriel
- Age: Elderly
- Alignment: Scrupulous
- Attributes:
- I.Q.: 15
- M.E.: 14
- M.A.: 16
- P.S.: 12
- P.P.: 13
- P.E.: 12
- P.B.: 14
- Spd.: 11
- Per: 12
- Luck: 13
- Skills:
- Law: 75%
- Negotiation: 70%
- Mediation: 65%
- Special Abilities:
- Legal Acumen: Deep understanding of village laws and regulations.
- Community Mediator: Resolves disputes and maintains harmony.
- Knowledge Keeper: Stores and imparts valuable information.
Hurrion's Slaughterhouse
Hurrion's Slaughterhouse is a vital part of the local community, renowned for its role in butchering and preparing a variety of meats.
Meats Available
Visitors to the slaughterhouse can purchase:
- Beef
- Venison
- Goat
- Sheep
- Rabbit
- Squirrel
- Sometimes Owlbear, and Pork
The meats are known for their freshness and are available at competitive prices.
Family and Staff
The Hurrion family, a prominent clan of Wood Elves, manages the slaughterhouse. The family members include:
- Grandma Hurr
- Uncle Strrion
- Aunt Mayvion
- Hurrion (the father)
- Fyfiel (the mother)
- Three sons
- Three daughters
- Seven cousins
Notable Possession
One of the prized possessions of the Hurrion family is a giant-sized meat cleaver crafted by skilled Dwarven artisans. This cleaver is renowned for its exceptional quality and is capable of inflicting 4D6+3 damage per strike, making it a valuable tool in the slaughterhouse's operations.
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The Traveler's Inn
The Traveler's Inn is one of the larger establishments in town, offering a unique experience for travelers.
Accommodations
The inn features:
- 20 normal sized rooms
- 12 larger rooms known as the "High-Elven Suites"
The interior is entirely made of wood, adorned with furs and mounted animal heads, creating a warm and cozy atmosphere.
Room Amenities
A night at the inn costs 20 silver and includes:
- A comfortable bed
- A small table
- A lamp
- A closet
For an additional 5 silver, guests can access a bath located downstairs.
Staff
The inn is operated by a small staff:
- 6 Wood Elf males
- 4 Wood Elf females
Policy
Despite its welcoming atmosphere, there are restrictions:
All travelers are welcome except humans and Drow, as most of the town's residents prefer to avoid potential conflicts with these groups.
Crinfyll General Store
Crinfyll General Store is a welcoming and vibrant establishment nestled within the village. It serves as a hub for both commerce and community among the village's residents. The store is owned and managed by the three cheerful Wood Elf sisters known as the Crinfyll Sisters: Coaliel, Vaanala, and Yearsa.
Products Offered
The store offers a diverse array of goods:
- Rope and twine
- Clay jars and ceramic jugs
- Pots and cauldrons
- Wooden and iron cutlery
- Earthenware dishes and goblets
- Sewing needles and linen thread
- Fishing hooks and tackle
- Warm blankets and fur pelts
- Bolts of wool and linen fabric
- Cloaks and capes of varying colors and patterns
- Ribbons and trims for adornment
- Embroidered tablecloths and napkins
- Spices and herbs for seasoning
- Healing salves and medicinal herbs
- Pickled vegetables and preserves
- Honey and beeswax candles
- Freshly baked bread and cheese wheels
- Leather backpacks and canvas sacks
- Scarves, gloves, and woolen mittens
- Tents and sturdy tent material
- Handcrafted wooden and iron tools
The Crinfyll Sisters also offer:
- Custom tailoring and mending services for garments and cloaks
- Artisan-crafted dolls, beloved by children and collectors alike
Kuthiel the Shoemaker
Kuthiel, his wife Annathiel, and their teenage children Gregar, Kelvion, and Thea are the friendly and skilled shoemakers of the village. They are known for their craftsmanship in mending shoes, boots, purses, belts, and various small leather goods.
They specialize in crafting the finest shoes, boots, and moccasins in the region, renowned for their high quality. Despite their exceptional work, prices remain extremely reasonable.
However, not all ideas in the workshop are met with equal enthusiasm. The youngest son, Kelvion, is secretly experimenting with a peculiar new invention: rubber-soled footwear designed for optimal running performance. His father, Kuthiel, dismisses Kelvion's innovative pursuits as frivolous and wasteful of time and materials.
Kastalin Furs Kastalin Furs is a quaint shop nestled within the Elven village, owned and operated by a pair of Wood Elves nick-named Mole-Eye and Twitcher. Noone knows their real names or much of anything about them. The shop specializes in the trade of fine Elven furs, offering fair prices that reflect the high quality of their goods. They purchase raw furs at a quarter of the selling price and treated furs for half the selling price.
Visitors often visit Kastalin Furs before embarking on journeys through the forest, drawn by the opportunity to acquire exquisite Elven furs or trade valuable pelts.
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Skarron's Boarding House
Skarron's Boarding House offers a modest refuge for travelers at 10 silver pieces per night. The rooms, though smaller and less luxurious than those at the Traveler's Inn, provide a humble shelter. The food served here, however, does not meet the high standards of Elven cuisine, though it is filling.
Despite its shortcomings, Skarron's Boarding House welcomes travelers of all races, including humans. Non-human guests receive priority in service and accommodations.
Unbeknownst to most, Skarron's Boarding House serves as the clandestine headquarters of the local thieves guild. Known as the Skeleton Crew, its members operate covertly within the establishment, using its unassuming facade to mask their illicit activities.
Additionally, Skarron's Boarding House discreetly offers more than just lodging. For those who can afford it, they provide entertainment that includes the company of courtesans. This service is kept strictly confidential and not openly advertised.
The presence of the Skeleton Crew has not gone unnoticed by the vigilant Kastalin Council of Elders. While aware of the guild's activities, the council treads carefully, seeking to dismantle the thieves guild without inciting a major disturbance or risking the safety of the village.
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The Hunter's Lodge
Secretly owned by Ithak the Bard, The Hunter's Lodge is a beloved gathering hall primarily frequented by men in the village. It offers a selection of beer, ale, and other alcoholic drinks, providing a cozy environment for villagers, hunters, and travelers alike to unwind and share tales of physical prowess, hunting exploits, and local rumors.
While women are not explicitly barred from entering, they typically have little reason to visit except to retrieve their husbands. The lodge serves as a hub for communal activities such as sing-alongs, arm wrestling, dart and knife throwing, dancing, and general merrymaking.
Ithak the Bard can be found here most nights telling stories and singing songs and playing his lute. Strangers are welcomed with cautious hospitality, though non-villagers may be viewed with suspicion initially. Notably, the current champion of the mumblypeg competition is Geotten Pickering, a one-eyed Half Elf who boasts an impressive 12-game winning streak.
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The Church of Rillifane Rallathil
The Church of Rillifane Rallathil holds a singular treasure: a silver chalice crafted in the likeness of Rillifane Rallathil and adorned with depictions of Faerie Folk. This precious artifact is securely kept behind the altar, brought out only for special ceremonies and revered by the community.
The church is overseen by Creela, a compassionate middle-aged Wood Elf woman who holds the esteemed rank of 6th level Priestess. Known for her good alignment and caring nature, Creela dedicates herself to serving both the spiritual and material needs of the villagers.
Behind the main hall lies a large room stocked with blankets, extra food, medicines, cooking utensils, buckets, and other household essentials. These provisions are freely distributed to any villager in need, embodying the church's commitment to charity and community support.
Over the years, the church has welcomed numerous strangers in distress, offering them warm meals and comforting cups of tea, fostering a sense of warmth and hospitality that extends beyond the village.
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The Council House
The Council House stands as a majestic structure within the heart of Kastalin, resembling an expansive estate designed to accommodate the esteemed Kastalin Council of Elders and up to 40 guests. It serves as a pivotal venue for the governance and communal life of the village.
At the core of its activities are the weekly Council meetings convened every Monday. Here, the elders deliberate and decide upon matters of governance, ranging from local policies and resource management to community welfare and strategic planning.
