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Town of Newhaven


Pre-Expansion

Post-Expansion
The Vale is a picturesque Elven and Human farming community nestled in a broad, wooded valley in southern Jordaine. This serene and verdant area is characterized by rolling hills, lush forests, and fertile fields. The Elves of the Vale have created a harmonious living environment, blending their homes seamlessly with nature and using their magic to enhance the natural beauty and productivity of the land.
  • Wooded Valley: The Vale is surrounded by dense woodlands that provide a natural barrier and habitat for diverse wildlife. The trees here are ancient and tall, with thick canopies that create dappled sunlight on the forest floor. Fertile Fields: The farmland is a mosaic of fields growing a variety of crops. These fields follow the natural contours of the land, creating a beautiful and efficient layout. River and Ponds: A network of small streams and ponds as well as the Gryphon River, ensures ample water supply for irrigation and supports a thriving aquatic ecosystem. These water sources are enchanted to remain pure and abundant.
  • Elven Homes: The homes in the Vale are originally Human built but have been reconstructed by Elves after the War, from natural materials like wood and stone, often built into the landscape itself. Roofs are covered with moss and flowering plants, and walls are adorned with intricate carvings. The Elves use sustainable farming techniques, such as crop rotation, permaculture principles, and magical enhancements, to maintain soil fertility and crop health.

Newhaven

The largest Town in the area, Newhaven rests alongside the rambling Gryphon River. It was decimated during the war but has since been rebuilt by the Elves. Now, Newhaven serves as a bustling hub of activity where adventurers can rest, resupply, receive training, heal wounds, and gather rumors. Town Features
  • Merchants: The town has several merchants selling a variety of goods, from fresh produce and herbs to magical items and adventuring gear. The town is a lively place where information and rumors are exchanged.
  • Training Grounds: A well-equipped area where adventurers can receive training in various combat skills, magic, and survival techniques. Elven instructors provide guidance and mentorship to aspiring heroes.
  • Seldarine Temple and Local Healer: The town has healers and priestswho use their knowledge of herbs and magic to treat wounds and illnesses. The temple is a sanctuary of peace and recovery, with healing gardens and serene environments.
  • Gryphon River: The river is a vital lifeline for Newhaven, providing water for drinking, irrigation, and transport.
  • Inns and Taverns: Newhaven boasts 2 inns and taverns where adventurers can rest, eat, and share stories. These establishments are known for their hospitality and often host bards and entertainers.
  • Craftsmen and Artisans: Skilled craftsmen and artisans offer their services, including blacksmiths, woodworkers, and more. Their shops are filled with high-quality goods and custom items.
  • Festivals and Events: The town regularly holds festivals celebrating the seasons, historical events, and cultural traditions. These events are opportunities for the community to come together, celebrate, and strengthen their bonds.
  • Trade and Cooperation: The Elves of the Vale supplyJordaine with fresh produce, herbs, and crafted goods, the town provides a market for trade and a place for Elves to acquire materials and items they do not produce.
  • Cultural Exchange: The integration has led to a rich cultural exchange, with Humans and Elves learning from each other's traditions and practices. This blending of cultures is evident in the town's festivals, architecture, and daily life. Newhaven's strategic location and resources make it an ideal base of operations for adventurers. The Elves' magic and knowledge provide invaluable support, while the town offers the necessary amenities and training.
Overall, Newhaven and the Vale represent a unique and harmonious blend of Human resilience and Elven grace, creating a vibrant community where nature and civilization coexist in balance.

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GM Section -Unless you are the Game Master running this Adventure, do not read any further! The following 2 adventures are part of several adventures set in the vale for a Game Master to run for his/her gaming party and to read further if not a Game Master will ruin the fun for you and your fellow players as well as your Game Master!

Town of Newhaven

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  1. Temple of the Seldarine:

    The Temple of the Seldarine stands as the spiritual heart of the Vale, a sanctuary of peace and reverence dedicated to the Elven pantheon. High Priest Sheldrin Var`Cubrae presides over this sacred place with wisdom and compassion, offering spiritual guidance, healing, and blessings to the community of Newhaven and its surrounding farms. Nestled amidst ancient trees and bathed in soft sunlight filtering through stained glass windows, the temple exudes an aura of tranquility and divine presence. Its architecture, adorned with intricate Elven motifs and symbols, reflects centuries of devotion to the Seldarine. High Priest Sheldrin Var`Cubrae, a venerable gray-haired Elf, embodies the wisdom and benevolence of his role. His gentle demeanor and air of authority instill a sense of comfort and reverence among visitors who seek solace and spiritual counsel within the temple's hallowed halls. The money collected for services by the High Priest is typically used for various purposes that contribute to the upkeep and functioning of the temple and its associated services. Here are some common uses for the funds collected:
    1. Maintenance of the Temple: The primary use of funds is to maintain the physical structure of the Temple of the Seldarine. This includes repairs, renovations, and ensuring that the temple grounds and facilities remain in good condition.
    2. Operational Expenses: Funds are allocated towards daily operational expenses such as utilities, lighting, cleaning supplies, and other necessities required to keep the temple running smoothly.
    3. Offerings and Ritual Supplies: The High Priest uses a portion of the funds to purchase offerings and ritual supplies needed for religious ceremonies and rituals performed within the temple. This includes candles, incense, sacred oils, and other ceremonial items.
    4. Charitable Endeavors: A portion of the collected funds may be earmarked for charitable endeavors within the community. This could include providing assistance to the needy, supporting orphanages or shelters, or funding community projects that benefit the residents of Newhaven.
    5. Educational Initiatives: Some funds may be allocated towards educational initiatives, including the training of priests and acolytes in the teachings of the Seldarine, as well as the dissemination of knowledge related to Elven history, culture, and theology.
    6. Special Projects and Enhancements: Occasionally, funds may be set aside for special projects aimed at enhancing the temple's services or facilities. This could involve expanding the library of sacred texts, improving accessibility for worshipers, or commissioning artwork or sculptures that enrich the spiritual ambiance of the temple.
    7. Emergency Funds: A portion of the funds may be reserved as emergency funds to address unforeseen expenses or urgent needs that arise within the temple or the community at large.
    8. Tithe to Higher Orders: In some cases, a portion of the funds collected may be tithed to higher religious orders or organizations associated with the Seldarine, contributing to broader religious missions or charitable activities on a regional or even national scale.

    Services Offered:
    • Healing: High Priest Sheldrin offers healing services to adventurers in need. The cost for healing all wounds is 100 silver pieces (sp), while curing poison or disease requires a fee of 250 sp. These services are vital for adventurers recovering from the rigors of their quests.
    • Removal of Curses: For those afflicted by curses, the High Priest can perform rituals to remove them, charging a fee of 500 sp. His expertise in divine magic enables him to dispel malevolent enchantments and restore peace to affected individuals.
    • Training for Priests: As a mentor to aspiring priests, Sheldrin offers training sessions tailored to their spiritual development. The cost is 100 sp per level of training, ensuring that each student receives personalized guidance and instruction.
    • Restoration of Life: The most profound service offered by the temple is the restoration of life to deceased characters. This miracle is performed at a cost of 1,000 sp per level of the deceased character. However, the process is not without sacrifice; the resurrected character's Physical Endurance (P.E.) score is permanently reduced by 1 point as part of the restoration ritual.
    High Priest Sheldrin leads morning and evening prayers in the temple, invoking the blessings of the Seldarine upon the community. Despite the sparse attendance at times, these rituals serve as a cornerstone of spiritual life in Newhaven, fostering unity and devotion among its residents. Throughout the year, the High Priest bestows blessings upon the community, from bountiful harvests to protection against calamities. These blessings reinforce the symbiotic relationship between the temple and the people it serves. High Priest Sheldrin expects members of the community to contribute a tithe equivalent to 5 percent of any earnings. This financial support sustains the temple's operations and charitable endeavors, ensuring its continued ability to serve the needs of the Vale. Should individuals choose not to provide a tithe, the High Priest doubles the fees for all temple services. This reflects the temple's reliance on community generosity to maintain its services and facilities. The Temple of the Seldarine embodies the rich cultural heritage of the Vale, preserving ancient traditions and rituals passed down through generations of Elves. Its enduring presence fosters a sense of continuity and spiritual connection among the residents of Newhaven. High Priest Sheldrin's legacy is one of compassion, wisdom, and dedication to the well-being of his people. Through his leadership, the temple remains a beacon of hope and sanctuary for all who seek solace and divine intervention in their lives. The Temple of the Seldarine, guided by High Priest Sheldrin Var`Cubrae, continues to uphold its sacred duty as a bastion of faith and healing in the Vale. Its influence extends beyond religious practice, shaping the cultural identity and communal spirit of Newhaven with each prayer uttered and each blessing bestowed. top

