Orum and Kala

Human Myth

Orum and Kala, the god of time and the goddess of fate. For untold millennia they lived in the universe together, unaware of each others presence. One day, while surveying the universe Orum saw Kala. She sat among the stars, her red hair a swirling vortex and her body dancing as she wove through the stars.

He immediately approached her and began to sing to her of the universe. She smiled, her eyes twinkling so brightly it seemed to dull the stars around her, and returned the song. Her song wove with his and they completed each other in a chorus that allowed the stars and planets to twirl and dance.

Orum then reached out with his hand and gestured for Kala to follow him, but she did not. She continued to sing, but Orum had left. While he traveled across the universe he thought of Kala and her song. It was the same as his song, but it made him think of not just being, of what was to be, and this caused him to stop. He had never looked beyond what is, to think of what is to be. He then wondered when he had last seen her, and when he might see her again and these things puzzled him.

At this time Orum became aware of time, and with this knowledge he gained control over it. Seeing the answer he stopped time and rushed back to Kala, so they might dance among the still stars, but when he arrived back she had stopped singing.

“Why have you stopped your beautiful song?”

“Because there is nothing to sing to my love.”

“You can sing to me and we can dance among the universe.”

“But not if there is nothing to look forward to, without times passing I have no reason to be.”

With this Orum allowed time to start again and with a smile Kala began to sing again. And then Orum realized his own fate.

“I shall stand here with you now Kala, and watch over the universe with you. I will watch the now, the future and the past and understand. But when the planets stop turning and time has found it’s own fate, I shall be here to catch you and we shall walk side by side through the universe together, complete.”

With that the gray haired elf pointed to the stars, “See there young ones, that group of stars with the outstretched arm? That is Kala, watching over us and our future, guiding us with a gentle hand. And there next to her, that small groups of stars, that is the buckle of Orum’s belt, showing where he stands next to her faithfully, watching his own task, but staying forever close to her, for one day they shall be united forever.

Elven Myth

Back when there were still many beginnings,

and the Song still new,

the two, Orum and Kala,

guides of the cycles of time,

traversed between the stars.

 

Kala, her path straight and narrow,

looked to the future and sang it into existence.

She wove the future for worlds old and new,

and on she moved, ever forward.

 

Orum sat among the stars,

watching over the infant universe.

His was a song of remembrance,

committing to record all that had been.

 

It was thus that Trund swung his great hammer,

its blow splintering time, and stopping the song.

 

In this silence, the song interrupted,

Orum and Kala looked up from their tasks.

They looked upon one another for the first time,

their gazes meeting, and understanding dawning.

 

For the first time, Orum thought of the future

as he sang of the past,

and Kala questioned the song spun

by her narrow vision of the future.

 

Both looked to the Creator for answers,

but he was no longer there.

The absolute and the certainty of the future

was no longer.

 

And so Kala’s melody of the future

became a symphony of possibilities.

And with this Orum smiled,

his song changing to complement hers,

to encompass many visions of the past.

 

Both smiled as they looked upon one another,

singing in harmony of the things that may come,

the things that may be,

and the things that might have been.

Orvocorpse

Orvocorpse

An Orvocropse is not a sentient creature as it is a vehicle for fungal infection. Host creatures become infected with the fungus and if not treated, the fungus takes over the motor function of the creature. Often a hard wood like protrusion forms around and past the head and the hands/feet become enlarged and knotted with bark like protrusions. It is unknown if the host maintains consciousness, but the fungus controls the creature and the only focus seems to be the spread of the spores upon death or contact.

 

These creatures seem to have some sort of intelligence, as they migrate to populous areas. Stories of the Orvocorpse are most prevalent in the old kingdom of Uthgard, and anyone who sees a creature of this description will avoid it at all costs. Every city has orders to shoot anything with any symptom with flaming arrows, as fire seems to only sure way to stop the spread of the spores.

