Saints and Scoundrels of the Great Crater
Al-Nahmi, shaman of Thanatos and chief of Tombstone.
Shortly after Thar led his legions out of the Broken Lands, in caverns far below, the thouls stirred. Driven by their shaman, Al-Nahmi, they roused themselves from their centuries of idleness and followed in the wake of the orc-king's legions. Though normally despised by other humanoids, the thouls were welcomed as comrades in arms against the hated Glantrians.
Al-Nahmi led her people to the abandoned town of Lizzieni, where they remain to this day. There they prosper in the caverns and undead haunted hills of the former Principality of Caurenze.
She is a follower of Thanatos, and seeks to spread his entropic ways among the surface world. She has few ties with any of the other humanoid leaders, save for the two goblin princes, Wart and Throng, who have made overtures of alliance with her recently.
Born: 976 AC. Hair: White. Eyes: Red. Height: 5' 7".
Al-Nahmi: Female thoul cleric 8 of Thanatos; CR 10; Medium monstrous humanoid; HD 3d8+9 plus 8d8+24; hp 83; Init -1; Spd 30 ft.; AC 15, touch 11, flat-footed 15; Base Atk +9; Grp +11; Atk +11 melee (1d3+2 plus paralysis, claw) or +12 melee (1d6+3, +1 ghost touch club ); Full Atk +12/+7 melee (1d6+3, +1 ghost touch club ) and +9 melee (1d3+1 plus paralysis, claw); SA paralysis, spells; SQ darkvision 60 ft., fast healing 3, rebuke undead 4/day; AL CE; SV Fort +10, Ref +4, Will +13; Str 15, Dex 9, Con 17, Int 10, Wis 18, Cha 13. *Statistics are age adjusted and include a +2 level bonus to Wisdom.
Skills and Feats: Concentration +5, Knowledge (religion) +4, Listen +7, Spellcraft +2, Spot +7; Brew Potion, Improved Turning, Multiattack, Spell Focus (Necromancy).
Paralysis (Ex): Anyone struck by Al-Nahmi’s claw attack must succeed at a Fortitude save (DC 18) or be paralyzed for 1d4+1 rounds. Elves and thouls are immune to this paralysis. The save is Constitution based.
Spells Prepared (6/6/5/5/4; save DC 14 + spell level): 0- detect magic, detect poison, guidance, inflict minor wounds (2), resistance; 1st- bane, cause fear1, detect undead, doom, hide from undead, inflict light wounds; 2nd- death knell, desecrate1, enthrall, inflict moderate wounds (2); 3rd- animate dead1, bestow curse, inflict serious wounds (2), speak with dead; 4th- death ward, inflict critical wounds, poison, unholy blight1.
1 Domain spell. Domains: Death (death touch 1/day), Evil (cast evil spells at +1 caster level).
Possessions: +1 ghost touch club , +1 leather armor , potion of cure serious wounds(2), potion of haste , ring of protection +2 .
Blackie, Henchman of Ohr'r.
Ohr'rs right hand bugbear is descended from a group of Ursus Bipedis Oriensis that were brought to Glantri many years ago at the behest of one of its nobles. Blackie (whose name, translated from Ochalean means, literally "Black Death"- Blackie is his nickname), served as a slave laborer in the gold mines of Belcadiz until the invasion of Glantri, when he and many of his kinsmen freed themselves and joined their humanoid cousins in their raids.
Since then, the enigmatic figure has risen to prominence amongst the bugbears of Ohr'r. The tall, wiry, black and white bugbear cuts an exotic picture even amongst his kin, and the rumors of his mysterious mystical practices are often whispered about in hushed tones in the bars of Ohr'r. The legend of his singlehandedly (and weaponlessly) taking down a Glantrian patrol during the war only add to his mystique.
Blackie handles administrative duties for Constable Ohr'r (such as they are among humanoids), and seems to be ever present at his chief's side. It is supposed that Ohr'r is grooming him to be his successor, rather than one of the chief's many lazy whelps. Regardless of the truth of this rumor, there is little doubt but that Blackie will be the next leader of Ohr'r. He has already permanently removed a number of upstarts who would be king- without the knowledge of Constable Ohr'r.