Beyond its role in governance, The Council House hosts a myriad of vibrant community events. It is a cherished setting for town gatherings where villagers assemble to celebrate milestones, discuss communal affairs, and forge bonds of unity. Weddings are joyously solemnized within its halls, while festive holiday celebrations and poignant memorials resonate throughout its dignified chambers.
One of the hallmarks of The Council House is its monthly public forum, orchestrated by the Kastalin Council of Elders. This forum invites all villagers to participate, offering an open platform for voicing concerns, proposing initiatives, and engaging in constructive dialogue. It embodies the village's commitment to inclusivity and democratic participation.
Adorned with ornate furnishings and adorned with historical artifacts, The Council House is not merely a venue but a symbol of communal pride and collective stewardship. Its walls echo with the wisdom of past councils and the aspirations of future generations, fostering a sense of continuity and purpose among the villagers.
List of Village Elders
See individual stat listing in area descriptions. These are just basic stats in this area.
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Elder Vaelis
- Age: Elderly
- Alignment: Principled
- Attributes:
- I.Q.: 15
- M.E.: 16
- M.A.: 16
- P.S.: 12
- P.P.: 13
- P.E.: 14
- P.B.: 16
- Spd.: 11
- Per: 20
- Luck: 14
- Skills:
- Herbalism: 70%
- Plant Identification: 65%
- Potion Brewing: 60%
- Special Abilities:
- Healing Knowledge: Extensive knowledge of medicinal plants.
- Wisdom of Nature: Deep understanding of the forest ecosystem.
- Mentorship: Patient teacher in the art of herbalism.
Elder Thalara
- Age: Elderly
- Alignment: Scrupulous
- Attributes:
- I.Q.: 16
- M.E.: 15
- M.A.: 17
- P.S.: 11
- P.P.: 12
- P.E.: 13
- P.B.: 14
- Spd.: 10
- Per.: 16
- Luck: 18
- Skills:
- Diplomacy: 80%
- Lore: History (Wood Elves): 85%
- Leadership: 75%
- Special Abilities:
- Wisdom of Ages: Vast knowledge of village history and traditions.
- Charismatic Presence: Able to negotiate and lead with authority.
- Council Veteran: Respected for years of service on the village council.
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Elder Eldrin
- Age: Elderly
- Alignment: Scrupulous
- Attributes:
- I.Q.: 15
- M.E.: 14
- M.A.: 16
- P.S.: 12
- P.P.: 13
- P.E.: 12
- P.B.: 14
- Spd.: 11
- Per..: 16
- Luck: 14
- Skills:
- Historical Lore: 70%
- Language (Elven): 80%
- Teaching: 65%
- Special Abilities:
- Guardian of Lore: Keeper of ancient knowledge and traditions.
- Wisdom of the Elders: Offers insightful guidance to villagers and visitors.
- Patience and Compassion: Known for gentle demeanor and understanding.
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Elder Elandor
- Age: Elderly
- Alignment: Principled
- Attributes:
- I.Q.: 14
- M.E.: 15
- M.A.: 17
- P.S.: 18
- P.P.: 18
- P.E.: 16
- P.B.: 14
- Spd.: 14
- Per.: 14
- Luck.: 14
- Skills:
- Archery: 80%
- Teaching: 75%
- Leadership: 70%
- Special Abilities:
- Master Archer: Renowned for skill in archery and combat strategy.
- Community Leader: Guides villagers with wisdom and strength.
- Guardian of Tradition: Preserves cultural heritage and values.
Elder Jazdriel
- Age: Elderly
- Alignment: Scrupulous
- Attributes:
- I.Q.: 15
- M.E.: 14
- M.A.: 16
- P.S.: 12
- P.P.: 13
- P.E.: 12
- P.B.: 14
- Spd.: 11
- Per: 12
- Luck: 13
- Skills:
- Law: 75%
- Negotiation: 70%
- Mediation: 65%
- Special Abilities:
- Legal Acumen: Deep understanding of village laws and regulations.
- Community Mediator: Resolves disputes and maintains harmony.
- Knowledge Keeper: Stores and imparts valuable information.
Elder Thalos
- Age: Elderly
- Alignment: Principled
- Attributes:
- I.Q.: 16
- M.E.: 15
- M.A.: 17
- P.S.: 11
- P.P.: 12
- P.E.: 13
- P.B.: 14
- Spd.: 10
- Per.: 18
- Luck: 14
- Skills:
- Diplomacy: 80%
- Lore: History: 80%
- Teaching: 75%
- Leadership: 70%
- Special Abilities:
- Historian: Extensive knowledge of the village's past and cultural heritage.
- Charismatic Presence: Known for persuasive diplomacy and leadership.
- Guardian of Traditions: Upholds the values and customs of the village.
Elder Elowen
- Age: Elderly
- Alignment: Scrupulous
- Attributes:
- I.Q.: 15
- M.E.: 14
- M.A.: 16
- P.S.: 12
- P.P.: 13
- P.E.: 12
- P.B.: 14
- Spd.: 11
- Per.: 15
- Luck: 16
- Skills:
- Medicine: 70%
- Herbalism: 65%
- Teaching: 60%
- Special Abilities:
- Healing Touch: Skilled in medicinal practices and healing.
- Knowledge of Nature: Understanding of plants and their medicinal properties.
- Educator: Shares wisdom and trains the next generation.
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The Shining Star Tavern
The Shining Star Tavern stands proudly at the heart of Kastalin, exuding warmth and charm with its well-lit interior and cozy atmosphere. This esteemed establishment is revered throughout the village for its exceptional cuisine and fine selection of drinks.
Owned and operated by the Starfoot family, a lineage of skilled Wood Elves renowned for their culinary prowess and hospitality, the tavern has become synonymous with quality and community in Kastalin.
The tavern's menu boasts a variety of delectable dishes, with the venison stew being a perennial favorite among locals and travelers alike. Prepared with tender cuts of venison sourced from the surrounding forests, the stew is simmered to perfection with aromatic herbs and root vegetables, delivering a rich and hearty flavor.
Complementing the savory fare is the tavern's homemade ale, brewed in small batches using traditional recipes and local ingredients. Patrons savor each sip of the ale's smooth texture and robust flavor, crafted with care by the Starfoot family.
For dessert, the tavern is renowned for its indulgent berry pies, made from handpicked wild berries that flourish in the nearby woodlands. Encased in a flaky, buttery crust, each pie is a delightful culmination of sweet and tangy flavors, earning accolades from visitors far and wide.
Guests frequently commend the tavern for its inviting ambiance and genuine hospitality, personally extended by the Starfoot family members themselves. Despite its popularity and slightly higher prices, the tavern remains a cherished gathering place where locals mingle with travelers, sharing tales and forging connections over shared meals and drinks.
However, non-Wood Elves may occasionally encounter subtle reservations from some villagers, manifested in cautious glances or occasional aloofness. These moments reflect the village's protective stance on its cultural identity, though they do little to dampen the overall conviviality of the tavern.
At the helm of The Shining Star Tavern is Elyndor Starfoot, the patriarch of the family and a respected Elder in Kastalin. Known for his affable demeanor and culinary expertise, Elyndor oversees every aspect of the tavern's operations with meticulous care, ensuring that each guest experiences the essence of Wood Elven hospitality.
Under Elyndor's guidance, The Shining Star Tavern continues to shine as a beacon of culinary excellence and communal spirit in Kastalin, embodying the timeless traditions and warm hospitality that define the village's identity.
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The Moonlit Grove
The Moonlit Grove, nestled at the edge of the village where the dense forest meets the clearing, exudes an enchanting aura of spiritual significance. Revered by the Wood Elves, this serene sanctuary serves as a sacred site for rituals, ceremonies, and quiet contemplation.
The grove is adorned with ancient trees whose leaves shimmer with a silver glow under the gentle moonlight, casting an ethereal ambiance over the tranquil surroundings. At its heart lies a natural spring, its crystal-clear waters believed to possess healing properties that replenish both body and spirit.