 

Orvocorpse

Challenge Rating: 4

Size: Medium

Type: Plant

Initiative: -2

 

Defense

Hit Points: 31

Armor Class: 17, touch 8, flat footed 17 (-2 Dex, +9 Natural)

Saves: Fort +8 Ref +1 Will +3

Weakness: Vulnerable to Fire

Offense

Speed: 10ft

Base Attack: +5

Melee: 2 Claws +7 (1d6+2)

Ranged: –

Special Attacks: Disease

 

Statistics

Abilities: STR 14, DEX 7, CON 15, INT 10, WIS 10, CHA 10

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

Talents:  Blind Fight

Special Qualities: Plant qualities

Ecology

Environment: Any

Organization: Solitary, Pair, Swarm

 

Treasure: N/A

 

Disease

Zombie spores: claw—injury; save Fortitude DC 18; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage, 1d4 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

After 1 week without a cure, the infected creature will begin to develop hardened patches of skin on the face and extremities. On the second week, every hour the infected must make a Will save, DC 20, or slump to the ground, unable to perform any actions, staring vacantly ahead as the fungus begins to take control of their mind. After 30 days without a cure, the victim’s hands, head, and feet are completely encased in a hard bark-like substance. Upon waking on the 30 day, they are compelled to find nearby living creatures and spread the fungus, without concern for their own life.

 

Death Throes

An Orvocorpse explodes when it is destroyed. All creatures within 10 feet of the creature must make a Reflex save of 20, or be covered by fungal spores. Anyone who fails the save is infected by the zombie spores disease. After 1 round, the spores become harmless due to their exposure to the air.

 

Otari

The self given name of the wizards of Eredar.

The Mages of the Tower are by far the most well known in the lands, or at least they are the ones that fill the stories. White haired old men with beards calling down lightning, throwing balls of fire, and causing the walls of the great castles to crumble. The wizards spent their time researching and classifying magic, they felt that magic could be defined and quantified. Their ability to warp energy was beyond any of the other magical groups of Uteria, and that power led to corruption. During the Great War, some wizards left to fight with Uthgard and the armies of the North, becoming the Nulthari. Others aligned themselves with the Aradan Kingdom in the South. Some stayed neutral. This infighting caused the fall and destruction of the Tower, all factions wanting control of the knowledge there.

A hundred years ago, a small group came back to the ruins of the Tower and began to rebuild. Though there was no magic to harness, they taught of the world and its ways. They pushed science and discovery, but often hit dead ends as they could not find common threads between different theories. One day a chemical substance would cause an explosion, and the next day it would not. They surmised that there was some force that altered the state of physics in Uteria.

During the Great War, magic twisted and destroyed the lands in the East, so when the Tower was rebuilt, both the people who studied there and the local governments built a separate tower for the Archeons, or Watchers. They were there to keep watch over the wizards and their power, so that no one could ever harness the great power that laid waste to the lands of the southeast.

Since magic has started to return, the Mages have begun to scour the lands for potential apprentices. At the same time, the Archeons are on the hunt for those who abuse the power or magic.

Otyugh

Otyugh

Challenge Rating: 4

Size: Large

Type: Aberration

Initiative: +0

 

Defense

Hit Points: 36 (6HD)

Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17

Saves: Fort +3 Ref +2 Will +6

Weaknesses: –

 

Offense

Speed: 20ft

Base Attack: +4

Melee: 2 tentacles +4 melee (1d6) and bite -2 melee (1d4)

Special Attacks: Constrict 1d6, disease, improved grab

Sanity Effects: –

 

Statistics

Abilities: STR 11, DEX 10, CON 13, INT 5, WIS 12, CHA 6

Skills: Acrobatics +0, Athletics +1,  Awareness +4, Endurance +3, Knowledge -7, Persuasion -2, Spellcraft +1, Survival +1, Thievery +0

Talents: Alertness, Weapon Focus (Tentacle)

Special Qualities: 15’ reach, Darkvision 60ft, Scent

 

Ecology

Environment: Underground

Organization: Solitary, Pair, or Cluster (3-4)

Treasure: Standard

 

Constrict

An otyugh deals automatic tentacle damage with a successful grapple.

 

Disease

Filth fever—bite, Fortitude DC 14, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con.

 

Improved Grab

To use this ability, an otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

 

Pacov

  • Statistics: Crime 1; Danger 1; Economy 2; Law 5; Knowledge 4; Magic 2
  • Highest Stat is 10, lowest 1 
  • Size: Village
  • Government: Mayoral, Under Uthgard Aristocracy
  • Economic System: Capitalist
  • Population: 167

 

Notable NPC’s:

Krasmir Praks – Mayor, Loyal to his villagers. Dislikes Uthgard and Fort Utliest. Owner of the Pewter Pot. 

Venbon the Ferryman

Notable Places:

The Pewter Pot – tavern, apothecary, library, and inn. 4 stories: 1st is tavern, 2nd is rental rooms, 3 and 4 are private residences. 