Born: 990 AC. Hair: White. Eyes: Red. Height:
“Blackie”: Male bugbear monk 4/sorcerer 4; CR 10; Medium humanoid (goblinoid); HD 3d8 plus 4d8 plus 4d4; hp 53; Init +8; Spd 40 ft.; AC 20, touch 14, flat-footed 16; Base Atk +7; Grp +9; Atk +10 melee (1d8+3, unarmed); Full Atk +10/+5 melee (1d8+3, unarmed) or +8/+8/+3 melee (1d8+3, flurry of blows); SA flurry of blows, ki strike (magic), spells; SQ darkvision 60 ft., evasion, scent, slow fall, still mind; AL LE; SV Fort +6, Ref +14, Will +8; Str 15, Dex 18, Con 10, Int 8, Wis 9, Cha 14. *Statistics are age adjusted and include a +2 level bonus to Charisma.
Skills and Feats: Balance +6, Concentration +3, Escape Artist +7, Hide +13, Jump +5, Move Silently +8, Spellcraft +1, Tumble +7; Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Stunning Fist.
Spells Known (6/7/4; save DC 12 + spell level): 0- daze, detect poison, message, open/close, resistance, touch of fatigue; 1st- cause fear, chill touch, shocking grasp; 2nd- blur.
Possessions: Amulet of mighty fists +1, bracers of armor +3, cloak of elvenkind, potion of bear’s endurance, potion of cure moderate wounds (2).
Broknag the Sly, Advisor to Prince Kol, cleric of Wogar.
Broknag wormed his way into Kol's graces by presenting the kobold with Ludwig von Hendriks, his current military advisor. Since then, the goblin has used his influence to garner arcane secrets for himself, notably by taking control of the late Prince Volospin Aendyr's ruined manor. He has also attempted (unsuccessfully thus far) to worm his way into various legitimate sorceror's guilds and organizations in Glantri. He hopes to utilize such magical knowledge to advance the cause of the humanoids of the Great Crater, or at least help put them on a more equal footing with the rest of Glantri.
Broknag is strongly dedicated to the humanoids of the Great Crater and to Kol (in that order).
Born: 971 AC. Hair: Eyes: Height:
Broknag: Male goblin cleric 8/rogue 4 of Wogar; CR 12; Small humanoid (goblin); HD 8d8-16 plus 4d6-8; hp 41; Init +2; Spd 30 ft.; AC 18, touch 15, flat-footed 16; Base Atk +9; Grp +5; Atk +11 melee (1d4/x3, +1 handaxe) or +11 ranged (by spell); Full Atk +11/+6 melee (1d4/x3, +1 handaxe) or +11/+6 ranged (by spell); SA sneak attack +2d6, spells; SQ darkvision 60 ft., evasion, rebuke undead 3/day, trapfinding, trap sense +1, uncanny dodge; AL NE; SV Fort +9, Ref +12, Will +16; Str 9, Dex 15, Con 6, Int 16, Wis 20, Cha 11. *Statistics are age adjusted and include a +1 level bonus to Dexterity and a +2 level bonus to Wisdom.
Skills and Feats: Concentration +2, Decipher Script +7, Disable Device +5, Gather Information +5, Handle Animals +7, Heal +9, Hide +8, Intimidate +4, Knowledge (arcana) +7, Knowledge (religion) +9, Knowledge (the planes) +7, Listen +9, Move Silently +8, Open Locks +5, Ride +13, Search +7, Sense Motive +9, Spellcraft +9, Spot +8, Use Magic Device +5; Animal Affinity, Brew Potion, Martial Weapon Proficiency (handaxe), Mounted Combat, Ride-by Attack, Scribe Scroll, Weapon Focus (handaxe).
Spells Prepared (6/7/5/5/4; save DC 15 + spell level): 0- detect magic (2), guidance, light, read magic (2); 1st- bane, command, comprehend languages, divine favor, inflict light wounds, magic weapon1, shield of faith; 2nd- aid, enthrall, hold person, inflict moderate wounds, spiritual weapon1; 3rd- dispel magic, dominate animal1, inflict serious wounds, locate object, prayer; 4th- discern lies, divination, summon nature’s ally IV1, tongues.
1 Domain spell. Domains: Animal (speak with animals 1/day), War (free martial weapon proficiency and weapon focus feats).
Possessions: +1 handaxe, cloak of resistance +4, ring of protection +2, studded leather armor.
Chokk Trollgrinder, Chief of the Ogrelords.