Guardians of The Moonlit Grove include a wise and ancient treant named Oakenheart, who stands sentinel over the sacred site. Oakenheart, with its massive limbs and deep-rooted wisdom, ensures the grove's sanctity and protects it from any harm, embodying the harmony between the Wood Elves and the natural world.
The village druids, alongside Oakenheart, are entrusted with maintaining the grove's tranquility and preserving its spiritual balance. Together, they uphold traditions that honor the interconnectedness of life and the enduring magic within the natural realm.
Oakenheart, the Treant Guardian
- Alignment: Principled (devoted to protecting the grove and maintaining balance)
- Attributes:
- IQ: 10
- ME: 18
- MA: 10
- PS: 30
- PP: 14
- PE: 24
- PB: 8
- Spd: 8 (Running); 2 (Walking)
- Per.: 20
- Luck: 14
- Hit Points (HP): 95
- Natural AR: 16 (Tough bark and thick foliage)
- SDC: 250 (Structural Damage Capacity)
- Special Abilities:
- Regeneration: Oakenheart can regenerate 10 SDC per melee round and can regenerate lost limbs or damaged portions of its body over time.
- Size and Strength: Being a treant, Oakenheart possesses immense physical strength and durability, capable of uprooting trees and boulders as weapons or defenses.
- Nature's Wrath: Oakenheart can animate nearby plants to entangle enemies, create barriers, or even summon animals of the forest to aid in defense or attack.
- Wisdom of the Ages: Oakenheart has an extensive knowledge of the forest, its inhabitants, and ancient lore, making it an invaluable source of information and guidance for those who seek its counsel.
- Combat:
- Natural Weapons: Oakenheart can strike with its massive limbs (2D6+12 damage per strike) or use its weight and strength to slam opponents (4D6+8 damage).
- Resistance: Immunity to normal fire and heat-based attacks. Vulnerable to fire-based magic and enchanted weapons.
- Guardian's Vigilance: Oakenheart is always vigilant and alert to threats against the grove. It can sense intruders from afar and take preemptive action to defend its domain.
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The Archery Range
Located near the outskirts of Kastalin, The Archery Range serves as a premier training ground for both novice and skilled archers alike. Managed by Elandor, a renowned archer and instructor hailing from the Arethane Military Archer corps, the range offers expert lessons to villagers and visitors seeking to refine their archery prowess.
Equipped with a variety of targets, including both moving and stationary ones, the archery range provides a dynamic environment conducive to honing a diverse array of archery skills. Regular competitions held here attract participants from surrounding areas, eager to showcase their marksmanship and compete for honor and recognition.
More than a mere training facility, the archery range serves as a vibrant communal hub where archers of all backgrounds converge. It serves as a forum for sharing tales of adventure, exchanging techniques, and fostering camaraderie among those dedicated to the bow. This shared passion enriches the cultural fabric of Kastalin, weaving a tapestry of mutual respect and shared achievement.
Elandor, Archer and Instructor
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Background: Elandor hails from the Arethane Military Archer Corps, renowned for his skill and expertise.
-
Attributes:
- I.Q.: 14
- M.E.: 15
- M.A.: 17
- P.S.: 18
- P.P.: 18
- P.E.: 16
- P.B.: 14
- Spd.: 14
- Per.: 14
- Luck.: 14
-
Combat Skills:
- Archery: Master level, specializing in both traditional and composite bows.
- Hand-to-Hand Combat: Expert skills for self-defense.
-
Special Abilities:
- Precision Shot: Elandor can hit targets with pinpoint accuracy, even under adverse conditions.
- Rapid Reload: He can reload his bow swiftly in combat situations.
- Flight of the Arrow: Mastery in shooting while moving, a technique taught to him by the Arethane Military Archer Corps.
-
Training: Elandor offers expert archery lessons at The Archery Range near Kastalin, fostering skill and camaraderie among archers of all levels.
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The Herbalist's Hut
Nestled in a small clearing within the forest, The Herbalist's Hut serves as the home and workplace of Vaelis, an elderly Wood Elf herbalist renowned throughout Kastalin for her deep knowledge of medicinal plants and fungi.
Vaelis's humble abode is adorned with shelves filled with jars of dried herbs, vials of potions, and neatly arranged bundles of poultices, each imbued with healing properties derived from the surrounding woods. Her skill in herbalism is unmatched in the region, and villagers often seek her advice and remedies for a wide range of ailments.
Known for her kindness and wisdom, Vaelis generously shares her expertise with the community. She takes on apprentices from time to time, imparting the ancient art of herbalism to those eager to learn. Under her guidance, apprentices learn to identify medicinal plants, prepare remedies, and understand the intricate balance of nature's healing gifts.
Vaelis
- Name: Vaelis
- Race: Wood Elf
- Alignment: Principled
- Level: 6th level Herbalist
- Attributes:
- I.Q.: 15
- M.E.: 16
- M.A.: 16
- P.S.: 12
- P.P.: 13
- P.E.: 14
- P.B.: 16
- Spd.: 11
- Per: 20
- Luck: 14
- Hit Points (HP): 36
- SDC (Structural Damage Capacity): 45
-
Special Abilities:
- Herbalism: Master (85%)
- Natural Affinity: Ability to communicate with animals and understand natural rhythms
- Mentorship: Skilled in guiding apprentices in herbalism
-
Skills:
- Herbalism: 85%
- Plant Identification: 70%
- Potion Brewing: 65%
- Wilderness Survival: 65%
- First Aid: 60%
- Lore: Nature and Herbalism: 50%
- Recognize Plants and Fruits: 50%
- Combat Skills: Hand to Hand: Basic - 5th level proficiency
- Equipment: Herbalist's Kit
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Background: Vaelis is an elderly Wood Elf herbalist renowned for her extensive knowledge of medicinal plants and their applications. She has dedicated her life to maintaining the balance of nature and healing the ailments of villagers and travelers alike. Her skills in herbalism and mentorship have earned her respect among her people, and she is often sought out for her wisdom and remedies.
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The Village Green
This expansive open area lies at the heart of Kastalin, serving as the beating heart of the village's social and cultural life. It is a focal point for gatherings, festivals, markets, and public meetings, where villagers and visitors alike come together to celebrate, trade, and connect.
During the vibrant harvest season, the Village Green is adorned with colorful flowers and shimmering lanterns, creating a picturesque setting that enhances the festive atmosphere. Villagers gather here to display their bountiful harvests and share stories of the season's successes.
Regular markets are a hallmark of the Village Green, bustling with activity as locals trade a variety of goods, including fresh produce, handcrafted items, and unique crafts that showcase the village's craftsmanship. These markets not only serve as economic exchanges but also foster a sense of community and solidarity among the villagers.
Throughout the year, the Village Green hosts cultural events that highlight Kastalin's rich heritage. Music fills the air during festivals, while dance performances and theatrical productions entertain the crowd. It is a place where traditions are upheld and new memories are made, reinforcing the communal spirit that binds the villagers together.
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The Sylvan Market
Every week, the Village Green transforms into the Sylvan Market, a charming marketplace where villagers gather to trade a diverse array of goods.
Local artisans and craftsmen proudly display their wares, including intricately carved wooden items, woven textiles, and pottery adorned with natural motifs. Visitors can sample and purchase wild berries gathered from nearby forests, alongside herbal remedies crafted by skilled healers like Vaelis, the village herbalist.
The highlight of the Sylvan Market is the fresh catch brought in by fishermen from nearby streams and lakes. Fishermen proudly display their daily haul, offering villagers a chance to purchase the finest catches of the day, ensuring that each meal is as fresh as it is delicious.
As villagers barter and trade under the canopy of ancient trees, the Sylvan Market fosters a sense of unity and mutual support within the community. It is a testament to Kastalin's commitment to sustainable living and cultural preservation, where each exchange strengthens the bonds that tie the villagers together.
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The Elder's Library
A small but well-maintained building, the Elder's Library houses a collection of scrolls, books, and artifacts documenting the history and knowledge of the Wood Elves.
The library is overseen by Eldrin, an ancient and wise Wood Elf who has dedicated his life to preserving the lore of his people. Eldrin warmly welcomes all who enter, offering guidance to those who seek knowledge with genuine intent.
