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.

Polythesia

The old religion still holds sway over many regions, and most of the bigger cities host a temple to the old deities. While the Unelesia view the followers of this religion as misguided at best or heretics at worst, the Polythesians are content to their own beliefs and rituals.

They have always had a more open minded view of the world around them and the reemergence of magic only strengthens their beliefs. While the Unelesian see the pantheon of deities as servants of the Creator, the Polythesians see the Creator as an absent father and the deities as the ones who watch over and protect those who ask for their favor.

Polythesia

The old religion still holds sway over many regions, and most of the bigger cities host a temple to the old deities. While the Unelesia view the followers of this religion as misguided at best or heretics at worst, the Polythesians are content to their own beliefs and rituals.

They have always had a more open minded view of the world around them and the reemergence of magic only strengthens their beliefs. While the Unelesian see the pantheon of deities as servants of the Creator, the Polythesians see the Creator as an absent father and the deities as the ones who watch over and protect those who ask for their favor.

Protectorate

The Protectorate is a politically unaffiliated group founded on the history of magic in Atheles.  They believe that magic can be used for good or evil.  They exist to protect those that would use it for good and to protect the innocent from those that would use it for evil.  Its members are trained in combat using many different fighting styles, but more prominently in defense.

The Protectorate is led by a High Chancellor that is voted upon after the death of the previous High Chancellor. There are three Chancellors that serve as the High Chancellor’s advisors.  From there the Protectorate consists of many lower ranks of knights and the lowest of which is a servant.  Servants are mainly young children which the Protectorate takes off the streets.  As the child gets older they squire for one of the knights in its chapter until they are of age to be trained for combat.

The Protectorate serves as hidden monitors of the mages in their communities.  They know when mages arrive in their cities and they know when they leave.  They assign knights to assess new arrivals and once assessed, assign further.  Peaceful or “good” mages are assigned a knight to protect them from their surroundings as long as they maintain their alignment.  Dangerous or “evil” mages are assigned watchers to keep an eye and monitor their actions further.  The watchers are instructed to not make their presence known unless absolutely necessary.

When magic left Atheles, the senior leadership disbanded the order with their purpose no more.  At least that is what everyone thought.  The Chancellors spread out and hid copies of their manifests and orders.  As time passed the leadership aged and new guardians were selected for their secrets.  Once the signs of magic’s return showed, the guardians broke the seals on their charge and the Protectorate was given life again.

Every 10 years a new set of recruits are trained, selected in the same way as before.  Their mission is much of the same.  This time they actively seek out groups of magic wielders to “guide” them on the approved uses of magic.

 

In early 5705 the headquarters of the Protectorate, the Grand Hall was destroyed by a terrorist magical attack. Half of the building was destroyed and the ruling council were all killed. The ranking officer alive, Heilman Ricter, lead those surviving to battle and kill the terrorists they found. All signs pointed to the attack originating from Eredar, the Tower of Mages. Ricter was quickly elected to High Chancellor, and he set about planning for retribution against Eredar.

Grand Hall

The Grand Hall once served as the main headquarters of the Protectorate until it was destroyed in 5705. It was located between Dorn and Kowal, a wild area which did not fall under rule of any kingdom or city state.

From Roe (Fiction):

Roe thinks back to what he can remember before speaking.
 
“The inside is cold and lacks color.  It’s not very inviting.  I imagine that was part of our training, no distractions.  We had our living quarters where each initiate had their own bed.  Very little open space. No peronal belongings other than the clothes we wore.  There was a classroom where we were schooled.  I imagine the things most people with that luxury would learn.  Reading, Writing, Arithmatic, History.  Simple layout about 30 desks, again very plain.  There was a small library that housed tomes of history books and other information we rarely referenced.  Perhaps the Elders had greater use of this than us.  There were private dwellers for our Elders.  We were not allowed in the wing of which they lived.
 
The Armory was a grand collection of weapons and armor.  All styles of weapons and armor from different regions.  I remember there were over 10 different styles of long swords alone.  This is where the real equipment was, we did not train with these until we were much older.  Outside, but still within the walls of our keep, were a training yard, a forge and stables.  The stables housed what you would expect, horses.  Other horse related items were there as well.  The stable was fairly large, enough for at least half of our number to have one to our selves.  The Forge was a forge and did forge things.  We were taught to repair and maintain our own equipment there once we earned it.  The training yard is where we spent most of our time growing up.  About a dozen training dummies and plenty of room for at least 25 pairs of initiates to spar.”
 
Roe trails off.  “I need to get some sleep

Pseudodragon

Pseudodragon

Challenge Rating: 1

Size: Tiny

Type: Dragon

Initiative: +2

 

Defense

Hit Points: 15 (2 HD)

Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16

Saves: Fort +4 Ref +5 Will +4

Weaknesses: –

 

Offense

Speed: 15ft, fly 60ft

Base Attack: +2

Melee: Sting +6 melee (1d3-2 plus poison) and bite +1 melee (1)

Special Attacks: Poison

Sanity Effects: –

 

Statistics

Abilities: STR 6, DEX 15, CON 13, INT 10, WIS 12, CHA 10

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

Talents: Alertness, Weapon Dexterity

Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision,  telepathy 60 ft.

 

Ecology

Environment: Temperate Forests

Organization: Solitary, pair, or clutch (3-5)

Treasure: none

 

Poison

Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

 

Blindsense

A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.

 

Telepathy

Pseudodragons can communicate telepathically with creatures that speak Common or Fey, provided they are within 60 feet.

 

Pyrg

Pyrg

As magic has returned, so have creatures that take normal nuisances of our world and turn them into nightmarish pests. A pyrg is as if a mosquito grew 100 times it size, to about a foot and a half across, and could drain a human dry in a couple of minutes.

Pyrg

Challenge Rating: 1/2

Size: Tiny

Type: Magical Beast

Initiative: +4

 

Defense

Hit Points: 5 (1d10)

Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12

Saves: Fort +2 Ref +6 Will +1

Weakness: —

 

Offense

Speed: 10’, Fly 40’

Base Attack: +1

Melee: Touch +7 melee (attach)

Ranged: None

Special Attacks: Attach, blood drain

Sanity Effects: –

 

Statistics

Abilities: STR 3, DEX 19, CON 10, INT 3, WIS 12, CHA 6

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

Talents: Alertness, Weapon Finesse

Special Qualities: Darkvision 60 ft., low-light vision

 

Ecology

Environment: Any Damp

Organization: Single, Pair, Swarm (3-12)

 

Treasure: None

 

Combat

A pyrg attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures.

 

Attach

If a pyrg hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached pyrg is effectively grappling its prey. The pyrg loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Pyrgs have a +5 racial bonus on grapple heroic actions.

 

An attached pyrg can be struck with a weapon or grappled itself. To remove an attached pyrg through grappling, the opponent must achieve a pin against the pyrg.

 

Blood Drain

A pyrg drains blood, dealing 1d4 points of damage in any round when it begins its turn attached to a victim. Once it has dealt 10 points of damage, it detaches and flies off to digest the meal. If its victim dies before the pyrg’s appetite has been sated, the pyrg detaches and seeks a new target.