Originally from the Orclands, Chokk left to join the Legion while still a youth, eventually becoming one of Thar's right hand men. When his former commander deserted his troops, he loyally gave his allegiance to the apparent successor, Prince Kol. His soldierly discipline served him in good stead when he was selected to serve with the Black Eagle in training Kol's horde. The Black Eagle was so impressed with the ogre that he suggested Chokk be chosen to whip the unruly hordes of the eastern hills into shape. Kol agreed and, with some assistance from the Prince and his military advisor, Chokk became chief of the new tribe of the Ogrelords.
Chokk Trollgrinder: Male ogre fighter 3; CR 6; Large giant; HD 4d8+12 plus 3d10+9; hp 79; Init +1; Spd 30 ft.; AC 23, touch 10, flat-footed 22; Base Atk +6; Grp +13; Atk + 11 melee (2d8+5/19-20, +1 bastard sword); Full Atk +11/+6 melee (2d8+5/19-20, +1 bastard sword); SA None; SQ darkvision 60 ft., low-light vision; AL LE; SV Fort +10, Ref +3, Will +1; Str 19, Dex 12, Con 16, Int 9, Wis 7, Cha 9. *Statistics are age adjusted and include a +1 level bonus to Strength.
Chokk maintains regular diplomatic contact with Kol, to whom he has sworn his allegiance. As long as Kol remains in power, the kobold will have the services of the unambitious ogre. The ogre's control over the hodgepodge of hordes he commands is threatened by the denizens of New Threat, and he has appealed to Kol for assistance. He doesn't care overmuch for the Black Eagle, whom he resents losing command of the legion to.
Born: 976 AC. Hair: White. Eyes: Red. Height:
Skills and Feats: Climb +3, Intimidate +2, Listen +1, Spot +1; Cleave, Exotic Weapon Proficiency (bastard sword), Improved Overrun, Power Attack, Weapon Focus (bastard sword).
Possessions: +2 heavy steel shield, +1 bastard sword, potion of aid, chain shirt.
Doth, King of Goblinia. (Go 15; Go 8- see GAZ10)
Doth was overjoyed at the death of his wife, Yazar, in 1010 AC- especially since it was the first assassination attempt to succeed against her bombastic majesty! He didn't have long to gloat, however, as his tribe fell to the military might of Kol's hordes shortly thereafter. Even the eventual capitulation to the kobold's rule by his hated rival Thar couldn't please Doth for long.
Since then, the goblin king has brooded in his cavernous home, taking out his frustrations on his subjects and his orcish neighbors. His advisors resent him and feel he is responsible for their current plight, as the loss of Yazar's military genius was devastating to their war with the kobolds. Still fearful of their liege's rage, however, they simply content themselves to wait for the old goblin's impending death.
Jaervosz Dustyboots, former Sheriff of Seashire.
Jaervosz Dustyboots, a longtime foe of the Black Eagle Baron, has come to the lands of the Great Crater in hopes of bringing von Hendriks to justice. Having abandoned his title of Sheriff, he acts without the legal jurisdiction of the Five Shires, but with his people's hopes and support nevertheless. He has recently taken up with Qenildor Erewan, with whom he has discovered a common, if not entirely identical, purpose. Both men see the Black Eagle as a key figure in the humanoids' organization, and are working together to achieve their goals. At the same time, the two are becoming fast friends, seeing qualities in one another that are very similar.
Born: 951 AC. Hair: Eyes: Height:
Jaervosz Dustyboots: Male halfling fighter 8/rogue 4; CR 12; Small humanoid (halfling); HD 8d10+16 plus 4d6+8; hp 96; Init +6; Spd 20 ft.; AC 19, touch 13, flat-footed 19; Base Atk +13; Grp +10; Atk +19 melee (1d4+6, +2 throwing axe) or +19 ranged (1d4+6, +2 throwing axe); Full Atk +19/+14/+9 melee (1d4+6, +2 throwing axe) or +19/+14/+9 ranged (1d4+6, +2 throwing axe); SA sneak attack +2d6; SQ evasion, halfling traits, trapfinding, trap sense +1, uncanny dodge; AL LN; SV Fort +10, Ref +9, Will +8; Str 15, Dex 15, Con 15, Int 18, Wis 19, Cha 16. *Statistics are age adjusted and include a +1 level bonus to Strength and a +2 to Dexterity.