While the library is open to everyone, its most precious volumes are carefully guarded and made accessible only to those who demonstrate a sincere desire to learn and understand the wisdom contained within. Eldrin enjoys sharing tales and insights from the ancient texts, enriching visitors' understanding of their cultural heritage.
Eldrin, Keeper of The Elder's Library
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Alignment: Principled
-
Attributes:
- I.Q.: 15
- M.E.: 14
- M.A.: 16
- P.S.: 12
- P.P.: 13
- P.E.: 12
- P.B.: 14
- Spd.: 11
- Per..: 16
- Luck: 14
-
Skills:
- Lore: Wood Elves - 98%
- Research - 90%
- History - 85%
- Archival Management - 85%
- Language: Elven - 98%
- Language: Human - 85%
- Writing - 80%
-
Combat Skills:
- Hand to Hand: Basic - 55%
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Special Abilities:
- Wisdom of the Ancients: Eldrin possesses profound knowledge and insight into the history and lore of the Wood Elves.
- Enhanced Charisma: His welcoming demeanor and storytelling ability captivate and inspire those around him.
- Library Keeper: Eldrin manages and protects The Elder's Library, ensuring its valuable contents are preserved and accessible.
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Background: Eldrin has dedicated centuries to the preservation and sharing of the cultural heritage of the Wood Elves, making The Elder's Library a beacon of knowledge and wisdom in the community.
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The Enchanted Workshop
This mystical workshop is operated by Thalara, a skilled enchanter and mage. Thalara specializes in crafting and enchanting magical items, from simple charms to powerful artifacts.
Her workshop is a mesmerizing sight, adorned with glowing crystals that illuminate shelves filled with rare components and arcane symbols. The air crackles with magical energy, enhancing the ambiance of mystique and wonder.
Thalara's reputation for excellence draws adventurers from far and wide, seeking her expertise in creating custom enchantments tailored to their needs. While her prices are steep, clients attest to the unparalleled quality and potency of her enchanted creations.
Thalara, Enchanter of The Enchanted Workshop
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Alignment: Unprincipled
-
Attributes:
- I.Q.: 16
- M.E.: 15
- M.A.: 17
- P.S.: 11
- P.P.: 12
- P.E.: 13
- P.B.: 14
- Spd.: 10
- Per.: 16
- Luck: 18
-
Skills:
- Enchantment: 98%
- Spell Knowledge: 90%
- Arcane Lore: 85%
- Alchemy: 80%
- Language: Elven - 98%
- Language: Ancient Languages - 85%
-
Combat Skills:
- Hand to Hand: Basic - 55%
-
Special Abilities:
- Master Enchanter: Thalara excels in crafting and enchanting magical items, creating charms, and imbuing artifacts with potent magical properties.
- Arcane Knowledge: Her deep understanding of arcane lore and magical theories enhances her ability to create unique and powerful enchantments.
- Magical Aura: The workshop's atmosphere is infused with magical energy, aiding Thalara in her enchanting endeavors.
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Background: Thalara is a renowned enchanter and mage, operating The Enchanted Workshop where she offers her expertise in crafting and enchanting magical items for adventurers and seekers of arcane knowledge.
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The Path of Ancestors
A sacred trail winding through the heart of the forest, the Path of Ancestors is lined with weathered stones and ancient carvings that chronicle the history and achievements of the Wood Elves of Kastalin.
For young Elves, walking this path is a revered rite of passage, symbolizing their connection to ancestral heritage and the teachings of their elders. The trail serves as a place of deep reflection and learning, where the wisdom of past generations is honored and preserved.
At the end of the path lies a secluded glade (24), bathed in dappled sunlight filtering through the canopy above. Here stands a grand statue of Rillifane Rallathil, the chief deity of the Wood Elves, revered for wisdom, nature, and protection. The glade is a focal point for spiritual practices, where offerings are left in reverence, and prayers and meditations are conducted to seek guidance and blessings.
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The Woodland Forge
Hidden deep within a secluded part of the forest, The Woodland Forge Murolder, is concealed behind invisible barriers of powerful magic. How it came to be here is a mystery that only the Forge it'self can answer and it refuses to do so. Here, Master Blacksmith Baelithar practices his craft, forging not only exceptional weapons and armor but also plotting his secretive vendetta. He found the forge as a child playing in the forest and the forge bonded with him.
The forge itself is enchanted, and is in fact an ancient Dwarven Rune forge, enabling Baelithar to manipulate and work with rare and magical metals that defy the capabilities of ordinary forges. Baelithar is not aware of what he has only that it works and inspires his best work. This place is a place of mystery and awe, known only to him and he has taken great lengths to keep it that way..
Amidst the flickering glow of mystical flames, Baelithar hammers out his creations with meticulous skill, infusing each piece with both craftsmanship and his simmering determination for vengeance and unfortunately a piece of his soul. Note:The Forge is not allowing Baelithar to craft Rune Weapon as he has no knowledge of rune smithing, however many of the basic principles for crafting magic weapons are similar to the beginnings of rune magic crafting and so he is able to craft some pretty impressive magic weapons. The forge is slowly driving Baelithar insane as he has lost the battle of wills with it and is not a dwarf.
The Rune Forge
Murolder is the name of this Dwarven workshop of unparalleled magical craftsmanship. The Forge is made up of the following components that will only work within the confines of the forge, as they are linked together as a whole.
- The Runic Anvil
Description: A massive anvil engraved with ancient runes, each symbol representing a different aspect of the forging process. The anvil itself is indestructible and exudes an aura of immense power.
Powers: The anvil imparts magical properties to any metal worked upon it, imbuing the weapon with the base attributes of a rune weapon. It communicates telepathically with the blacksmith, providing guidance and ancient knowledge.
- The Eternal Flame
Description: A mystical forge fire that never extinguishes, fueled by elemental magic and the essence of the earth. The flame burns with an otherworldly hue, often shifting between blue, green, and purple.
Powers: The Eternal Flame can melt any metal, including rare and mythical ores. It enhances the metal's malleability and readiness to absorb magical enchantments.
- The Runic Hammer
Description: A large, rune-engraved hammer, imbued with the strength of giants and the precision of master craftsmen.
Powers: Each strike of the Runic Hammer fuses the magical essence into the weapon, ensuring that the runes hold their power and the weapon becomes an extension of the wielder’s will.
- The Elemental Crucible
Description: A cauldron used to mix rare ores and magical essences, made from an alloy of mythril and adamantine, inlaid with elemental crystals.
Powers: The crucible can combine materials to create alloys imbued with specific magical properties, enhancing the final weapon's attributes according to the desired outcome (e.g., fire resistance, increased strength).
- The Arcane Library
Description: A vast collection of tomes, scrolls, and tablets containing the lost knowledge of rune forging, written in various ancient languages.
Powers: The library provides the blacksmith with spells, incantations, and rituals required to complete the forging process. It is said that the library itself can impart knowledge directly into the blacksmith’s mind.
- Forging Process:
- Preparation: Gather materials and consult the library for required incantations and rituals.
- Melting and Mixing: Use the Eternal Flame to melt metals and mix them in the Elemental Crucible with chosen magical essences. Chant the incantations to bind the magical properties into the alloy.
- Forging: Pour the molten metal onto the Runic Anvil, shape the weapon using the Runic Hammer while inscribing runes, (these runes capture a part of Baelithar's soul infusing it into the final rituals to awaken the weapon's magic. Note: This is not creating true rune weapons. the runes created do not remain etched in the weapons nor do they confer the awesome power of a true rune weapon, however they do sometimes confir some of the abilities such as indestructability or sentience. This does not happen everytime. Regardless, every weapon crafted is a peice of artwork and magical.
- Guardians and Protectors
- Elemental Guardians: Summoned beings that protect the forge, ensuring only the worthy can access and use it.
- Ancient Spirits: The spirits of past master blacksmiths reside within the forge, offering guidance and occasionally intervening in the forging process.