  2. High Priest's Home:

    Adjacent to the Temple of the Seldarine in Newhaven stands the elegant residence of High Priest Sheldrin Var`Cubrae. This beautiful house not only serves as his private abode but also functions as a place of quiet contemplation, where the High Priest conducts meetings and offers counsel to those seeking his wisdom and guidance. The High Priest's home is a testament to Elven craftsmanship, featuring graceful lines, arched doorways, and intricate wood carvings that reflect the natural beauty of the Vale. Its architecture harmonizes seamlessly with the surrounding landscape, creating a tranquil sanctuary befitting its esteemed occupant. A meticulously tended garden surrounds the residence, filled with aromatic herbs, vibrant flowers, and shaded alcoves where visitors can find respite from the bustling town. The garden's tranquil ambiance enhances the home's peaceful atmosphere, inviting reflection and serenity. Within the home, the High Priest maintains a private study adorned with shelves of ancient tomes, scrolls of lore, and sacred artifacts dedicated to the Seldarine. It is here that he delves into matters of spiritual significance, prepares rituals, and meets with individuals seeking his counsel. Should the High Priest summon someone for a private audience, they are received in the study, where discussions unfold in an atmosphere of quiet reverence and confidentiality. As the spiritual leader of Newhaven, Sheldrin Var`Cubrae's home symbolizes his unwavering commitment to the welfare of the community. Its proximity to the temple underscores his accessibility and dedication to serving the needs of his fellow Elves and residents. The High Priest's home, along with the Town Hall, serves as an educational hub where aspiring priests and scholars gather to learn from his wisdom and experience. He imparts teachings on Elven history, theology, and the sacred rites of the Seldarine, nurturing the spiritual growth of future generations. Beyond its functional roles, the High Priest's home embodies the cultural heritage of the Vale, preserving ancient traditions and rituals passed down through generations. It stands as a symbol of continuity and reverence, fostering a deep sense of connection among the Elves of Newhaven. Through his stewardship of both the temple and his home, Sheldrin Var`Cubrae leaves a lasting legacy of compassion, wisdom, and leadership. His influence extends beyond religious practice, shaping the ethical framework and communal spirit of the Vale. the High Priest, his home offers more than just a place of residence; it is a sanctuary where he finds solace in quiet moments of contemplation and communion with the divine. The serenity of his surroundings enables him to recharge spiritually, preparing him for the responsibilities of his role. Looking ahead, Sheldrin Var`Cubrae remains steadfast in his commitment to serving the Vale and its people. He envisions expanding educational initiatives and community outreach programs from his home, further strengthening the bonds of fellowship and mutual respect among all residents. The High Priest's home, nestled next to the Temple of the Seldarine, serves as a cornerstone of spiritual life and cultural identity in Newhaven. It embodies the timeless values of faith, wisdom, and compassion, offering a beacon of hope and guidance to all who seek enlightenment within its hallowed halls.top


    High Priest Sheldrin Var`Cubrae

    Race Grey Elf
    Alignment Principled
    O.C.C. High Priest
    Level 8
    Attribute Score
    IQ 20
    ME 22
    MA 18
    PS 10
    PP 16
    PE 18
    PB 24
    Spd 15
    Hit Points (HP) 50
    SDC 60
    Armor Rating (AR) 12 (Robes)
    Skill Percentage
    Ritual Magic 80%
    Healing 75%
    Magic Lore 70%
    Public Speaking 85%
    Religious Lore 90%
    High Priest Sheldrin Var`Cubrae plays a vital role in spiritual matters, offering guidance and rituals to honor the ancient traditions of the Elves and provide solace to the community in times of need.
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  3. The Whispering Oaks Inn:

    The Whispering Oaks Inn is a tranquil and welcoming establishment located along the road that connects Newhaven with the outside world. Owned and operated by Thaeordym Quel`Sedrae, an esteemed member of the community, the inn serves as a haven for travelers seeking comfort, fine dining, and a respite from their journeys through the Vale. Nestled amidst whispering oak trees that lend the inn its name, the establishment boasts a serene and picturesque setting. The exterior features a well-kept garden and a shaded veranda where guests can relax and enjoy the peaceful surroundings. Inside, the inn exudes warmth and hospitality, with tasteful decor and comfortable furnishings that invite guests to unwind after a day of travel. Soft music plays in the background, creating a soothing ambiance conducive to relaxation. The Whispering Oaks Inn offers comfortable lodging for travelers at a rate of 5 silver pieces (sp) per day. Guest rooms are spacious and well-appointed, providing a restful retreat complete with cozy beds and private bathing facilities. Guests can indulge in fine dining at the inn's restaurant, where Thaeordym Quel`Sedrae's culinary expertise shines. He prepares hearty and delicious hot meals priced at 2 sp per plate, using fresh ingredients sourced from local farms and markets. Adjacent to the dining area is a sedate drinking hall, offering a selection of beverages to quench travelers' thirsts. The atmosphere is relaxed, allowing guests to unwind and socialize in comfort. Thaeordym Quel`Sedrae is a respected figure in Newhaven, known for his dedication to hospitality and culinary excellence. His presence ensures that guests receive attentive service and enjoy a memorable stay at the Whispering Oaks Inn. Beyond his role as innkeeper, Thaeordym actively contributes to the community's cultural and economic vibrancy. His establishment serves as a gathering place for locals and travelers alike, fostering connections and camaraderie. As a waypoint along the road through the Vale, the Whispering Oaks Inn serves as a gateway for merchants, adventurers, and diplomats navigating their journeys. It provides a crucial link between Newhaven and the wider world, facilitating trade and cultural exchange. The inn showcases the rich cultural heritage of the Vale through its cuisine and decor, offering guests a taste of local flavors and traditions that reflect the region's agricultural bounty and artistic prowess. The Whispering Oaks Inn embodies Thaeordym Quel`Sedrae's commitment to providing a sanctuary of comfort and refinement amidst the rugged beauty of the Vale. Its legacy of hospitality continues to resonate with travelers who seek solace and rejuvenation during their travels. Looking ahead, Thaeordym aims to expand the inn's offerings, incorporating sustainable practices and innovative culinary experiences that appeal to discerning travelers and support the local economy. The Whispering Oaks Inn stands as a testament to Thaeordym Quel`Sedrae's passion for hospitality and his dedication to enhancing the guest experience in Newhaven. It epitomizes the harmony between natural beauty and human ingenuity, offering a haven of tranquility and culinary delight amid the vibrant tapestry of the Vale.

    Goods & Services Price List

    Service Description Price
    Room & Lodging Private guest room with cozy bed and bathing facilities (per night) 5 sp
    Hot Meal Hearty, freshly prepared dish using local ingredients 2 sp
    Common Ale Mug of house-brewed ale from local grains 5 cp
    Fine Wine Glass of select Elven vintage from Vale vineyards 1 sp
    Spirits Shot of distilled local spirit or herbal liqueur 1 sp
    Entertainment Contribution Tip for live music or bardic performance Optional (1-10 cp)
    Bathing Supplies Extra soaps, oils, or towel service for guests 3 cp
    Stable Services Overnight boarding for one mount (includes feed) 1 sp
    Courier Service Delivery of messages or parcels to Newhaven 2 sp

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    Thaeordym Quel`Sedrae

    Race Elven
    Alignment Principled
    O.C.C. Innkeeper/Mage
    Level 7
    Hit Points (HP) 42
    SDC 55
    Armor Rating (AR) 14 (Elven Enchanted Armor)
    Attribute Score
    IQ 18
    ME 14
    MA 16
    PS 12
    PP 22
    PE 18
    PB 19
    SPD 24
    PER 20
    LUCK 18
    REFLEX 19

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  4. The Randy Unicorn Inn:

    Nestled in the heart of Newhaven, The Randy Unicorn Inn is a lively, bustling establishment known for its warmth and rowdy atmosphere. Owned by the enigmatic Lady Mimrin Ostur, formerly from Teradryn, the inn opens in the late afternoon and stays open until just before dawn, offering a welcoming refuge to adventurers, travelers, and locals alike. The air is often filled with music, laughter, and the clinking of tankards, as patrons of all backgrounds gather to share stories, enjoy hearty fare, and revel in the spirit of camaraderie. The inn's rustic charm is matched by its lively energy, with wooden beams overhead and thick tables packed with guests who are drawn in by the promise of good company and spirited conversation. Live music, performed by talented minstrels, echoes throughout the evening, with festive tunes and soulful ballads filling the space. It's a place where visitors are encouraged to join in, sing along, or even dance, as the night wears on. In addition to its lively atmosphere, The Randy Unicorn Inn takes pride in its hearty culinary offerings. Guests can enjoy cold meat and cheese plates for 1 silver piece (sp), hot stew for 1 sp, and a wide selection of strong drinks, all priced at 1 sp per mug. Though the inn is known for its rowdy reputation, it also ensures that each meal is prepared with care and served with a smile by the friendly serving wenches who move between the tables. For travelers needing a place to rest, Lady Mimrin offers a modest but comfortable set of rooms at 2 sp per night. While these rooms lack the luxury and pristine cleanliness of higher-end accommodations like those at the Willow Inn (5 sp per night), they provide a quiet retreat after a day of adventuring or a long night of revelry. The rooms are simple but cozy, perfect for those in need of a place to sleep without spending a fortune. One of the inn's regular patrons is Dagger Daneer, a human and retired expert thief who amassed a small fortune before retiring to Newhaven. Few are aware of her past or her clandestine partnership with Lady Ostur, but the two share a bond forged in the shadows of their previous lives. Despite her retirement, Dagger still offers her services, providing training in stealth, cunning, and survival to those willing to learn. She charges 150 silver pieces (sp) per level of training, passing on her invaluable expertise to a new generation of adventurers. The Randy Unicorn Inn serves as a vital social nexus for the town of Newhaven, where rumors, stories, and news are exchanged freely among patrons. Adventurers passing through often find themselves drawn into local quests or discovering useful connections through the inn's regulars. It's a hub where bonds are formed over shared experiences, and where the line between merriment and mischief often blurs. Though Lady Ostur and Dagger Daneer have both put their criminal pasts behind them, the inn remains a place where secrets can still be whispered in the dark corners, and where the unexpected is never far away. As the innkeeper, Lady Ostur maintains a watchful eye over all who pass through her doors. She is a master of subtle observation, always attuned to the needs and desires of her guests. While she no longer operates in the shadows of the criminal world, there's no mistaking that her connection to the old ways still lingers, perhaps offering an opportunity or two to those who seek it. Looking ahead, Lady Ostur hopes to expand her inn's entertainment offerings, perhaps bringing in more acts, games, or even exotic items for sale. With her sharp business acumen and long history of knowing how to make things profitable, The Randy Unicorn Inn is poised to continue its legacy as a vibrant cornerstone of Newhaven's nightlife. For adventurers, travelers, and those with an eye for the intriguing, The Randy Unicorn Inn remains a beacon of warmth, revelry, and just a touch of mystery.

    Goods & Services Price List

    Service Description Price
    Room & Lodging Modest but comfortable room for one night 2 sp
    Cold Plate Meat and cheese plate served with bread 1 sp
    Hot Stew Thick, savory stew made fresh nightly 1 sp
    Strong Drink Mug of potent ale, mead, or house spirits 1 sp
    Minstrel Entertainment Live music throughout the evening (included with meal or drink) Free
    Training by Dagger Daneer Stealth, cunning, and survival (per level of training) 150 sp

    Note: Prices are in silver pieces (sp). Meals and drinks are served with lively company and music until dawn.

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    Lady Mimrin Ostur

    Race High Elf
    Alignment Unprincipled
    O.C.C. Tavern Owner
    Level 7
    Attribute Score
    IQ 18
    ME 20
    MA 22
    PS 14
    PP 16
    PE 18
    PB 20
    Spd 14
    Hit Points (HP) 52
    SDC 60
    Armor Rating (AR) 10 (Elegant Robes)
    Skill Percentage
    Social Welfare 80%
    Public Speaking 85%
    Hospitality 75%
    Bartering 70%
    Community Organizing 78%
    Lady Ostur is a respected figure among the Vale citizens, advocating for social welfare and community well-being. Her efforts focus on initiatives that improve the quality of life for all residents, particularly the marginalized. She owns and operates a tavern, which serves as a social hub for the community.


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    Dagger Daneer

    Race Human
    Alignment Unprincipled
    O.C.C. Thief (Retired)
    Level 10
    Hit Points (HP) 50
    SDC 60
    Armor Rating (AR) 13 (Tight Leather Armor)
    Attribute Score
    IQ 15
    ME 12
    MA 14
    PS 18
    PP 24
    PE 16
    PB 17
    SPD 22
    PER 16
    LUCK 17
    REFLEX 21
    Attack Per Melee 5
    Strike +7
    Parry +9
    Dodge +9
    Roll with Punch/Fall +5
    Pull Punch +3
    Initiative +3
    Weapon Damage Bonus Notes
    Main Dagger 1D6+2 +2 to Strike Primary weapon
    Throwing Daggers (x6) 1D6 +3 to Throw Concealed
    Boot Dagger 1D4+1 +1 to Strike Hidden in boot
    Armor - - Tight leather armor
    Skill Percentage
    Prowl 85%
    Pick Locks 80%
    Pick Pockets 75%
    Climb/Scale Walls 95%
    Detect Concealment 65%
    Disarm Traps 70%
    Background: Dagger Daneer, once a notorious thief, has retired from her life of crime. Known for her agility and skill with daggers, she now lives a quieter life, though she remains ever-vigilant and ready to defend herself. Her past exploits are the stuff of legends in the underworld, and her knowledge of the trade makes her a valuable mentor to those who seek her out. Despite her retirement, she always keeps her daggers close, a reminder of the life she once led and the skills she still possesses.
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  1. Fulgur's Stable:

    The Stable in Newhaven is a vital establishment owned by the town's blacksmith, Fulgur Stormwind. Due to his primary role as a blacksmith and Captain of the Guard, Fulgur entrusts the day-to-day operations of the stable to Ulan Beornsson, a skilled Human blacksmith and horse handler. The stable provides essential services for residents and visitors alike, ensuring the care and maintenance of horses with professionalism and care. Situated conveniently near the town center, the stable is easily accessible to travelers and locals alike. Its exterior is marked by sturdy wooden fences and a welcoming entrance adorned with hanging horseshoes. Inside, the stable boasts a spacious layout with individual stalls lined with fresh straw bedding. Each stall is equipped with feed troughs and water troughs, ensuring the comfort and well-being of the horses entrusted to Ulan's care. Adjacent to the stalls is a dedicated grooming area equipped with brushes, combs, and supplies necessary for maintaining the horses' coats and overall health. Horses can be stabled at the facility for a nominal fee of 1 silver piece per day. This fee covers essential services such as feeding, watering, and regular grooming to ensure the horses remain in optimal condition during their stay. Ulan, the experienced horse handler, provides expert care and attention to each horse under his charge. He is knowledgeable about equine health and behavior, ensuring that all horses receive personalized care tailored to their needs. Upon request, Ulan can provide additional services such as saddle fitting, tack adjustments, and basic veterinary care referrals, ensuring that horses and their riders are well-prepared for journeys and adventures. The stable serves as a hub of activity within Newhaven, frequented by adventurers preparing for quests, traders transporting goods, and residents who rely on horses for transportation and agricultural work. It also fosters cultural exchange between Elves and Humans, as travelers from distant lands often stop by, sharing stories and traditions centered around horses and horsemanship. As the owner of the stable, Fulgur Stormwind takes pride in maintaining high standards of care and professionalism. He ensures that Ulan has the resources and support needed to effectively manage the stable operations. Fulgur's commitment to excellence extends to the stable, reflecting his dedication to serving the community beyond his primary roles as blacksmith and Captain of the Guard. The stable's reputation for reliability and hospitality enhances Newhaven's appeal as a welcoming destination for travelers. The stable contributes to Fulgur Stormwind's legacy of service and leadership in Newhaven. Through his stewardship, it continues to play a vital role in the town's economy and cultural tapestry. Looking ahead, Fulgur envisions expanding the stable's offerings to include specialized services for exotic mounts and breeding programs. These initiatives aim to further enhance Newhaven's reputation as a hub of equestrian excellence and hospitality. The Stable in Newhaven, overseen by Fulgur Stormwind and managed by Ulan, exemplifies the town's commitment to providing exceptional care and services to both residents and travelers. As a cornerstone of community life, it not only supports local economy but also fosters bonds of friendship and mutual respect among all who share a love for horses and the open road.