Skills and Feats: Balance +6, Climb +8, Craft (painting) +14, Diplomacy +8, Escape Artist +5, Gather Information +8, Handle Animal +9, Intimidate +11, Jump +10, Hide +10, Knowledge (Five Shires local) +9, Listen +11, Move Silently +8, Perform (singing) +7, Profession (sailor) +8, Ride +7, Search +8, Sense Motive +9, Spot +9, Swim +4, Use Rope +6; Far Shot, Improved Initiative, Leadership, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Track, Weapon Focus (throwing axe), Weapon Specialization (throwing axe).
Possessions: +2 throwing axe (3), +2 chain shirt.
Khorguul, chieftainess of Orcus Dominicus. (Or 12; Or 9F- S 14, D 14, Cn 11, I 13, W 9, Ch 17.)
Khorguul nurses a strong hatred towards her distant relative, Thar. He killed her father during his bid for rulership of Orcus Rex, back in the Orcwars of 975 AC. In the years since then, she has grown to a position of power in the tribe, plans for revenge everpresent in her mind. When Thar bowed down before Kol in 1010 AC, the much impressed Khorguul offered her assistance and that of her horde to the kobold. The two of them worked to gradually dominate the other hordes in the region, and Khorguul rose to become the chieftain of the entire (renamed) tribe of Orcus Dominicus.
She is wholly loyal to Prince Kol, and between his kobolds and her orcs, the two have managed to keep the hordes of the Great Crater in some degree of control. She has heard of Thar's efforts to the far east, and keeps a watch for the day when he might return...
Kol XIV, Prince of New Kolland, Viscount of Blackstone, Viceroy of the Great Crater, King of the tribes of South Monsterland, High Doge of Kol. (Ko 26/ Wo 5; Ko 7Wd- see GAZ10, PWA 1010-1012, Joshuan's Almanac, G:KoM)
The ambitious Kol managed to attain his current status due to the influence of powerful allies, but the tenuous nature of those alliances are beginning to show. His chief ally, Dolores Hillsbury (aka the Night Dragon, Synn) has begun to lose her sway in the political arenas of Glantri, and his advisors- notably the Black Eagle- are starting to play out their own agendas... which may or may not involve the kobold ruler. Thus far, his charismatic presence and position with the Council of Princes has allowed him to keep hold of his power, but that may not be enough. Unlike his predecessor, King Thar, Kol doesn't have the dominating personality that can keep other humanoid leaders in line. Together with his friend General Zar (and later with the Black Eagle) Kol's charismatic wheedling combined with his allies' military might was enough to influence the humanoids. Without the Black Eagle's strength, Kol may find himself gobbled up by the hordes he rules.
He maintains diplomatic ties with most of the humanoids of the Great Crater region, and despises those that refuse to acknowledge his authority. He recently hit upon the tactic of issuing bounties on the heads of his rivals- under the guise of legal 'hunting licenses' for adventurers. He is well aware of the Black Eagle's superiority complex, and is not blind to Ludwig's practice of hiring human officers to command the legion.
Ohr'r, Constable of Ohr'r. (Bu 16; Bu 10- see GAZ10)
The aging Ohr'r has taken to his new roles as constable and guildmaster of the Ohr'r branch of the Fellowship of the Pouch as if born to them. He spends most of his time counting through his enormous profits, and leaving the delegation of leadership to his assistant, Blackie. His only real concern is why his good friend, Prince Jaggar von Drachenfels, refuses to return any of his messages (Jaggar was instrumental in gaining Ohr'r his position as leader of the tribe of Bugburbia).
Qenildor Erewan, Baron of Celedyl. (E10;E 9F/10W- see GAZ3, G:KoM)
Sire Qenildor Erewan is the newest member of the Glantrian nobility, having been awarded a barony in late 1015 AC. Located on the site of the former Camp Huledain, Qenildor named his barony after his long lost father, Celedrin. Ever since his father's disappearance during a raid into the Broken Lands, Qenildor has nursed a hatred for the humanoids. His feelings have grown ever stronger in recent years, as his people suffered the most under the humanoid raids of 1007 AC.
After fighting them as a renegade for years, he has finally decided to try fighting them within the confines of Glantrian law as well, by using his baronial influence. Unusually impatient for an elf, he is attempting to take a longer term view of things. Doubtless his burgeoning friendship with the halfling Jaervosz Dustyboots is coloring his attitude.