- Lore and Legends
- The Lost Secrets: The Rune Forge holds the secrets of the original creators of rune weapons, knowledge long thought lost. Unlocking its full potential could lead to the creation of new, rune weapons. However the secret's known to the Forge will new be revealed as the forge would only do so with a proven and tested Runesmith. As far as is known there are no Runesmiths alive to tell the secrets to.
- The Quest for the Forge: Adventurers and treasure seekers from across the world embark on perilous journeys to find the Rune Forge, driven by the promise of unparalleled power and the chance to craft legendary weapons.
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Ithak's Home
Nestled within a serene clearing in the heart of the forest, Ithak's home is a charming, well-kept cottage that exudes warmth and tranquility. Surrounding the cottage are tall, ancient trees whose branches sway gently in the whispering breeze, creating a natural canopy that offers shade and shelter.
The cottage itself is constructed from sturdy oak beams and adorned with intricate carvings depicting scenes of woodland creatures and mystical symbols, reflecting the craftsmanship of its Wood Elf inhabitants. A quaint garden of vibrant wildflowers and fragrant herbs blooms cheerfully around the cottage, adding a burst of color to the verdant surroundings.
Inside, the cottage is cozy and inviting, with a hearth that crackles merrily with a comforting fire during cooler seasons. The main living area is furnished with handcrafted wooden furniture, including a sturdy dining table where meals are shared amidst lively conversation and laughter.
Kithaera's presence is felt throughout the cottage, her personal touches evident in the collection of herbs drying by the windowsill and a small wooden chest filled with carefully gathered feathers, stones, and other treasures from her woodland explorations.
Adjacent to the main living space is a modest kitchen equipped with an old-fashioned wood-burning stove, where the savory aroma of herbal teas and freshly baked bread often wafts through the air. Shelves lined with jars of preserves, wild honey, and dried mushrooms speak of a life intimately connected to the forest's bounty.
A narrow staircase leads to the upper floor, where Ithak's bedroom and Kithaera's room are found. Ithak's room is simple yet dignified, with a comfortable bed adorned with a quilt sewn from patches of colorful fabric. Kithaera's room reflects her love for nature, decorated with drawings of forest animals and shelves filled with books on herbal lore and archery techniques.
Surrounding the cottage is a sense of tranquility and harmony with nature, enhanced by the melodic songs of birds and the gentle rustling of leaves. It is a place where time seems to slow down, allowing for moments of quiet contemplation and connection with the natural world.
Kithaera
- Alignment: Principled
- Attributes:
- I.Q.: 17
- M.E.: 16
- M.A.: 9
- P.S.: 21
- P.P.: 29
- P.E.: 14
- P.B.: 20
- Spd.: 15
- Per.: 16
- Luck: 9
- HP: 36
- Saving Throws:
- Save vs. Psionics/Insanity: +1
- Save vs. Magic: +1
- Save vs. Horror Factor: +1
- Skills:
- Wilderness Survival: 70%
- Animal Husbandry: 65%
- First Aid: 60%
- Herbalism: 50%
- Archery: 55%
- Combat Skills:
- Hand to Hand: Basic - 50%
- Special Abilities:
- Natural Affinity: Deep connection with nature, can communicate with animals.
- Quick Reflexes: Enhanced agility and reflexes.
- Compassionate: Driven to help others and protect the natural world.
- Description: Tall and well-built, with long white hair and dark skin typical of Wood Elves. Kithaera is trained in wilderness survival, herbalism, and archery, reflecting her close bond with nature.
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Sacred Glade of Rillifane Rallathil
Bathed in dappled sunlight filtering through the canopy above, the glade is a serene sanctuary hidden deep within the ancient forest. The gentle rustling of leaves and the distant chirping of birds create a tranquil symphony that fills the air, enhancing the sense of peace and reverence that pervades the area. At the heart of this natural cathedral stands a grand statue of Rillifane Rallathil, the chief deity of the Wood Elves, carved meticulously from a single, immense tree that has been standing for centuries. The statue exudes an aura of timeless wisdom, its features lifelike and serene, capturing the benevolence and grace of the god it represents.
Rillifane Rallathil is revered for his profound connection to nature, wisdom, and protection. His likeness, depicted with flowing robes and an expression of gentle guardianship, seems almost alive, as if he might step down from his pedestal at any moment to walk among his followers. Intricate carvings of woodland creatures, vines, and leaves adorn the base of the statue, each detail a testament to the Wood Elves' craftsmanship and devotion.
The glade itself is a focal point for spiritual practices, a sacred space where the Wood Elves come to connect with their deity and the natural world. Around the statue, the forest floor is dotted with offerings left in reverence—beautifully woven baskets of flowers, carved wooden figures, and bowls filled with fruits and nuts. These gifts are tokens of gratitude and supplication, left by those who seek Rillifane's favor and guidance.
Here, under the protective boughs of ancient trees, prayers are whispered and meditations are conducted to seek solace and insight. The Wood Elves believe that the glade is a conduit to the divine, a place where the veil between the mortal world and the realm of the gods is at its thinnest. As sunlight filters through the leaves, casting shifting patterns of light and shadow, the faithful sit in quiet contemplation, their minds and hearts open to the whispers of the divine.
During special ceremonies, the glade becomes a vibrant center of communal worship. Elven priests and druids lead rituals that celebrate the changing seasons, the cycles of the moon, and the bounty of the earth. Incense made from sacred herbs fills the air with a sweet, earthy aroma, and the sound of melodic chants resonates through the trees, inviting all creatures of the forest to join in the celebration.
In this hallowed place, the Wood Elves find strength and inspiration. The glade is not only a sanctuary of peace but also a bastion of hope, where the spirits of the forest and the divine presence of Rillifane Rallathil offer protection and wisdom to all who seek it. Here, surrounded by the beauty and majesty of nature, the Wood Elves renew their bond with their god and their commitment to preserving the delicate balance of the natural world.
GM Section -Unless you are the Game Master running this Adventure, do not read any further! The following 2 adventures are part of a set of several adventures set in the vale for a Game Master to run for his or her gaming party and to read further if not a Game Master will ruin the fun for you and your fellow players as well as your Game Master!Adventure 1: Baelithar the Blacksmith
Adventure #1: Baelithar the Blacksmith
For every light there must be some darkness, and for every hero there is his sinister shadow waiting somewhere for a chance to make trouble. For Ithak the Bard, that person is Baelithar the Blacksmith, Kastalin's top metalworker. Though Baelithar 's skills have made him an indispensable part of the community,
He is a dark-hearted rogue who despises Ithak and takes no pains to conceal his feelings. He has spent a lot of time with athe travelling priest
Baelik of the cult of Shevarash Khostellus, and has started to buy into his teachings, as warped as they are. He believes Ithak is a fake and a blowhard, and that all he does is flap his gums all day long so other people will buy him food and drink. Baelithar is especially well known for saying, "The only reason why people keep giving that windbag drinks and dinner is because the only time he shuts up is when he's feeding his face!" The real source of all this trouble is Ithak's granddaughter, the lovely, young Wood Elf maiden Kithaera (or Kith for short). Baelithar has a big soft spot for Kith and has repeatedly tried to court her. Every time though, she has politely refused him, and the combined weight of all of those rejections, his growing Insanity and Baelik's "advice", has turned Baelithar bitter inside. While his unrequited love for Kith makes Baelithar mad at the whole world, he has special venom for Ithak the Bard, because he is the maiden's grandfather, and he is certain the old Coot has "advised" her to rebuff him. Actually, Kith has never asked Ithak's advice on this matter, but Baelithar is convinced otherwise.
The people of the village, however, do not know Baelithar has snapped, driven insane by the Rune forge hidden in his secret forest grove, or that he seeks cruel and even murderous retribution for Kith's constant rejections. Seething with hatred for Kith (who has never wished Baelithar ill, and, by the way, she has never been mean or unkind to him, she just never had any romantic feelings for the fellow), Baelithar is trying to figure out the most fitting and painful revenge he can inflict on the sweet girl and loveable Grandpa Ithak. In fact, he thinks he has decided on a sinister plot he cooked up a few months ago. He will create a seemingly beautiful but cursed artifact using the Forge, and gift it to Kith as a celebration of Kith's kindness. The artifact will slowly drain Kith's life force, causing her to fall gravely ill. He will convince a mutual acquaintance to present the gift to Kith during a village celebration, ensuring she accepts it without suspicion. Soon, very soon, he will put it into motion, and when he does, Kith, Ithak and the rest of Kastalin will be sorry they ever laughed at Baelithar the Broken-hearted. "Oh, yes, they will all pay, especially that tramp, Kith. She will pay most dearly of all.
Game Master Note: Exactly how all this manifests itself is left to you, but it could tum into one heck of an adventure.
Baelithar the Blacksmith

Race: Wood Elf
Alignment: Anarchist with strong leanings toward Miscreant due to his Insanity. Once he puts into motion his plans for revenge against young Kith, his alignment will fully slip to Miscreant.
Hit Points: 60
S.D.C.: 45
P.P.E.: 14
I.S.P.: 39
Horror Factor: 12
Height: 6 feet (1.8 m)
Weight: 180 lbs (82 kg) of muscle
Age: 448; quite old for a Wood Elf, but still active.
Attributes
- I.Q.: 19
- M.E.: 22
- M.A.: 8
- P.S.: 24
- P.P.: 20
- P.E.: 15
- P.B.: 20
- Spd.: 18
- Per.: 14
- Luck: 12
Experience Level: 8th level Blacksmith
Combat Information
Adventure #2:
As you may have noticed, for a small village, Kastalin has enough accommodation to house quite a few travellers. Here are details on just a few of the regulars, along with some notes on when they might show up in town.
- Kilarae Clan
Herding hundreds of 'beeves' (their own breed of short-horn, thick-furred, brown cattle), they stick mostly to the forest, and riverbanks of the region. For political purposes, Arethane considers them part of the Kayun Clan, but they're really much more closely related to the Shaarae Clan. Their lifestyle goes back hundreds of years, with most being able to list their lineage back at least 50 generations. This counting of ancestors is very important to Kilarae Clan, not just as tradition, but also as a way of identifying each other as relatives. Every other week, a small group (206+3) will wander into Kastalin, either because of a problem (broken equipment, running short on some supply, or because of injury or illness), because they just happened to be in the neighborhood, or after they've come across something they can sell or trade for a couple of nights of good food, good drink, bathing and comfort. Three times a year, for various festival days, they'll show up in much larger numbers, filling Kastalin with up to 700 (1D6x100+100) extra rowdy, fun-seeking Wood Elves.
Typical Kilarae Clan Elder: It's highly unlikely that any Kilarae Clan will venture into town without one of their eiders; someone seasoned through various battles and problems, and a natural leader. They've heard all the scams. and they take, a dim view of anyone trying to cheat their "boys".'
H.P.: 40 S.D.C.: 45 P.P.E.: 15
I.Q.: 1D6+10 M.E.: 12+1D4 M.A.: 4+1D8 P.S.: 12+1D6
P.P.: 12+226 P.E.: 20+2D6 P.B.: 16+2D4 Spd: 16+1D6 In combat, most elders have four attacks per melee, with +3 to Initiative, +5 to Strike, +6 to Damage, and +3 to Parry and Dodge. They are experts with a cattle whip (only 1D4 damage, but 8 attacks per melee!), and are competent with most military weapons.
Typical Kilarae Clan Herder: Young, tough, and able to deal with a mess of ornery cattle, Kilarae Clan make good allies and mean enemies. Their main weakness is their ignorance of other ways. For them, Kastalin is the "Big City," filled with glamor and excitement (pitiful, ain't it?), and they'll believe just about any tall tale that they hear. H.P.: 3D6+15 S.D.C.: 40 P.P.E.: 3D6 I.Q.: 2D6+3 M.E.: 2D4+5 M.A.: 1D8+4 P.S.: 2D6+6 P.P.: 3D6+6 P.E.: 3D6 P.B.: 16+2D4, and Spd: 2D6+8. In combat, most have two attacks per melee, with +3 to Strike, +5 to Damage, and +2 to Parry and Dodge. They are experts with a cattle whip (only 1D4 damage, but 5 attacks per melee!), and are competent with daggers, swords. axes and spears.
- Kilarae Clan Patrols
Kastalin isn't considered part of the Kilarae Clan lands, but there are Kilarae Clan lands to the east, south. west and north. That means Kastalin is included in the Kilarae Clan military plans. At least a dozen Tribal Warriors pay a visit each month. Larger maneuvers of 300 or more Kilarae Clan Wood Elves will move through town a couple of times a year. At least once every year, a delegation from the Kilarae Clan, including both tribal and war chiefs, will come through on an inspection.
- Nightshade Drow
Where the Kilarae Clan Wood Elf run their herd all over the forest around the Kastalin area, the Nightshade Drow, followers of the goddess Eilistraee, keep to the larger Island, living in underground bunkers that their ancestors have inhabited for hundreds, perhaps thousands, of years. The Nightshade have their own dialect, and only one in ten of the Drow there have learned to speak 'standard' version of Elven. These more educated Nightshade Drow serve as translators and negotiators for the others, so it's rare that a group of less than ten shows up in town. Their rituals are elaborate and bizarre, often requiring them to fast and/or pray for days on end, or hang themselves, upside-down. from the upper branches of Trees. They are amazingly peaceful, even for Eilistraee Drow, about the only way to provoke them to violence is by making fun of their religion, or to interrupt them during their rituals.
- Quatoria Ithris Arirahd , Circuit Judge.
'Quatoria' refers to his position as judge in Arethane (not his first name). Ithris always arrives with at least two clerks, and a few well-armed soldiers, as well as prisoners in chains (either recent convicts, or those who are scheduled to be released, being taken to their homelands), jailers and, if necessary, executioners. While the most glamorous part of the judge's job involves serious crimes like murder and rape, most of the day-to-day work is involved in settling minor disputes about debts, trades, and contracts. At least a day of the judge's schedule in Kastalin will involve disputes over land.
Race: Grey Elf
Alignment: Scrupulous
Hit Points: 55
S.D.C.: 35
P.P.E.: 10
I.S.P.: 20
Horror Factor: 10
Height: 6 feet 6 inches (1.8 m)
Weight: 170 lbs (77 kg)
Age: 42
Attributes:
I.Q.: 18
M.E.: 15
M.A.: 17
P.S.: 14
P.P.: 22
P.E.: 16
P.B.: 17
Spd.: 10
Per.: 16
Luck: 14
Experience Level: 10th level Circuit Judge
Attacks Per Melee: Three
Bonuses:
+1 to strike
+2 to parry and dodge
+3 to damage
+3 to roll with impact
+2 to pull punch
+4 to save vs magic
+5 to save vs poison
Combat Abilities:
Disarm: 16-20
Throw: 14-20
Critical Strike: 19-20
Body Block/Tackle: 1D4
Arm Hold/Lock
Skills of Note:
Law (General): 98%
Lore (Local): 95%
Research: 90%
Negotiation: 90%
Public Speaking: 85%
Interrogation: 80%
Leadership: 75%
Administration: 75%
Riding: 70%
Weapon Proficiency (Sword): 70%
Equipment:
Judge's Robe: Enchanted to resist wear and tear, provides minimal protection (A.R. 10, S.D.C. 50)
Sword of Justice: A finely crafted longsword, symbolizes his authority, deals 3D6 damage
Gavel: Enchanted to amplify sound, used in court to maintain order
Legal Documents and Seals: For authenticating and recording legal proceedings
Writing Tools and Tomes: For note-taking and referencing legal texts
Riding Horse: A sturdy steed for travel between settlements
Personality:
Ithris Quatoria is a stern yet fair judge, dedicated to upholding the law and ensuring justice is served. He is methodical in his approach, always seeking to understand all sides of a dispute before making a decision. His demeanor is calm and authoritative, which helps maintain order in his court. Despite the weight of his responsibilities, Ithris has a compassionate side, particularly towards those who have been wronged or seek genuine redemption.
