Navirim

The Navirim – The Dream World

The most mysterious source of energy is the dream world. Called the Navirim by the ancient elves, these days it is more often called the Never by superstitious folk. In the tomes, it states that the Navirim is a mirror of our world in many ways…a dark twisted version, but with many similarities. It is said to be inhabited by shadowy creatures and beings that many believe haunt our dreams. In the past, there are accounts of things crossing over, but thankfully there is no proof of recent breaches into our world.

Treatise of Magic, by Deen Hyton of the Mage Tower, 5701

Many would curse those who betray them to the Never…that dark fairy land where horned creatures bake children in giant fires, gray skinned devils sink hooks into the skin of the cursed, hanging them from chains, and beautiful, cruel sirens seduce us in order to consume our spirits. It was safe to speak of this in the past, because these were just fairy stories, but now we know that the Navirim is indeed an actual place, just out of reach, but forever there. How do you fight the immaterial inhabitants of your nightmares?

Dsk Muerd, Chronicler, Druid

 

Dreams in Uteria

Dreams are dark in uteria.

 

The Link to the Dream World

The elves call the creatures from the Navirim the Unvari. Humans call them demons or dark fey.

Nerrahem Asylum

A place for the mentally troubled. It has a long history of abuse, tragedy, and even rumored to be haunted.

Night Hag

Night Hag

Challenge Rating: 9

Size: Medium

Type: Monstrous Humanoid

Initiative: +4

 

Defense

Hit Points: 92 (8HD)

Armor Class: 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)

Saves: Fort +14 Ref +8 Will +11

Weakness: Cold Iron, Magic

Offense

Speed: 30ft

Base Attack: +8

Melee:2 claws +13 (1d4+5), bite +13 (2d6+5 plus disease) 2 claws +7 melee (1d4+4)

Special Attacks:  Dream haunting, Disease, Spell-Like Abilities – mage bolt, ray of enfeeblement, sleep

 

Statistics

Abilities: STR 21, DEX 19, CON 22, INT 18, WIS 16, CHA 17

Skills: Acrobatics +4, Athletics +5,  Awareness +3, Endurance +6, Knowledge +3, Persuasion +5, Spellcraft +6, Survival +3, Thievery +4

Talents: Alertness, persuasive

Special Qualities: DR/10 Cold Iron and Magic; Immune to Charm, Cold, Fear, Fire, Sleep ; etherealness

 

Ecology

Environment: Any Evil-Aligned Plane

Organization: Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)

Treasure: Standard

 

Spell-Like Abilities

At Will – mage bolt, ray of enfeeblement, sleep (DC14 will)

 

Disease

Demon Fever: Bite—injury; save Fort DC 20; onset immediate; frequency 1/day; effect 1d6 Con damage(target must save a 2nd time or 1 point of the damage is drain instead); cure 2 consecutive saves. The save DC is Constitution-based.

 

Dream Haunting

A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once it does so, it rides on the victim’s back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions by confronting and defeating the night hag.

 

Etherealness

A Night Hag may become ethereal, along with their equipment. For the duration of the spell, they are in a place commonly called the In-Between, which theoretically overlaps the normal, physical, plane of Atheles (called the Material Plane). When the spell expires, a Night Hag return to material existence.

 

An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, it can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Treat other ethereal creatures and ethereal objects as if they were material. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. If the spell ends and the ethereal creature becomes material while inside a material object (such as a solid wall), they are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that they so travel.

 

This effect lasts 10 rounds and can only be used if the Night Hag is in possession of its Heartstone.

 

Heartstone

All night hags carry a heartstone—a special gemstone worth at least 1,800 gp that is worn as a periapt. A heartstone’s magic is fueled by the hag’s spirit and proximity—once separated from its owner (or upon the hag’s death), a heartstone retains its magic for only 24 hours before becoming a nonmagical gem again. The heartstone instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block above). A night hag that loses this charm can no longer use etherealness or soul bind until it finds a replacement gemstone.

 

 

 

Nightcat

Nightcat

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: 2 points or recommended: Alertness, Stealthy

Special Qualities: Low-light vision, scent

 

Ecology

Environment: Cold hills, forests and mountains

Organization: Solitary

 

Treasure: None

 

Description: 30lbs, 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.

 

Northguard Inn

The inn is tall for a two-story building. Its stone walls have aged from the weather. The two large metal doors open easily into a large common room. A quick look around shows an assortment of people, and all the tables and chairs are taken, save for a round table in the corner, near the hearth.

Innkeeper Baralt (Commoner 1): Owner of the tavern. He is pudgy and a big beard hangs below a smile that splits his face.

Menu:

  • Eggs, Jerky, and Potatoes  (5 cp)
  • Stewed Grouse and Turnip, Tankard of Mead (12 cp)
  • Millet Porridge, Mug of Ale (2 cp)
  • Stewed Sausage and Watercress, Tankard of Beer (12 cp)
  • Salted Crayfish and Barley Bread, Tankard of Ale (11 cp)
  • Pickled Mutton and Dried Lettuce, Tankard of Cider (7 cp)

Overnight prices:

  • Common room (3cp)
  • Bunk room with bed (1sp)
  • Bath (1sp)
  • Private room with 2 beds (3sp)

Northlands

The Northlands , which contain the kingdoms of Norhan and Mideon, sit along the northwestern coast of Uteria.northlands

Border Keeps

Nulthari

Nulthari is the name given to the mages who are a  branch of the Ministry of the Arts called the Arcane Assembly. They look to gain power over life, to end suffering and disease, and conquer death. Some see this as an avenue to power, others see this as a way to stop the pain of those suffering. They also claim to be able to commune with the dead, but many believe that they are only speaking with those of the Navirim or the Between.

History

In the 3rd Age the Nulthari were the advisors to the Warlock King and were the chief strategists of the invasions to the South and West (The Great War). They perfected extending life and healed many diseases that the people suffered. 

They also used ravaging magics to win the war leaving the world scarred.

In the 4th Age, the Nulthari are part of the Ministry of the Arts and publicly model themselves after the good parts of the Nulthari from the 3rd Age. Though in any institution power reigns and many within their ranks once again search for answers over life and death. They also seek knowledge of their ancestors’ destructive and powerful magics.

 

Nygotha

Nygotha (Void Wyrm)

Challenge Rating: 10

Size: Gargantuan

Type: Navirite

Initiative: +5

 

Defense

Hit Points: 125 (10HD)

Armor Class: 25, touch 16, flat-footed 19 ( +5 DEX, +9 natural, +1 Dodge )

Saves: Fort +14 Ref +12 Will +7

Weaknesses: Tritium, weak spots

 

Offense

Speed: 15’, swim 50’

Base Attack: +10

Melee: (4) Tentacle slam +15 (1d6+3 19-20) bite +15 (2d6+3)

Ranged: –

Special Attacks: Horrific appearance

Sanity Effects: First Encounter 2/1d12+1

 

Statistics

Abilities: STR 20, DEX 18, CON 24, INT 9, WIS 18, CHA 16

Skills: Acrobatics, Athletics,  Awareness, Endurance, Knowledge, Persuasion, Spellcraft, Survival, Thievery

Talents: Expanded critical (tentacles), Dodge, Multiattack, Whirlwind Attack,

Special Qualities: Damage Reduction 5/tritium and weak spots; fast healing 5; reach 20’  

 

Ecology

Environment: Underground near water

Organization: Single

 

Treasure: Standard

 

Weak Spots

A nygotha has weak spots under each tentacle which negates DR, but attackers roll at a -3 to hit those spots. It is a DC 24 Knowledge check to know about the weak spots, or a DC 22 Awareness check to see them.

 

Horrific Appearance

Creatures that succumb to a nygotha’s horrific appearance become nauseated for 1d8 rounds.

 

4 tentacles, beak mouth, centipede flippers. Many eyes. Gigantic.

Weak points under tentacles, in mouth,  and eyes.

 

Ogre

Ogre

Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Ogre

Challenge Rating: 3

Size: Large

Type: Humanoid (Giant)

Initiative: -1

 

Defense

Hit Points: 30 (4d8+12)

Armor Class:  17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, –1 size)

Saves: Fort +6 Ref +0 Will +3

Weaknesses: –

 

Offense

Speed: 40’

Base Attack: +3

Melee: Greatclub +8 melee (2d8+7)

Ranged: Javelin +1 ranged (1d8+5)

Special Attacks: —

Sanity Effects: –

 

Statistics

Abilities: STR 21, DEX 8, CON 15, INT 6, WIS 10, CHA 7

Skills: Acrobatics 0, Athletics +5,  Awareness +2, Endurance +2, Knowledge -2, Persuasion -2, Spellcraft -, Survival +0, Thievery -1

Talents: 1 point or recommended: Toughness

Special Qualities: Darkvision 60’, low light vision

 

Ecology

Environment: Any

Organization: Solitary, Pair, Gang 3-8

 

Treasure: Standard

 

Orillot

Orillot

Orillots are large mammals used as domesticated animals in the warmer climates of Uteria. They are taller than a man, and have a rough leathery skin. Their backs are covered in large plates, resembling a tortoise’s shell, save that it is segmented. They have short tusks which protrude from the sides of their mouth, and their intelligent yellow eyes sit recessed on either side of its large head.

Though considered domesticated, they form a bond with their handler, and can be completely unmanageable by any but their accepted master. They have been used mainly for transportation, though in a few wars the Ishians have used them as battle mounts.

Most orillots are used to pull huge wagons or carry heavy loads upon their backs; however, in the lands near Ferryport, they are used to tow ships up the Aerlon River. Due to their large size, they are actually able to walk along the bottom of the river and tow boats and small ships directly upstream in the shallows near the river’s banks, instead of having to pull them diagonally from the shore, as horses must do.

Traveling the plains and deserts of the south as well as the Rivers near Ferryport, would be much more difficult, if not for the massive orillots, that serve their masters willingly, pulling giant wagons and caravans through the wastes and towing ships up rivers.

Orillot

Challenge Rating: 7

Size: Huge

Type: Beast

Initiative: -1

 

Defense

Hit Points: 84

Armor Class: 22,  touch 7, flat footed 22(-1 dex, +15 Natural, -2 Size)

Saves: Fort +15 Ref +0 Will +5

Weaknesses: –

 

Offense

Speed: 30ft

Base Attack: +8

Melee: Gore +15 (2d6+10), Slam +18 (2d8+10)

Ranged: –

Special Attacks: –

Sanity Effect: –

 

Statistics

Abilities: STR 30, DEX 9, CON 20, INT 2, WIS 12, CHA 7

Skills: Acrobatics -1, Athletics +10,  Awareness +8, Endurance +5, Knowledge –, Persuasion –, Spellcraft –, Survival +1, Thievery -1

Talents: Great Fortitude, Run

Special Qualities: Low light Vision, Scent

 

Ecology

Environment: Desert

Organization: Solitary, Pair

 

Treasure: None