    Goods & Services Price List

    Service Description Price
    Daily Stabling Includes feed, fresh water, grooming, and bedding 1 sp / day
    Saddle Fitting Custom adjustment of saddle to horse's build 3 sp
    Tack Adjustment Check and fix fit of bridle, bit, and reins 2 sp
    Basic Grooming Includes brushing, hoof cleaning, mane and tail care 1 sp
    Veterinary Referral Assessment and referral to local healer or animal specialist Free (donations accepted)
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    Name: Ulan Beornsson
    AttributeScore
    IQ12
    ME14
    MA15
    PS24
    PP16
    PE20
    PB13
    Spd18
    • Alignment: Unprincipled
    • Hit Points: 38
    • S.D.C.: 45
    • O.C.C.: Blacksmith / Stablemaster
    • O.C.C. Skills:
      • Blacksmithing: 85%
      • Equestrian: 98%
      • Animal Husbandry: 75%
      • Basic Mechanics: 65%
      • Carpentry: 70%
      • Horsemanship: 80%
      • Recognize Weapon Quality: 75%
      • Wilderness Survival: 65%
    • Combat Abilities:
      • Hand to Hand: Expert
      • Attacks per Melee: 4
      • +3 to Strike
      • +4 to Parry
      • +4 to Dodge
      • +5 to Roll with Impact
      • +2 to Initiative
    • Weapons:
      • BlacksmitHalfs Hammer (2D6 damage)
      • Short Sword (2D6+2 damage)
      • Throwing Daggers (1D6 damage, range 40 ft)
    • Equipment:
      • BlacksmitHalfs Tools
      • Leather Apron
      • Heavy Riding Cloak
      • Set of Saddles and Bridles
      • Personal Stash of Forged Weapons
    • Notable Traits:
      • Respected by the town
      • Sees himself as a protector
      • Secretly dreams of leading a rebellion
      • Deep knowledge of horses and weapon crafting
      • Ulan Beornsson is a man divided between duty and ambition. He plays the part of a loyal stablemaster and competent blacksmith, but deep down, he prepares for a battle that does not yet exist. If the world around him were to fall into tyranny, he would be one of the first to rise against it. Until then, he waits, watches, and prepares, a silent rebel in a time of peace.
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  2. Fulgur's Forge:

    The Blacksmith of Newhaven is a pivotal figure in the community, serving not only as a skilled craftsman but also as a respected leader. Fulgur Stormwind, a Half Elf of renowned expertise, fulfills this role with distinction. Besides crafting and repairing armor and weapons, he also holds the esteemed position of Captain of the Guard, overseeing the town's defense. Fulgur's forge and workshop are centrally located within Newhaven, easily accessible to both residents and visitors. The workshop's exterior is marked by billowing smoke from the forge and the rhythmic clang of hammer on anvil, a testament to the bustling activity within. Inside, the workshop is organized with precision, with tools hung neatly on pegboards and workbenches cluttered with projects in various stages of completion. The forge itself burns hot, heating metal to glowing temperatures for shaping and tempering. Fulgur Stormwind embodies the mastery of his craft, blending Elven finesse with Human strength in his blacksmithing. His lineage grants him an innate understanding of both cultures, which he leverages to create exceptional armor and weapons. Beyond his role as a blacksmith, Fulgur serves as a leader in Newhaven. His tenure as Captain of the Guard showcases his commitment to protecting the town and fostering a sense of security among its residents. Fulgur specializes in crafting non-magical armor and weapons of superior quality. His creations are sought after for their durability and craftsmanship, catering to adventurers preparing for quests and residents in need of reliable equipment. In addition to crafting, Fulgur offers expert repair services. He can mend damaged weapons and armor, restoring them to their former functionality and strength. As a skilled combatant and leader, Fulgur offers training sessions for fighters seeking to hone their skills. His training regimen is rigorous and tailored to each individual's abilities, ensuring they emerge stronger and more capable. Fulgur's dual roles as blacksmith and Captain of the Guard make him a linchpin in Newhaven's defense strategy. He oversees patrols, coordinates responses to threats, and ensures the town remains vigilant against external dangers. Many young fighters look up to Fulgur not only for his prowess in battle but also for his wisdom and guidance. He imparts valuable lessons on strategy, discipline, and honor, instilling a sense of duty in those under his tutelage. The Forge of Fulgur Stormwind has become a place of legends in Newhaven, where tales of heroic deeds and legendary weapons forged by his skilled hands are recounted with reverence. Fulgur's craftsmanship reflects Newhaven's cultural heritage, blending traditional Elven techniques with practical Human design. His creations are not just tools but symbols of resilience and unity within the Vale. Fulgur's dedication to his craft and community is matched only by his commitment to his family. He shares his knowledge and skills with his children, ensuring the legacy of the Stormwind lineage endures for generations to come. Beyond the clang of metal in his forge, Fulgur finds solace in moments of creativity and reflection. He cherishes the peace found in creating something of lasting value, whether it be a finely honed blade or a piece of intricate armor. Fulgur Stormwind, the Blacksmith of Newhaven, exemplifies the blend of craftsmanship, leadership, and community spirit that defines the town. Through his dedication to the forge and his role as Captain of the Guard, he safeguards both the physical and cultural well-being of the Vale, ensuring that its residents thrive in peace and prosperity.

    Goods & Services Price List

    Service Description Price
    Weapon Crafting Custom-made non-magical melee or ranged weapon 25-75 sp
    Armor Crafting High-quality non-magical armor (light to heavy) 50-150 sp
    Weapon Repair Restore a damaged weapon to functional condition 5-15 sp
    Armor Repair Mend dents, tears, or broken straps on armor 10-30 sp
    Combat Training Private martial training session (1 hour) 25 sp
    Patrol Coordination Security consultation for local patrol routes Free (community service)
    Note: Prices may vary depending on complexity, materials provided, and individual agreements with Captain Fulgur Stormwind.
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  3. Kosi's General Goods and Supply:

    The General Goods and Supply store in Newhaven is a vital establishment for adventurers and residents alike, offering a wide array of nonmagical items essential for daily life and exploration. Managed by Kosi Karun, a young Wood Elven widow, the store has become a cornerstone of the community since she took over after her husband's sudden passing last winter.

    The store occupies a quaint building in the heart of Newhaven, with a wooden sign hanging above the door that reads "General Goods and Supply." The facade features large windows adorned with colorful curtains that draw in natural light. Inside, shelves are neatly organized and stocked with an assortment of goods. From camping supplies and cooking utensils to ropes, tools, and basic weapons, the store caters to the practical needs of adventurers and townsfolk alike.

    The store exudes a warm and welcoming atmosphere, with the scent of herbs and spices mingling with the aroma of freshly crafted leather goods. Soft music plays in the background, creating a soothing ambiance for browsing customers.

    Kosi Karun is a resilient and enterprising Wood Elf who unexpectedly found herself managing the store after her husband's untimely death. Despite the challenges, she has embraced her role with determination and grace. Kosi has garnered widespread support and admiration from the community for her dedication to maintaining the store's legacy of quality and reliability. Her friendly demeanor and genuine care for her customers have made the store a favorite among locals.

    The store offers a diverse selection of adventuring gear, including backpacks, bedrolls, lanterns, flint and steel, and various containers for provisions. Essential tools such as hammers, axes, shovels, and climbing gear are available for purchase, catering to both adventurers preparing for journeys and residents tackling everyday tasks. Kosi ensures a steady supply of provisions such as preserved rations, dried fruits, nuts, and bottled water, ensuring adventurers are well-prepared for their travels.

    Beyond its role as a supplier of goods, the store contributes to the local economy by supporting craftsmen and artisans who provide handmade items like leather armor, pouches, and intricate carvings. The store serves as more than just a place of commerce; it is a gathering place where residents and adventurers exchange stories, share news, and forge friendships over shared interests in exploration and discovery.

    Kosi takes pride in providing exceptional customer service, offering personalized recommendations and advice based on her own experiences and the feedback of seasoned adventurers who frequent the store. She actively participates in community events and initiatives, sponsoring local festivals and contributing to charitable causes that benefit vulnerable groups within Newhaven.

    Managing the General Goods and Supply store has become a way for Kosi to honor her late husband's memory. She continues to uphold the standards of quality and reliability he established, ensuring his legacy lives on through her dedication and hard work. Kosi's resilience and entrepreneurial spirit serve as an inspiration to others in Newhaven, demonstrating the strength of community bonds and the power of determination in overcoming adversity.

    The General Goods and Supply store, under Kosi Karun's stewardship, remains a cornerstone of Newhaven, offering not just goods but a sense of community and support to all who pass through its doors. Her commitment to excellence and service has earned her the admiration and loyalty of residents and adventurers alike, ensuring the store's continued success and positive impact on the Vale.

    Adventuring Gear
    GoodsCostWeight
    Backpack (empty)2 sp2 lb.
    Barrel (empty)2 sp30 lb.
    Basket (empty)4 ep1 lb.
    Bedroll1 ep5 lb.
    Bell1 sp-
    Blanket, winter5 ep3 lb.
    Block and tackle5 sp5 lb.
    Bottle, wine, glass2 sp-
    Bucket (empty)5 ep2 lb.
    Caltrops1 sp2 lb.
    Candle1 cp-
    Canvas (sq. yd.)1 ep1 lb.
    Case, map or scroll1 sp1/2 lb.
    Chain (10 ft.)30 sp2 lb.
    Chalk, 1 piece1 cp-
    Chest (empty)2 sp25 lb.
    Crowbar2 sp5 lb.
    Firewood (per day)1 cp20 lb.
    Fishhook1 ep-
    Fishing net, 25 sq. ft.4 sp5 lb.
    Flask (empty)3 cp1 1/2 lb.
    Flint and steel1 sp-
    Grappling hook1 sp4 lb.
    Hammer5 ep2 lb.
    Ink (1 oz. vial)8 sp-
    Inkpen1 ep-
    Jug, clay3 cp9 lb.
    Ladder, 10-foot5 cp20 lb.
    Lamp, common1 ep1 lb.
    Lantern, bullseye12 sp3 lb.
    Lantern, hooded7 sp2 lb.
    Lock (very simple)20 sp1 lb.
    Lock (average)40 sp1 lb.
    Lock (good)80 sp1 lb.
    Lock (amazing)150 sp1 lb.
    Manacles15 sp2 lb.
    Manacles, masterwork50 sp2 lb.
    Mirror, small steel10 sp1/2 lb.
    Mug/Tankard, clay2 cp1 lb.
    Oil (1-pint flask)1 ep1 lb.
    Paper (sheet)4 ep-
    Parchment (sheet)2 ep-
    Pick, miner's3 sp10 lb.
    Pitcher, clay2 cp5 lb.
    Piton1 ep1/2 lb.
    Pole, 10-foot2 ep8 lb.
    Pot, iron5 ep10 lb.
    Pouch, belt (empty)1 sp1/2 lb.
    Ram, portable10 sp20 lb.
    Rations, trail (per day)5 ep1 lb.
    Rope, hempen (50 ft.)1 sp10 lb.
    Rope, silk (50 ft.)10 sp5 lb.
    Sack (empty)1 ep1/2 lb.
    Sealing wax1 sp1 lb.
    Sewing needle5 ep-
    Signal whistle8 ep-
    Signet ring5 sp-
    Sledge1 sp10 lb.
    Soap (per lb.)5 ep1 lb.
    Spade or shovel2 sp8 lb.
    Spyglass1,000 sp1 lb.
    Tent10 sp20 lb.
    Torch1 cp1 lb.
    Vial, ink or potion1 sp1/10 lb.
    Waterskin1 sp4 lb.
    Whetstone2 cp1 lb.
    Tools and Kits
    GoodsCostWeight
    Alchemist's lab500 sp40 lb.
    Artisan's tools5 sp5 lb.
    Artisan's tools, masterwork55 sp5 lb.
    Climber's kit80 sp5 lb.
    Disguise kit50 sp8 lb.
    Healer's kit50 sp1 lb.
    Holly and mistletoe2 sp-
    Holy symbol, wooden1 sp-
    Holy symbol, silver25 sp1 lb.
    Hourglass25 sp1 lb.
    Magnifying glass100 sp-
    Musical instrument, common5 sp3 lb.
    Musical instrument, masterwork100 sp3 lb.
    Scale, merchant's2 sp1 lb.
    Sealed pouch5 sp2 lb.
    Spellbook, wizard's (blank)15 sp3 lb.
    Thieves' tools30 sp1 lb.
    Thieves' tools, masterwork100 sp2 lb.
    Tool, masterwork50 sp1 lb.
    Water clock1,000 sp200 lb.
    Special Substances and Items
    GoodsCostWeight
    Acid (flask)10 sp1 lb.
    Alchemist's fire (flask)20 sp1 lb.
    Antitoxin (vial)50 sp-
    Everburning torch110 sp1 lb.
    Holy water (flask)25 sp1 lb.
    Smokestick20 sp1/2 lb.
    Sunrod2 sp1 lb.
    Tanglefoot bag50 sp4 lb.
    Thunderstone30 sp1 lb.
    Tindertwig1 sp-
    Clothing
    GoodsCostWeight
    Artisan's outfit1 sp 4 lb.
    Cleric's vestments5 sp 6 lb.
    Cold weather outfit8 sp 7 lb.
    Courtier's outfit30 sp 6 lb.
    Entertainer's outfit3 sp 4 lb.
    Explorer's outfit10 sp 8 lb.
    Monk's outfit5 sp 2 lb.
    Noble's outfit75 sp 10 lb.
    Peasant's outfit1 ep 2 lb.
    Royal outfit200 sp 15 lb.
    Scholar's outfit5 sp 6 lb.
    Traveler's outfit1 sp 4 lb.
    Goods and Services
    Goods or ServicesCostWeight
    Ale, Gallon10 sp 8 lb.
    Bread, per loaf2 cp1/2 lb.
    Cheese, hunk of1 ep 1/2 lb.
    One Man Tent, Good20 sp -
    One Man Tent, Common15 sp -
    One Man Tent, Poor10 sp -
    Ration Meals (per day), Good5 ep -
    RationMeals (per day), Common3 ep -
    RationMeals (per day), Poor1 ep -
    Dried Meat, chunk of3 ep 1/2 lb.
    Wine, Common (pitcher)2 ep 6 lb.
    Wine, Fine (bottle)10 sp 1 1/2 lb.
    Mounts and Related Gear
    Goods or ServicesCostWeight
    Barding (Leather, Medium creature)100 sp15 lb.
    Barding (Leather, Large creature)200 sp30 lb.
    Barding (Chain Shirt, Medium creature)250 sp25 lb.
    Barding (Chain Shirt, Large creature)500 sp50 lb.
    Barding (BreaSPlate, Medium creature)400 sp30 lb.
    Barding (BreaSPlate, Large creature)800 sp60 lb.
    Barding (Full Plate, Medium creature)1,500 sp50 lb.
    Barding (Full Plate, Large creature)3,000 sp100 lb.
    Bit and bridle2 sp 1 lb.
    Dog, guard25 sp -
    Dog, riding150 sp -
    Feed (per day)5 cp10 lb.
    Saddle, military20 sp 30 lb.
    Saddle, pack5 sp 15 lb.
    Saddle, riding10 sp 25 lb.
    Saddle, exotic military60 sp 40 lb.
    Saddle, exotic pack15 sp 20 lb.
    Saddle, exotic riding30 sp p 30 lb.
    Saddlebags4 sp 8 lb.
    Transport
    Goods or ServicesCostWeight
    Carriage100 sp 600 lb.
    Cart15 sp 200 lb.
    Rowboat50 sp 100 lb.
    Oar2 sp 10 lb.
    Sled20 sp 300 lb.
    Wagon35 sp 400 lb.
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    Kosi Karun

    Race Wood Elf
    Alignment Scrupulous
    O.C.C. Merchant / Shopkeeper
    Level 4
    Attribute Score
    IQ 17
    ME 14
    MA 19
    PS 12
    PP 14
    PE 13
    PB 18
    Spd 12
    Hit Points (HP) 32
    SDC 24
    Skill Percentage
    Appraise Goods 80%
    Barter 75%
    Negotiation 78%
    Mathematics (Basic) 88%
    Accounting 72%
    Kosi Karun is the determined owner of Kosi's General Goods and Supply. Widowed after her husband Vaelin's passing, she took over the shop and turned it into a vital part of the community. She is admired for her business acumen, compassion, and dedication to keeping her late husband's dream alive.
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  4. Newhaven Graveyard and Eternal Rest Mortuary:

    Nestled near the entrance of the Newhaven Graveyard, Eternal Rest Mortuary stands as a solemn yet essential establishment, dedicated to honoring the departed with dignity and craftsmanship. This well-maintained structure serves as both a mortuary and a coffinwright's workshop, ensuring that all aspects of burial rites are handled with reverence and skill. Eternal Rest Mortuary is managed by devoted caretakers and clerics of the Temple of the Seldarine, who oversee funeral rites and the preparation of the deceased. Within its quiet halls, the dead are laid to rest with Elven traditions in mind. However, the mortuary is well-versed in funerary practices beyond Elven customs, ensuring respectful and proper rites for Humans, Halflings, Dwarves, and adherents of both the Seldarine and Dragonwright faiths. The mortuary provides services such as embalming, shrouding, and ceremonial preparation, ensuring that each soul is honored before their final journey. The clerics perform sacred rites, offering prayers to guide spirits toward the afterlife, while families are given space to mourn and say their goodbyes. Rituals vary according to the deceased's heritage and faith, incorporating traditional Human wakes, Dwarven stone burial rites, Halfling remembrance feasts, and the sacred chants of the Dragonwright. The interior is serene, with soft candlelight and intricately carved wooden furnishings depicting the cycle of life and death as seen through various cultural lenses. Incense lingers in the air, carrying scents of cedar and lavender, meant to ease sorrow and bring peace to both the living and the dead. A small chapel within the mortuary allows for vigils and memorial services, providing a place where the community gathers to share grief and remembrance. The mortuary and workshop are staffed by a dedicated team of professionals, each fulfilling a vital role in the operation of Eternal Rest:
      • Baerion Lir'Quen
        Priest of the Seldarine and Head Coffinwright Baerion Lir'Quen is more than a master woodworker, he is a devoted cleric of the Seldarine, a steward of memory, and a guardian of the honored dead. His craftsmanship is not merely a trade but a sacred calling, where artistry and divine reverence intertwine. Every casket and grave marker he shapes is imbued with purpose, becoming a sanctified vessel that bridges the mortal and spiritual realms. With a solemn grace that commands deep respect, Baerion approaches his work with unwavering dedication, ensuring that every soul is granted a dignified farewell. He possesses an intimate attunement to the natural world, an almost preternatural ability to discern the perfect wood for each creation. He believes that the grain and spirit of the tree must resonate with the essence of the departed, forming a connection that endures beyond the veil of death. His practiced hands carve intricate patterns of ancient Elven script, each rune a whispered prayer, each engraving a blessing that echoes through time. He chants softly as he works, invoking the favor of the Seldarine to guide the departed to their eternal rest. In his workshop, the scent of fresh-cut cedar and myrrh lingers, mingling with the low hum of sacred hymns. Yet, Baerion's artistry does not only serve the dead. Those who mourn find solace in his work, for his caskets and markers are not merely vessels of finality but symbols of remembrance and reverence. Families who commission his craft know that their loved ones are honored in a manner befitting the highest traditions of the Elven people. Baerion Lir'Quen is not simply a coffinwright, he is a keeper of legacies, a voice of the divine, and an artisan whose hands shape not just wood, but the passage between life and eternity.
      • Selmara Vey'Anis
        Priestess of the Seldarine and Chief Embalmer and High Ritualist Selmara Vey'Anis is more than a scholar of death rites, she is a bridge between the living and the departed, a guardian of sacred traditions, and a vessel of the Seldarine's divine will. As a skilled cleric and master of funerary rites, she ensures that each soul's passage into the afterlife is smooth and untroubled, guiding them with reverence and care. Her mastery of embalming is both an art and a sacred duty. With practiced hands, she blends divine magic with time-honored techniques, preserving the bodies of the fallen with grace, ensuring they remain whole and dignified for their final journey. Every anointment, every binding of cloth, and every rune traced upon the skin carries deep spiritual significance. The blessings she weaves into her work safeguard the departed, shielding them from restless wandering and securing their place among the honored dead. Selmara's knowledge extends far beyond Elven customs. She has studied the funerary practices of Humans, Dwarves, and Halflings, honoring their beliefs and ensuring that each soul is treated with the respect their traditions demand. In a diverse community, her wisdom is invaluable, allowing her to serve as both guide and guardian, adapting her sacred duties to meet the needs of all who seek her care. Her presence commands quiet authority, tempered by a deep, unshakable serenity. Her melodic voice, steeped in ancient prayers, carries through the halls of mourning like a soothing balm, offering comfort to the grieving and solace to the spirits of the departed. It is said that when she speaks the final rites, the very air seems to hush, as if the world itself listens in reverence. Selmara Vey'Anis is more than a mere embalmer, she is a keeper of sacred passage, a custodian of the dead, and a priestess whose every word and action ensures that both the living and the departed find peace in the cycle of life and death.
      • Tirion Ael'Mira
        Priest of the Seldarine and Funeral Coordinator Tirion Ael'Mira is more than a funeral coordinator, he is a compassionate guide, a bridge between cultures, and a keeper of sacred traditions. A Half-Elf born of two faiths, his father a devoted follower of Dragonwright and his mother a priestess of the Seldarine, Tirion was raised at the crossroads of belief, learning the rites, prayers, and philosophies of both traditions. Though he ultimately dedicated himself to the Seldarine, he carries with him a deep respect for the teachings of his father's faith, making him uniquely suited to navigate the delicate interplay of religious customs in a diverse community. His role extends far beyond mere logistics. Tirion listens, counsels, and ensures that each ceremony is imbued with deep personal meaning. He understands that grief is as unique as the soul it mourns, and he approaches each service with careful thought, shaping the final farewell to reflect the life and beliefs of the departed. Whether arranging a grand Elven procession beneath the boughs of ancient trees, a solemn Dwarven interment deep within the mountain halls, or a Human wake filled with storytelling and remembrance, he honors every culture with precision and reverence. Trained in the customs of many races and faiths, Tirion oversees every detail with meticulous care, from the placement of ceremonial relics to the cadence of final farewells. He ensures that the proper hymns are sung, that the symbols of the deceased's faith are honored, and that the grieving find solace in the ritual's completion. His presence is one of quiet strength, his measured words offering comfort like the steady flow of a gentle stream, soothing those who struggle beneath the weight of loss. Though his heart belongs to the Seldarine, his upbringing has gifted him an unparalleled ability to mediate between differing beliefs, ensuring harmony even in times of sorrow. Those who seek his guidance find not just an organizer, but a compassionate soul who understands the depth of mourning and the sacred duty of remembrance. Whether leading an intimate vigil lit by the soft glow of enchanted lanterns or coordinating a procession that spans generations, Tirion Ael'Mira ensures that every soul is sent onward with dignity, reverence, and the echoes of love left behind.
      • Ithron Vel'Quin
        Priest of the Seldarine and Journeyman CoffinwrightUnder the watchful guidance of Vaerion Lir'Quen, the Half-Elf Ithron Vel'Quin hones his craft with unwavering dedication, shaping wood and stone into timeless testaments of remembrance. A gifted engraver and carver, he specializes in intricate designs that weave stories of the past, ancestral crests that honor noble lineages, celestial runes that call upon the guidance of the Seldarine, and protective sigils meant to safeguard the spirits of the departed. Each stroke of his chisel, each delicate carving, is infused with meaning, ensuring that no detail is without purpose. His artistry extends beyond woodwork. Ithron works with enchanted stone, carving memorial plaques and tombstones that stand resilient against the passage of time. Through a careful blend of craftsmanship and subtle magic, he inscribes names and epitaphs that never fade, ensuring that the legacies of the fallen endure long after their voices have been silenced. His hands move with a precision that belies his youth, and though he is still an apprentice, his creations are already sought after for their exquisite detail and quiet reverence. Despite his growing reputation, Ithron remains humble, carrying himself with the quiet pride of one who understands the weight of his work. He knows that his craft is not merely about skill but about honoring lives, preserving memories, and offering solace to those left behind. As he continues to learn under Vaerion's mentorship, he refines not just his technique, but his understanding of the sacred duty he has undertaken. One day, Ithron Vel'Quin will no longer be an apprentice but a master in his own right. Until then, he works tirelessly, chiseling remembrance into wood and stone, ensuring that every soul is honored, every story is preserved, and every farewell is etched into eternity.
      • Nalaeth Orl'Vae
        Seldarine Monk and Cemetery GroundskeeperSilent as the wind whispering through ancient boughs, Nalaeth Orl'Vae moves with quiet reverence through the sacred grounds he tends. The graveyard is not merely a place of rest for the departed, it is a sanctuary of memory, a threshold between the realms of the living and the dead. With unwavering devotion, he ensures that no disturbance mars its peace, that no sorrow lingers unsoothed, and that no force, natural or unnatural, threatens the sanctity of those interred beneath his watchful gaze. Each dawn, he walks the winding paths between headstones and crypts, his steps light upon the earth yet firm in purpose. The air is thick with the fragrance of blossoms that flourish under his careful hand, lilies for purity, nightshade for protection, everblooming ivy to symbolize eternity. No gravestone is left to the mercy of time's decay, for he meticulously cleanses each one, ensuring that names and epitaphs remain clear, that no moss obscures the legacies carved in stone. Yet Nalaeth is more than a caretaker, he is a guardian, a silent sentinel who weaves protective wards into the very soil. At twilight, he performs sacred rites, whispering incantations to keep malevolent forces at bay, ensuring that spirits rest undisturbed. He places rune-carved stones at the four cardinal points of the graveyard, their enchantments forming an invisible barrier against those who would seek to defile the dead's repose. Though he is a devoted Monk of the Seldarine, his wisdom is not confined to Elven tradition alone. He has studied the funeral customs of many, most notably those of the Dragonwright, a faith that shaped his understanding of life's fleeting nature and the reverence owed to those who pass beyond the mortal realm. This breadth of knowledge allows him to tend to graves of varied faiths with equal devotion, ensuring that every soul is honored according to their beliefs. His presence is a quiet reassurance, a promise that the dead will never be forgotten, that the living will always have a place to mourn in peace. Those who visit the graveyard often find comfort not only in the beauty of the well-tended grounds but in the knowledge that Nalaeth Orl'Vae watches over all, a steadfast guardian of both the past and the sanctity of remembrance.
      • Ellirael Anarion
        Priestess of the Seldarine and Chantress & Keeper of Sacred RitesWith a voice like the whispering wind through the ancient boughs, Ellirael Anarion carries forth the sacred songs of passing, her melodies a bridge between the mortal realm and the eternal beyond. As the chantress of the mortuary, she does not merely sing, she invokes the divine, calling upon the blessings of the Seldarine to guide wandering souls safely beyond the veil. Each hymn she weaves is laced with reverence, each prayer a thread in the celestial tapestry that ensures the spirits of the departed find peace. Her voice, ethereal and hauntingly beautiful, is imbued with a resonance that reaches beyond the realm of the living. It soothes the grieving, offering solace to hearts burdened with loss, and strengthens those who must bear the weight of farewell. Whether in the quiet solitude of a candlelit vigil or the solemn grandeur of a funeral procession, her songs intertwine sorrow and hope, mourning and remembrance, in perfect harmony. During the rites of passing, she walks at the forefront, leading the dirges with unwavering grace. Her melodies shift like the turning of the seasons, somber as autumn's twilight, yet touched with the promise of spring's renewal. It is said that when she sings, the air itself stills in reverence, the winds hush their restless sighs, and for a fleeting moment, the world listens, honoring the passage of a soul. Yet her sacred duty is more than song, it is the invocation of eternity. With every note, she ensures that the departed are carried forth on the wings of celestial harmony, their journey beyond this life guided by the echoes of a voice that lingers in both the hearts of the living and the vast expanse of the beyond. In her song, there is farewell, there is memory, and above all, there is the unyielding promise that none are truly lost, so long as they are remembered.
      • Calithil Eryn'Vorn
        Seldarine MonkA sage among the grieving, Calithil Eryn'Vorn is a devoted monk whose wisdom is a beacon for those lost in the shadows of sorrow. His presence is one of quiet strength, his words a balm for wounded hearts, offering solace to all who seek him. He understands that grief is not a burden to be cast away, but a path to be walked with reverence and care. Whether through meditative guidance, whispered prayers, or the simple comfort of silent companionship, he helps mourners navigate their pain, embracing remembrance rather than despair. His understanding of sorrow runs deep, not as an outsider observing loss, but as one who has seen its many faces, raw anguish, quiet longing, and bittersweet acceptance. He does not force those who grieve to move beyond their pain but instead teaches them to carry it with grace, to honor the love that loss signifies, and to find meaning in the memories that endure. Beyond his role as a spiritual guide, Calithil is also a custodian of sacred texts concerning death, remembrance, and reincarnation. In the quiet halls of his monastery, he tends to tomes inscribed with the wisdom of ages, writings on the Seldarine's embrace of fallen souls, the passage through the afterlife, and the mysteries of rebirth. Those who seek understanding of what lies beyond the mortal realm find in him a patient teacher, offering insights that grant both comfort and perspective. Though he speaks of eternity, his greatest gift is in the present, his ability to lighten the weight of grief, to remind those left behind that they are not alone, and to offer the reassurance that life, like the turning of the stars, is part of an endless cycle. Through him, mourners find not only peace, but the quiet certainty that love and memory never truly fade, but are carried forward, as eternal as the heavens above.
      Adjacent to the mortuary, the Eternal Rest Woodworks is a humble yet respected workshop where the skilled coffinwrights and artisans craft burial caskets, headstones, and memorial plaques using locally sourced materials. Their work includes standard and custom coffins, intricate carvings, and durable gravestones tailored to each culture's traditions. For Dwarven burials, stone sarcophagi with engraved clan symbols are available, while Elven interments often feature ornately carved wooden caskets with flowing script and celestial imagery. Halfling coffins tend to be more modest, sometimes adorned with cheerful engravings reflecting the celebratory nature of their remembrance traditions. For those of the Dragonwright faith, the workshop offers ceremonial urns and engraved plaques honoring draconic ancestors. Items and Services: While all items and services provided come at a cost, the funds collected are not for personal profit. Instead, all proceeds are dedicated to the betterment of the town and its people. These contributions support a variety of initiatives, including civic improvements, charitable endeavors, food banks, and other essential community programs. Every transaction serves a greater purpose, ensuring that the town continues to flourish while providing aid to those in need.
      • Burial Goods:
        • Burial Shroud (Simple): 5 sp
        • Fine Linen Burial Shroud: 15 sp
        • Funerary Incense (Pack of 5 Sticks): 2 sp
        • Herb Bundle (for Rituals or Purification): 1 sp
        • Mourning Candle Set (Pack of 5): 2 sp
        • Scented Candles (Assorted Pack of 10): 5 sp
      • Coffins and Burial Containers:
        • Simple Wooden Coffin: 10 sp
        • Quality Wooden Coffin: 25 sp
        • Elaborate Coffin with Carvings: 50 sp
        • Custom Coffin Crafting: Varies (50 sp and up)
        • Stone Sarcophagus (Dwarven-style): 100 sp and up
        • Dragonwright Ceremonial Urn: 20 sp
      • Funeral Services:
        • Basic Burial Service (includes coffin): 50 sp
        • Premium Burial Service (includes coffin): 100 sp
        • Elaborate Funeral Package (includes coffin, ceremonial preparations, and a guided memorial): 200 sp
        • Embalming: 25 sp
        • Grave Blessing and Protection (including Seldarine and Dragonwright rites): 30 sp Honoring All Traditions
      With expertise spanning multiple cultures and faiths, Eternal Rest Mortuary serves as a beacon of respect and reverence for all who seek to lay their loved ones to rest. Whether it be a solemn Elven departure, a fiery Dwarven remembrance, a Halfling celebration of life, or the sacred rites of the Dragonwright, the mortuary ensures that all are honored according to their customs. Under the guardianship of the Temple of the Seldarine and guided by the wisdom of tradition, the deceased find their final peace, and the living find solace in remembrance.
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      Baerion Lir'Quen