Role and Influence:
As a Circuit Judge, Ithris Quatoria travels between various settlements in Arethane, bringing law and order to the frontier regions. His presence is a symbol of the kingdom's reach and commitment to justice, deterring crime and resolving conflicts. Ithris's rulings are respected and feared, as he has the authority to enact severe punishments for heinous crimes. His clerks assist with the administration of justice, while the soldiers ensure his protection and enforce his rulings.
- Baelik, Avenger of Shevarash Khostellus
Baelik is trying desperately to start up a new branch of the Cult of Shevarash.
Cult of Shezarakh
Beliefs and Ideology: The cult of Shezarakh venerates a corrupted version of the deity as the embodiment of righteous vengeance turned malevolent. They believe in the absolute right to retaliate against perceived slights and injustices, regardless of moral or ethical boundaries. Their ideology preaches that strength is measured by one's ability to exact revenge and dominate others.
Goals:
- Spread Chaos and Fear: The cult seeks to destabilize societies and institutions that uphold order and justice. They aim to create an atmosphere of fear and uncertainty, where individuals turn to the cult for protection and empowerment through vengeance.
- Subvert and Corrupt: Shezarakh's followers actively work to infiltrate positions of power and influence, corrupting them from within to serve their dark purposes. They manipulate legal systems, religious organizations, and political structures to sow discord and advance their agenda.
- Expand Influence: The cult strives to recruit disillusioned individuals and exploit their grievances to swell their ranks. They promise strength and retribution to those who feel wronged or marginalized, drawing them into their fold with the allure of power and vindication.
- Rituals of Malevolence: The cult conducts dark rituals that involve sacrifices and acts of brutality meant to appease Shezarakh and strengthen their connection to his corrupted power. These rituals often involve bloodshed and desecration, serving to amplify their influence and spread terror.
Methods:
- Assassinations and Sabotage: Shezarakh's followers employ covert tactics to eliminate enemies and undermine their adversaries. Assassinations, sabotage, and orchestrated disasters are common methods used to achieve their goals.
- Propaganda and Manipulation: The cult spreads propaganda and misinformation to sway public opinion and turn communities against each other. They exploit grievances and grievances to stoke conflict and division, fostering an environment ripe for their influence.
- Dark Magic and Relics: Some members of the cult wield dark magic or seek out cursed artifacts that enhance their abilities and further their goals. These relics may grant powers of manipulation, illusion, or direct destructive capabilities, making them formidable adversaries.
So far, he hasn't managed to get a single convert, though he is close with the Blacksmith. The Arethane Military knows of him, and every time they meet him, they escort or chase him away. He keeps showing up in Kastalin, where he is treated as mostly harmless. He is particularly gifted at Exorcism (78% chance of success every 1D6 hours, and will just keep trying, even if it takes days), and charges 500 gold for the service.
Race: Wood Elf
Alignment: Anarchist with strong leanings toward Miscreant
Hit Points: 60
S.D.C.: 45
P.P.E.: 14
I.S.P.: 39
Horror Factor: 12
Height: 6 feet (1.8 m)
Weight: 180 lbs (82 kg)
Age: 248
Attributes:
I.Q.: 19
M.E.: 22
M.A.: 8
P.S.: 24
P.P.: 20
P.E.: 15
P.B.: 20
Spd.: 18
Per.: 14
Luck: 12
Experience Level: 8th level Avenger of Shevarash Khostellus
Attacks Per Melee: Five
Bonuses:
+1 to strike
+2 to parry and dodge
+9 to damage
+2 to roll with impact
+2 to pull punch
+4 to save vs psionics
+5 to save vs insanity
Combat Abilities:
Snap Kick: 1D6
Critical Strike: 19-20
Body Throw/Flip
Skills of Note:
Wilderness Survival: 98%
Tracking: 95%
Foraging: 95%
Navigation: 95%
Animal Handling: 90%
Archery
Hand to Hand ranger
Tactical Awareness: 5%
Divine Magic: 15%
Channel Divinity: 5%
Blessings and Rituals: 5%
Healing: 5%
Religion: 5%
Nature: 5%
Geography: 5%
Weapon and Armor Maintenance: 2%
Trap Making: 2%
Herbalism: 1%
Former Deity: Avachel Sotheril, The Warder of Secrets
Background:
Baelik was once a devoted follower of Avachel Sotheril, The Warder of Secrets, until a deep personal tragedy shattered his faith. Consumed by grief and anger, he turned to Shevarash Khostellus, the God of Vengeance and Military Crusades, to fuel his quest for retribution against those who caused his suffering or at least a corrupted version of the god. Disowned by his Wood Elf kin and shunned by their communities due to his vengeful nature, Baelik wanders alone, seeking to establish a branch of Shevarash's cult in the secluded corners of the world.
Psionics:
Baelik possesses latent psionic abilities, which he uses instinctively in his pursuit of justice:
Resist Cold
Resist Fatigue
Sense Magic
Weapons and Armor:
Magical War Hammer: Indestructible, deals 5D6 damage with a booming thunderclap upon impact.
Plate Armor of Resilience: Weightless, noiseless (A.R. 17, S.D.C. 200), magically resizing to fit any wearer.
Personality:
Driven by a thirst for vengeance and redemption, Baelik is relentless in his pursuit of justice against those who have wronged him. His demeanor is solemn and focused, often brooding over past grievances and plotting his next move. Despite his isolation, Baelik retains a sense of honor and duty, particularly in matters of craftsmanship and protecting those who are vulnerable.
Role and Influence:
As an Avenger of Shevarash Khostellus, Baelik embodies the relentless pursuit of justice and vengeance. His unwavering dedication to his deity drives him to protect the innocent and punish the guilty with uncompromising determination. Skilled in the arts of tracking, survival, and combat, Baelik navigates the wilderness with the agility and stealth of a seasoned ranger. His keen senses and knowledge of the land make him a formidable tracker, able to pursue his targets across challenging terrain.
Baelik's journey is one of solitary purpose, a quest to establish a lasting legacy for Shevarash Khostellus among the Wood Elf clans. Despite being ostracized by his kin, he remains steadfast in his mission, driven by a deep sense of duty and justice. His expertise in wilderness lore and understanding of Wood Elf culture give him a unique advantage in his quest to root out corruption and protect those who cannot defend themselves.
Through sheer determination and skill, Baelik seeks to carve out a place for himself in the tumultuous world of Wood Elf society, guided by the vengeful ethos of his chosen deity.
Selezlu Aelarion, the Artificer Sage
No doubt this character is a peculiar figure. Selezlu is a High Elf of noble lineage who is deeply immersed in the arcane and mystical arts, preferring the company of Wood Elves and Fae. He turned his unique affliction; having lost an eye centuries ago; into a renowned career as an artificer, crafting magical prosthetics and enchanted devices.
Selezlu spends most of the year in his workshop, nestled in the forest, where he crafts glass eyes that see beyond the veil, enchanted teeth that can bite through steel, and magical limbs that grant extraordinary strength and agility. Each creation is a masterpiece, imbued with powerful magic that only a High Elf of his caliber could achieve.
Every spring, Selezlu embarks on a grand tour to visit his diverse clientele, fitting members of various races with the enchanted replacements they need. This journey takes him through towns and villages, where he is always greeted with joy and celebration. "Selezlu is coming!" shout the children, eager to see the mysterious elf. Though he claims his stay is brief, Selezlu never leaves without spending at least three days in each town, often in deep conversation with local wizards and sages.
Stats and Abilities:
- H.P.: 83
- S.D.C.: 18
- P.P.E.: 48
- Attributes:
- I.Q.: 24
- M.E.: 20
- M.A.: 19
- P.S.: 12
- P.P.: 27
- P.E.: 13
- P.B.: 22
- Spd.: 16
Combat Abilities:
- Attacks Per Melee: 6
- Bonuses:
- +7 to strike
- +9 to parry and dodge
- +8 to save vs magic or psionics
Selezlu Aelarion is proficient in most Water and Air Elemental Magic spells, using them to both defend himself and enhance his creations. He carries no traditional weapons, only his tools (tweezers, awl, flat-blade, screwdriver, etc.), though he can wield any weapon without penalties due to his innate dexterity and training.