Krasmir and Estera Praks – Owner

The wood of this inn is old and gray. Small lanterns fill the cramped but cozy hall. All tye walls, doors and shelves seem slightly off kilter, but this gives it a homey feel. A long bar along the back wall runs the length of the building. The shelves behind the bar are littered with bottles of all shapes. The rest if the walls have shelves lined with books. 

Estera has copies of the Creature Compendium I and a hand-made copy of the Creature Compendium II. 

Breakfast

Chicken eggs, Soft cheese, Apple; 3sp

Lunch

Leg of mutton, Green beans, Strawberries; 4sp

Supper

Pork Sausages, Corn, Coarse rye bread, Rice pudding; 5sp

Snack

Duck eggs, Strawberries, Rice; 2sp

 

The Pewter Pot

The general store and black smithy

Olivera Vilkowske – Owner

 

60% purchase

100% cost

Paranon

Paranon was a small town of the Aradan Kingdom. It was destroyed during the Great War. Little is left save for ruined walls and overgrown roads. 

The keep of Paranon was almost completely erased by the mages of Uthgard, calling down fires from the heavens to destroy their foe. Despite this ravaging magic, the area is free of most radiation. 

Map available on my Patreon.

Patriaslav

 

Statistics: Crime 5; Danger 7; Economy 2; Law 4; Knowledge 1; Magic 3

Highest Stat is 10, lowest 1 

Size: Town

Government: Feudal 

Economic System: Capitalist

Population: 440. 100% human

Notable NPC’s:

 

  • Priest Gerard Hugh: leader of church and village. Feared and respected. He believes those in the keep serve god and should be protected.
  • Gorski family: run the inn and tavern. Friendly, fearful, religious.
  • Jolan Cholarty: Constable, Lvl 4 Brawler. Untrusting, gruff/

 

Notable Places:

The Broken Goat

Inn and tavern

Run by the Gorski family. Wilhelm, Pawa, and Prot

Superstitious

 

Patrons

  • Horacy Banaszek, farmer
  • Marin Matczak, baker
  • Artur Raczka, hunter

 

Rumors

  • The lord is an upir
  • Demons rule the castle.
  • There is a cult in the castle. 

 

 

The Unelesia Church

Priest Gerard Hugh, Level 3 Luminar, Short, portly, immaculate.

Self serving, pious, arrogant

Will cure for money and worship.

 

Country Hammer, General Store

Run by Tam Bale

Buy 50%, sell Standard

 

The Cauldron

Run by Verlm Blueroot

Phase Cat

Phase Cat

Challenge Rating: 4

Size: Large

Type: Magical Beast

Initiative: +2

 

Defense

Hit Points: 51 (6HD)

Armor Class: 16, touch 11, flat-footed 14 (-1 size, +2 dex, +5 natural)

Saves: Fort +8 Ref   +4 Will +3

Weaknesses: –

 

Offense

Speed: 40ft

Base Attack: +4

Melee: 4 Tentacles +9 1d6+4, bite +4 1d8+2

Special Attacks: –

Sanity Effects: 1/1d4

 

Statistics

Abilities: STR 18, DEX 15, CON 16, INT 5, WIS 12, CHA 8

Skills: Acrobatics +5, Athletics +4,  Awareness +5, Endurance +3, Knowledge N/A, Persuasion -1, Spellcraft +1, Survival +1, Thievery +2

Talents: 2 points or recommended: Alertness, Dodge

Special Qualities: 10’ Reach with Tentacles. Phase, resistance to ranged attacks

 

Ecology

Environment: Temperate forest, hill, or mountains and underground

Organization: Solitary, pair, or pride (6-10)

 

Treasure: Standard

 

Phase

A light-bending glamer continually surrounds a phase cat, making it difficult to surmise the creature’s true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than site. A true seeing affect allows the user to see the beast’s position, but see invisibility has no effect.


Resistance to Ranged Attacks

A phase cat gains a +2 resistance bonus to saves against any ranged spell or ranged magical attack that specifically targets it (except for ranged touch attacks).


Skills

A phase cat receives a +8 racial bonus to Hide checks, thanks to its displacement power.

Piper’s Pub

Close to the Walled Keep and the Grand Circus, the Piper’s Pub is a well known tavern. It caters to all, though it’s menu prices are a bit steep. It has no sleeping quarters as no inns are allowed this close to the Duke’s Estate.