A place where dworvs live in Kowal.
Dwygar – The Maker
A place where dworvs live in Kowal.
Dwygar – The Maker
Dwygar the Maker – dworven blacksmith, tinkerer, and mechanic. One of the most skilled craftsmen in Kowal. He owns a shop in the middle of Dworv Town, the small district of homes and businesses owned by the local Kowalish dworvs.
Dwygar is one of the best craftsmen in Kowal. Sadly, due to a recent rash of racism, most dwarves of Dwarf Town are looked down upon. Dwygar still makes his money, but often not making the crafted items he wants. His shop is in the center of Dwarf Town, just a small workshop with a bed in it.
The buildings of dwarf town are different for any others in Kowal. They are all squat one story stone structures with flat roofs. You travel down the wide streets until you see the sign of Dwygar, an anvil with an eye above it.
Inside the small shop has a forge, a large work table and a bed. A short dwarf shouts from the grinding wheel.
“Yeah?”
NPC’s:
Dwygar
Stats: Dwygar: STR 14, DEX 12, Con 15, INT 14, WIS 12, CHA 8
A small mercenary and guard company located in Kowal.
Elmhearth was once an old Uthgard keep, but now the Wanderers use it as a base outside of the city.
It is run by Helfen, a veteran Wanderer.
Current Date: 5709
Refugees continue to come to Elmhearth, though the supplies and shelter are sparse. Most of this who come are those who would be unwelcome in Uthgard; heretic mages, dissidents, and ronin warriors.
Helfen and Martyn have decided on two things. The Wanderers need a stronghold out of reach of the city and a road to the west. They have assigned Garric to supervise expeditions to find both in the untamed Swordspyne Mountains to the west.
History
Novro 21st, 5704: The Red Night
After the city fell to martial law by the Red Guard, many fled the city. The Wanderers became wanted criminals, so they and many others headed to Elmhearth. There, a small sanctuary was established, a camp for those displaced by the tyranny of the Red Guard.
The camp is in desperate need of heroes who will help find food, secure the area, and help the camp grow.
It is up to you to explore the surrounding area and bring supplies to Elmhearth. The Swordspyne Mountains to the west are largely unexplored, though rumors of eldar ruins, abandoned human settlements, and monsters are told by all.
Newcomers:
Download the full guide to the settlement here:
Elyn Kryska is a wealthy landowner in Kowal. She owns several iron mills in the city as well as an iron mine near her home in the plains north of Kowal. She also owns an orrilot breeding and training farm at that same manor. She is a fourth cousin to Duke Mediev Zadeku, and sits as a councilmember in the House of Kowal.
She is a devote Unelesian, and has a church to the One on her manor grounds.
Defense
Offense
Statistics
Ecology
Equipment:
Legacy Items: Dad’s Broad Sword, Aradan Steel Chain Shirt
Animal Companion: Tooth – small Nightcat
Favored Enemy (+2 to hit and damage): Navirite Fey
Favored Terrain: Mountains
Challenge Rating: 2
Size: S
Type: Animal
Initiative: +2
Defense
Hit Points: 13 (2d8+4)
Armor Class: 14, touch 13, flat-footed 12 ( +2 DEX, +1 natural, +1 size )
Saves: Fort +5 Ref +6 Will +0
Weaknesses:
Offense
Speed: 40’, climb 20’
Base Attack: +1
Melee: (2) claw +4 (1d3 plus grab), bite +4 (1d4+2)
Ranged: –
Special Attacks: Pounce
Sanity Effects: –
Statistics
Abilities: STR 15, DEX 15, CON 15, INT 4, WIS12, CHA 6
Skills: Acrobatics +2, Athletics +2, Awareness +2, Endurance +2, Knowledge -, Persuasion -, Spellcraft -, Survival +1, Thievery +3 (+5 to stealth and hide checks)
Talents: Alertness, Stealthy
Special Qualities: Low-light vision, scent
Ecology
Environment:
Organization: Solitary
Treasure: None
Description: 20lbs, black fur, gold eyes, long tufts of fur on ears and end of tail
Pounce
Once per round the Nightcat can leap up to 20’ and attack with both of it claws as a single move action. It may then attempt a normal melee action if it has any actions left.
Scent
This ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.
Felwiyn is a philosopher who is part of the Kowal Librarians.
Ferryport was built during the age of kingdoms over 1000 years ago. As part of the old kingdom of Endamas, it was a hub for riverbound trade and the central marketplace for the kingdom. It was built by the dwarves, with an extensive sewer system and 30 foot high walls guarding its perimeter. The city grew large and extended past the walls, stretching from the Forest of Kaelnor to the Altros plains to the north. During the Aradan War and the years that followed, the city suffered many setbacks. The worst was the great plague that beset the city 400 years ago. The city suffered greatly and over half of the population perished. The northern part of the sewer system, which was past the city walls, were blocked off and turned into catacombs. In the following years, the plague had several resurgences, keeping the population low and causing a citywide panic. Thankfully, it has been over 60 years since the last outbreak.
Today, the city is repopulated and thriving, though many empty places can still be found throughout the city proper. The southern areas beyond the city walls have become the main farmlands of the area and trade ships now travel the river regularly. Ferryport swears no allegiance to the kingdoms of Jaeldor or Bordon, though lying between the two kingdoms and being such a valuable trade route warrants its protection from other outside forces.
Despite this time of prosperity, the city finds itself in turmoil as Lord Glycyn, baron of the city, was deposed. The city now scrambles to rebuild its government. Representatives from the neighboring kingdoms have come either to help or to hinder the process, and the political climate is quite volatile and uncertain. The anxiety of the political class has spilled into the common class, lending an edge to the city’s mood, despite its recent economic growth.
For many generations, Ferryport had been ruled by the Glycyn family. But nearly year ago, the ruling baron, Filac Glycyn, was found guilty of treason and imprisoned deep in the dungeons of what was once his own castle. Since that time, the Guildmasters of Ferryport have dedicated themselves to reforming the city so that it is ruled by a council of elected officials. While they struggle to form a cohesive government, Ferryport has become a center of hope, intrigue, treachery, and upheaval.
With the loss of the lord and the guildmasters scrambling to put together a government, most surrounding powers have sent delegations to Ferryport. Each has its own agenda, and many Ferryport citizens feel each has its own conspiratorial intents.
Ferryport Locales: