Knight Commander Damien

Knight Commander Helderr Damien

Race: Human

Age: 54

Damien was born in Kowal to poor parents and has worked his way up from being just a city guard to being the commander of the Red Guard.

Kowal

Kowal, the Grey City, is a large settlement in the Eastlands. It is the capital of a city-state that claims a large swath of land along the Weron River. It was an independent city-state separate from Endamas and Uthgard until the latter part of 5707 when it joined the Uthgard Kingdom.

The city of Kowal has reigned over its barren lands in the East since the end of the Great War. Ruled by the Zadeku family for years beyond memory, the city has been content with its own business for hundreds of years.

The City of Kowal

  • Statistics: Crime 6; Danger 5; Economy 3; Law 5; Knowledge 3; Magic 1
  • Highest Stat is 10, lowest 1
  • Size: City, Seat of Barony
  • Government: Aristocracy
  • Economic System: Feudal capitalist
  • Population: 10,800

 

 

The new banner of Kowal, instituted in 5707 after rejoining the Uthgard Kingdom.

Old Banners:

Banner of Kowal during the prominence of the Red Guard. The red background symbolized the power of the tower and its piety.

 

Wards

  • Towerview
  • Westgarden: Westgarden grew as the city became a manufacturing hub during the 3rd age. This area became quite bohemian and flourished. When the plague hit, this ward suffered the most. Now, many buildings sit empty. The Tower still taxes this area, which has led to mass vacancies and the growth of the Squats.
  • Squats: Small square buildings on the city’s edge were once the grand idea of the city to house newcomers as they settled in the city for jobs. Once they had earned some cash, these newcomers would move to another ward. As the city declined, this became a section of town that was neglected and forgotten. The Tower did not ever tax these dwellings, so they grew and became a ward in their own right. Now people live here to avoid the taxes and oversight of the other wards.
  • Middleborough
  • Grand Heights
  • Woodward
  • Oldtown
  • Dworvtown
  • Chimneys
  • Waterfront “The Houses”

Places of Interest

  1. The Walled Tower
  2. Darkwinter Tavern
  3. Sascha’s Storehouse
  4. The Den (Wanderer’s Guild)
  5. Ash Cloud Theatre
  6. Factory District
  7. Dworv Town
  8. Melgrin’s Warehouse
  9. Shen’s Mansion
  10. The Broken Chip
  11. Marn’s Refuge
  12. The Cats Herbs
  13. Bizarre Bazaar
  14. M Bar
  15. The Kowal Library
  16. Kowal Barracks
  17.  
  18. The Greystone
  19. The Druid Grove of Thay

The lands surrounding Kowal

 

Organizations:

  • Wanderers Guild
  • The Companions – Thieve’s consortium
  • Sons of Silence
  • Melkowski Family – Crime Family
  • Edge Company – Mercenaries
  • Red Dagger – Thieve’s Guild (new)
  • Children of the Light

About:

  • 2/3 population died in first plague.
  • low population.
  • Magic is punishable by death.
  • Mass graves all along outer border.
  • War with tyr hurt city
  • Ghul raids make trade hard

Industries

Kowal produces a lot of corn during the summer season, feeding its citizens, and allowing trade with our settlements. But it’s main export is metal. Before the great war giant foundries were established and Kowal provided much of the arms and armament for Uthgard. This factories and know how have survived, and Kowal’s factories work day and night smelting ore and producing metalworks for Tyr, Uthgard, and Endamas. While the roads in and out of Kowal are dangerous, they are guarded well for incoming shipments of ore and exported goods. It is a rough life in the factories of Kowal, but one can scrape by with a decent living by working in them.

Laws

  • People own property, but must pay the lord a tax on land and income.
  • Magic is forbidden and punishable by death.
  • Thievery is punishable first by loss of a finger, second two fingers, and third by the loss of a hand.
  • Gambling is legal, but in a house of gambling there is a 50% tax on winnings.
  • If accused, both the accuser and the accused are treated the same until the trial. The accused must prove innocence, not be proven guilty.
  • For witchcraft, older methods of torture may be used.

There is the Steel Guard for the Baron’s household, City Guard for people, overseen by the Sheriff, and the Red Guard, a church-backed organization. Magistrates rule the court system and are appointed or dismissed by the Baron.

Landscape

Weron River to the south. Lesh Forest to the East. Urtgen forest to the North West

Kowal lands including all townships and villages.

Townships, settlements, and villages:

 

Locales Alphabetical:

 

Groups Alphabetical:

 

Personalities Alpahbetical:

Major Events

  • 5703 – The Baron’s son, Arnexi, returns from Eredar where he has been silenced for being a Ravager.
  • 5704 – The Red Night. Novro 27th. After a riot and fire in the city, Kowal falls under martial law, and the Red Guard go house to house looking for mages.
  • 5706 – Catastrophe of the Greystone. The Graystone is burned to the ground in a strange event that many can not remember clearly.

Kowal Gaming Resources:

  • Kowal Lifepath

Maps:

Adventures:

Kowal Library

The Kowal Library is a public library that allows any citizen access to books. They are always looking to purchase or find new or old books.

It is also home to the Society of Librarians.

The library of Kowal is many things to many people. It is a public repository of knowledge, free for citizens to peruse and read. It is the main printing press of the Eastlands, making books more readily available to all. And to a secret few, it is also a group that collects, catalogs, and experiments with magic.

The first floor of the Library hosts the public books, the printing press, and offices. The second floor holds the shelves of rare books and historical artifacts. Below that are the vaults and dormitories, their contents only known to the Society.

History

The Library of Kowal was formed by a group of monks who were once part of the Unelesia Church. As the church grew more rigid in their practices, the Library grew separated. As time went on, the Library became less and less involved in religious institutions.

Becoming a member

Becoming a member of the Library costs 10 gp and a signature. The new trustee will be issued a  bronze coin which will be imprinted with their fingerprint which they will also leave an impression for matching in the member’s book. This allows the member to check out a single printed book from the first floor, and to visit the top floor which holds rare and one of a kind tomes.

 

Gaming:

Get the Kowal Library Map: Patreon / DTRPG

Lesh Forest

A large forest to the south east of Kowal.

M Bar

M Bar, also known as Monster Bar, is a hidden pub in the Northeast part of Kowal.

M Bar is in the converted cellar of Etahn Belbane. Etahn was a merchant for many years until his traveling caravan was attacked by newly returning creatures. As his livelihood was wiped out, he picked up a bow and sword, and began to hunt the beasts that invaded his homeland. After many years of this, he hurt his leg, and settled down to retire.

He was not a person to sit still, so he converted his cellar into a trophy room, showcasing creatures, skeletons, and more from his many hunts. People came to see these oddities, and one thing lead to the next and he began serving drinks. It was nicknamed Monster Bar, but he shortened it to M Bar to not scare off potential clients.

He lives in the house above with his longtime partner, Lonald. Lonald is quite eccentric, often requesting people address him as Sir Lonald.

Get the Map

Marn’s Refuge

In a city made unpleasant from ubiquitous dirt and toil, along with the ruling fist of the Zadeku family, a man named Marn Te’sterst, two generations ago, created an underground refuge for himself and his friends. At first, it was nothing more than a safe place to relax and enjoy themselves without having to worry about visiting tax collecting thugs—a place they could keep clean and stocked with spirits and games. Then, it became a place where a conspiracy was born to take down the Zadekus and other ruling elites, so that all of Kowal could be made more like the refuge…however, they never grew the courage to make a move. Now, two generations later, Marn’s grandson Jorl runs the refuge. To this day, they gather weekly to drink, play games, and talk of a revolution that never seems to get any closer to fruition.

Martyn

Martyn

Martyn Czemiel
Race: Human
Class: Rogue
Challenge Rating: 6
Size: Medium
Initiative: +5

Defense
Hit Points: 31 (7HD)
Armor Class: 19, touch 16, flat-footed 14
Saves: Fort +4, Ref +12, Will +3

Offense
Speed: 30
Base Attack: +5
Melee: Woe – legacy short sword +11 (1d6+2), dagger +11 (1d4+2)
Ranged: Crossbow +10 (1d8)
Special Attacks:

Statistics
Abilities: STR 13, DEX 20, CON 10, INT 12, WIS 9, CHA 13
Skills: +8 Acrobatics, +2 Athletics, +4 Awareness, +1 Endurance, +1 Knowledge, +5 Persuasion, -Spellcraft, +0 Survival, +12 Thievery
Talents: Advantage, Blind Fight, Investigator, Stealthy, Weapon Dexterity
Special Qualities:

Ecology
Environment: Kowal
Organization: Wanderers

Equipment: Spyglass, Legacy Short Sword, 2 Daggers, Crossbow, 12 bolts,

Background

The head of the Wanderers in Kowal. Skinny, scarred, patch over one eye. Bright white teeth. Tyrian silks and leathers. Jewelry. Scruffy. Hair in a top knot, shaved sides – hair and eyes dark brown. Irreverent.

It is said that Martyn never said no to anything. Adventure, drink, food or … company. And he is just as open to those who want to join the ranks of the Wanderers. If you have what it takes, then he grants you your Coin with a wink. If you find you are not cut out for the road, Martyn will do his best to find you work among the many shops of the city of Kowal.

History 

Martyn was a long time messenger for the Wanderers, traveling from Bordon to Olsztyn to Kowal. He even led some deep explorations into the old Aradan Kingdom, which is where he lost his eye. He claims a demon jumped up and bit it right out of its socket. But only after a mad bout of lovemaking.

He suffered an injury to his leg which made traveling much more difficult, so he settled down and took over the post in Kowal from his old mentor Terrin.

He was traveling companions with Biena, Grael, and Marc.

Characteristics:
Adventurous, Loyal, Quirky

Legacy Items:
Woe – Short Sword – A sword made of Tritium, he named it Woe after he stopped adventuring. Critical range 18-20, +1 to hit and damage.

Bladeturner – Leather Armor – A suit of armor which was given to him as a gift from Marc. It is of masterwork quality, and is well worn and well taken care of. Damage Reduction 2 and +1 to AC.

Mediev Zadeku

Duke Mediev Zadeku

Mediev Zadeku has been the long time ruler of Kowal. Once he claimed the title of Baron, though he was actually the singular ruler of Kowal as a city state. The title Baron had been awarded to his family centuries ago, and they held the title in honor.

In 5707, when Kowal rejoined the kingdom of Uthgard, Kowal was given extended lands and Zadeku was awarded the title of Duke.

His son, Arnexi, was silenced by the wizards at Eredar. He holds a deep grudge against them due to this. For a long time he supported the Red Guard, who arrested and executed hundreds of so called heretics and witches.

He now has a grudgingly neutral relationship with the Ministry of the Arts, who took over this wing of enforcement for the Uthard kingdom.

Melgrin’s Warehouse

Jan Melgrin

Merchant trader. Many different items importing and exporting.

Melgrin’s Warehouse is a small warehouse in the factory district.

Ministry of the Arts

An Uthgard governmental body, it studies magic and licenses the ability to use it. 

It is divided between the Divine Academy which is run by the Unelesia Orthodox Church and the Arcane Assembly which is run by appointed officials and mages.

The Arcane Assembly mages are also called the Nulthari.