His only armor is a magical undershirt (A.R.: 15), which absorbs up to 70 S.D.C. each time he is struck. While he travels without magical items, his forest workshop is filled with enchanted artifacts and devices, each with its own unique story and power.
Aelarion's presence in any town or village is a cause for celebration and wonder. His blend of high elven nobility and down-to-earth craftsmanship bridges the gap between the magical and the mundane, making him a beloved figure wherever he goes.
Adventure 3: Encounters Near Kastalin
Aside from encountering any of the regular visitors to Kastalin, when the player characters are on their way in or out of town, there are also a couple encounters which could make for some lively role-playing. Both the run-ins with Jepzin, a fae who charges a toll to cross his bridge, and with Nilanta, the hunter, have the potential of getting more interesting with each subsequent encounter.
- Jepzin's Toll Bridge
A stout bridge of stone and wood seems the only way on to the island. Avoiding the bridge would either involve climbing down the jagged 25 meter steep walls, and then crossing the 20 yard/meter rapids, and then climbing back up again on the other side. Or going around, which would involve at least a half-day's hike. These facts, along with a lot of other details, are readily available from the proprietor of the bridge, Jepzin himself. Here's his typical speech: "Look here, this is a good, strong bridge. I made it several years ago. It is only fair that you give me compensation. Its my bridge so, you will pay. If not, enjoy the long walk around. Or should you try to climb down here and try climb maybe you will break leg. Maybe your neck. Maybe even drown in the river. Better that you pay and use my bridge. Yes?"
Jepzin's standard toll is 2 silver per person. However, that's just his asking price. He generally tries to charge whatever he thinks he can get. From a rich-looking character he'll be pretty adamant about 4 silver. If someone looks ragged or beat up, he'll drop it to 1 silver. If they look destitute, he'll go down to one copper. If the group claims no one has money he'll take trade in furs, weapons, food or beverage. Bottom line, he expects something, and in the past, he's settled for as little as an apple, or tearing a strip of cloth off a beggar's robe. He's also in no hurry. If the group looks stubborn, he'll even offer to make tea (strong stuff, that Tea, made of tree roots and ground up rocks, and non-fae will need to roll a 14 or better against their P.E. to gag it down). Rudeness in the way of racial or personal slurs against Jepzin will result in an increase: in price ("Fine! You right! Now cost double to use bridge!").
Anyone who pays is allowed to pass. Furthermore, Jepzin never forgets a paying customer. In the future he will more easily offer discounts. and he'll gladly stall attackers or pursuers who want to follow his favorites over the bridge. Once Jepzin is paid, characters will be allowed to pass unmolested. Refusal will incite combat (and the Fae is not alone, although it may seem like it).
The Fae will not start a fight unless the character/group tries to continue without paying. The Fae will block the bridge entrance with his body and, if need be, with the blunt end of his pole arm. He doesn't want to fight or kill; he only wants to be paid. If the group insists on battle, he will stand his ground and fight until subdued or killed. However, his two younger brothers will join in the fight. They get first strike, because they are magically invisible!
- Jepzin the Toll Fae, towers 12 inches and wields an axe (1D4 damage). He is a 4th level Mercenary.
Alignment: Anarchist
H.P.: 39
S.D.C.: 76
P.P.E.: 250
Attributes: I.Q. 10, M.E. 9, M.A. 6, P.S. 20, P.P. 17, P.E. 18, P.B. 5, Spd. 11, Per. 14, Luck 17
Attacks Per Melee: 5
Bonuses: +3 to strike, +5 to parry and dodge, +7 to damage, and +3 to roll with punch or fall; +2 to save vs poison, and +3 to save vs magic.
- Forsbeck is Jepzin's younger brother, a bearded fellow who stands 10 inches tall and is armed with a morning star (1D3 damage) and sword (1D6 damage). He is a 2nd level mercenary
Alignment: Anarchist
H.P.: 26
S.D.C.: 60
P.P.E.: 180
Attributes: I.Q. 9, M.E. 7. M.A. 7, P.S. 19, P.P. 19, P.E. 20, P.B. 7, Spd, 13, Per. 12, Luck 15
Attacks Per Melee: 4
Bonuses: +2 to strike; +4 to parry and dodge, +5 to damage, and +1 to roll with punch or fall; +3 to save vs poison, +2 to save vs magic.
- Altarez is the youngest brother, a strapping brute standing a whole 13 inches tall, who fights with a halberd pole arm' (1D6 damage) and has a sword dangling from his side (1D4 damage). He is also a 2nd level Mercenary
Alignment: Anarchist
H.P.: 24
S.D.C.: 45
P.P.E.: 200
Attributes: I.Q. 13, M.E. 6, M.A. 8, P.S. 20, P.P. 18, P.E. 19, P.B. 9, Spd. 10., Per. 15, Luck 18
Attacks Per Melee: 4
Bonuses: +2 to strike; +4 to parry and dodge, +6 to damage, and +2 to roll with punch or fall; +1 to save vs poison, +1 to save vs magic.
Note: All wear studded leather armor under their furs, A.R. 12, S.D.C. 45. Forsbeck and Altarez wear medallion of invisibility (turn invisible 3x daily). Big brother Jepzin also wears a magic fly medallion (Fly as an Eagle, twice daily).
- Nilanta the Hunter
A bloody grizzly bear, limping and crazed with pain and fear, stumbles out of the brush, the green feathers of the hunting arrow embedded in its right shoulder clearly visible. It has been wounded by a hunter and is crazed with pain. The beast will attack anyone who gets too close, and if attacked will fight to the death. Mostly, it is just looking to escape.
What happens next is up to the player characters, but Lord Sartest Nilanta will appear only a few moments after the bear. Nilanta keeps his distance from the bear, but he also expects everyone else to leave it alone (unless treated, or killed, the bear will die of the arrow wound within 20 minutes). If questioned, Nilanta explains, "I've never needed more than one arrow to kill anything, and this beast is no exception. I'll follow it until it dies, and you would be wise not to interfere with my sport." Clearly, Sartest's idea of 'sport' includes a lot of unnecessary pain and suffering.
He is never really alone. At least two Wood Elf Soldiers shadow him at all times, as well as Nilanta's hired local scouts, his bodyguards, and his servants. He maintains a camp with several tents, and a staff of an additional 6 guards and 12 servants.
Lord Sartest Nilanta. Representative of Teradryn, and agent from the King.(False) While Sartest Nilanta has the credentials (fake of course) of an official and speaks of getting to know the Wood Elven people better, “so that we might one day have a true peace between the clans, he’s really only visiting so he can hunt down and kill exotic creatures, the more exotic and unusual the better. Having hunted in the most extreme environments of the World, he will pay well for tips that lead him to the most exotic animals. If the grizzly bear dies from the single arrow, he'll cross it off his list; otherwise, he'll just go looking for another one. He'd also like to take a Tusker. a Scorpion Devil, a Nipper Wonn, a Snow Tiger (but only in winter, when its pelt is white and black), a Devil Digger, and a Wolverine, as well as anything else strange or unusual (note: while he won't admit it out loud, he's equally interested in sentient creatures, and would happily kill Emirin, Dragon Wolves, and even Unicorns or people if the circumstances were right .).
Alignment: Diabolic. H.P.: 31 S.D.C.: 33 P.P.E.: 14 Attributes:
- I.Q. 19
- M.E. 17
- M.A. 10
- P.S. 17
- P.P. 21
- P.E. 15
- P.B. 20
- Spd. 15.
- Per.: 14
- Luck: 12
Experience Level: 8th level Archer
Attacks Per Melee: Five hand to hand attacks or 9 arrow shots. Bonuses: +6 to strike; +3 to parry and dodge: +4 to damage, +4 to roll with impact. +4 to pull punch, +S to save vs poison, and +2 to save vs magic. Special: A master Bowman, he has a +6 to strike with longbow; +10 if given the time to set up a sniper shot (from concealment). with a +6 to damage (2D6+6) and either has a critical strike on 17 or better (does triple damage on natural twenty). or can choose to do a death blow on 19 or 20.
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