      Seldarine Priest, Head Coffinwright - Eternal Rest Mortuary

      Race: Elf Alignment: Principled O.C.C.: Woodworker / Cleric of the Seldarine Level: 6 Age: 412

      Attributes

      AttributeValue
      IQ18
      ME16
      MA14
      PS12
      PP15
      PE14
      PB11
      Spd10
      A master woodworker and devout cleric of the Seldarine, Vaerion Lir'Quen infuses his craft with both artistry and divine reverence. Each casket and grave marker he creates is not merely a resting place, but a sacred vessel honoring the deceased. His deep attunement to the natural world allows him to select the perfect wood, ensuring that every grain and carving resonates with the soul it commemorates. With practiced hands, he engraves ancient blessings into each piece, whispering prayers over his work so that the departed may find peace. His solemn presence commands respect, and his dedication ensures that every soul is given a dignified farewell.

      Basic Skills

      SkillLevelSpecialization
      Woodworking95%Expert in crafting caskets, grave markers, and intricate wood carvings
      Clerical Knowledge (Seldarine)90%Understanding of divine rituals and prayers of the Seldarine
      Herbalism75%Expert in selecting wood and plants with spiritual significance
      Engraving85%Ability to inscribe divine blessings and runes onto wood and stone
      Spiritual Healing80%Performing minor healing spells and blessings to ease the grief of mourners
      Leadership70%Providing guidance and comfort to those involved in funeral rites
      Languages (Elven, Common)100%Fluent in both Elven and Common languages for communication
      Rituals of Death85%Skilled in various death-related rituals, from preparation to burial

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      Selmara Vey'Anis

      Seldarine Priestess, Chief Embalmer & Ritualist - Eternal Rest Mortuary

      Race: Elf Alignment: Scrupulous O.C.C.: Cleric of the Seldarine / Embalmer Level: 5 Age: 287

      Attributes

      AttributeValue
      IQ17
      ME18
      MA15
      PS11
      PP13
      PE16
      PB22
      Spd10
      A scholar of death rites and a skilled cleric, Selmara Vey'Anis oversees the sacred preparation of the deceased, ensuring that their passage to the afterlife is smooth and untroubled. She is a master of embalming, blending divine magic with time-honored techniques to preserve the bodies of the fallen with care and grace. Her extensive knowledge of burial customs extends beyond Elven traditions, she understands and respects the rites of Humans, Dwarves, and Halflings, making her indispensable in a diverse community. Her presence is one of quiet authority, and her melodic voice, steeped in ancient prayers, provides comfort to both the living and the dead.

      Basic Skills

      SkillLevelSpecialization
      Embalming90%Expert in preserving the bodies of the deceased with divine magic and ancient techniques
      Clerical Knowledge (Seldarine)85%Deep understanding of the rituals, prayers, and blessings of the Seldarine
      Ritual Magic80%Specializing in ceremonial and protective rites to guide souls to the afterlife
      Herbalism70%Skilled in the use of herbs and natural remedies for embalming and spiritual rituals
      Languages (Elven, Common, Dwarven, Halfling)90%Fluent in multiple languages to accommodate the varied customs of different peoples
      Healing75%Basic knowledge of restorative magic for the living, aiding in their comfort during grief
      Funeral Rituals95%Expert in the burial rites and customs of various cultures, ensuring proper ceremonies

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      Tirion Ael'Mira

      Seldarine Priest, Funeral Coordinator - Eternal Rest Mortuary

      Race: Half-Elf Alignment: Scrupulous O.C.C.: Ritualist / Coordinator Level: 4 Age: 320

      Attributes

      AttributeValue
      IQ18
      ME17
      MA16
      PS10
      PP13
      PE12
      PB21
      Spd11
      A compassionate and diplomatic Half-Elf, Tirion Ael'Mira acts as the guiding hand for those in mourning. His role as funeral coordinator goes beyond simple logistics; he listens, advises, and ensures that each ceremony is imbued with personal meaning. Trained in the customs of various races and faiths, he meticulously arranges every detail, from the placement of ceremonial relics to the cadence of final farewells. His presence is a source of comfort, his measured words soothing the grief-stricken. Whether organizing grand processions or intimate vigils, Tirion ensures that every soul is sent onward with dignity and reverence.

      Basic Skills

      SkillLevelSpecialization
      Funeral Coordination85%Expert at organizing and overseeing funerary rites and ceremonies
      Diplomacy90%Skilled in mediation and offering comfort to grieving families
      Rituals (Various Faiths)80%Knowledge of multiple religious customs and rituals, from Elven to Human, Dwarven, and Dragonwright
      Public Speaking80%Ability to speak to large groups and deliver heartfelt eulogies
      History of the Dead75%Knowledge of various cultures' funeral traditions and their historical significance
      Emotional Support85%Skilled at providing comfort and emotional aid to those in mourning
      Organizational Skills90%Exceptional at coordinating large events, ensuring all details are accounted for

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      Ithron Vel'Quin

      Seldarine Priest, Journeyman Coffinwright - Eternal Rest Mortuary

      Race: Half-Elf Alignment: Unprincipled O.C.C.: Apprentice Woodworker Level: 3 Age: 205

      Attributes

      AttributeValue
      IQ16
      ME13
      MA12
      PS12
      PP14
      PE13
      PB14
      Spd10
      Under the tutelage of Vaerion Lir'Quen, Ithron Vel'Quin hones his craft with meticulous dedication. A skilled engraver and carver, he specializes in intricate designs, ancestral crests, celestial runes, and sigils of protection, each piece telling a story of the life it commemorates. His talent extends beyond woodwork, as he also carves memorial plaques and tombstones from enchanted stone, ensuring that the legacies of the fallen endure through time. Though a Journeyman, he still considers himself an apprentice, even when his work is already sought after for its precision and artistry. He carries himself with the quiet pride of one who understands the weight of his craft.

      Basic Skills

      SkillLevelSpecialization
      Woodworking80%Specializes in intricate wood carvings and engravings
      Engraving75%Skilled at creating detailed designs, from ancestral crests to celestial runes
      Stone Carving65%Ability to carve memorial plaques and tombstones from enchanted stone
      History of the Dead70%Knowledge of funeral traditions and symbols used in different cultures
      Artistic Craftsmanship80%Exceptional talent in artistic design, especially in commemorative works
      Practical Magic (Enchantment)60%Basic ability to enchant objects for longevity and protection
      Attention to Detail85%Highly precise in work, ensuring all elements of a design are perfect

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      Nalaeth Orl'Vae

      Seldarine Monk, Cemetery Groundskeeper - Eternal Rest Mortuary

      Race: Elf Alignment: Scrupulous O.C.C.: Warden / Keeper Level: 5 Age: 310

      Attributes

      AttributeValue
      IQ14
      ME17
      MA12
      PS14
      PP15
      PE16
      PB13
      Spd11
      Silent as the wind through the trees, Nalaeth Orl'Vae tends to the graveyard with unwavering devotion. He walks the grounds daily, ensuring that no disturbance mars the sanctity of the resting place. Flowers bloom under his care, and ancient gravestones remain pristine thanks to his tireless efforts. As a guardian of the sacred land, he performs protective rites, ensuring that malevolent forces cannot desecrate the peace of the departed. Though a follower of the Seldarine, he is also well-versed in the funeral traditions of the Dragonwright, granting him insight into the varied beliefs of those buried under his watch. His presence is a quiet reassurance that the dead rest undisturbed and the living find solace in the beauty of remembrance.

      Basic Skills

      SkillLevelSpecialization
      Horticulture80%Expert in maintaining graveyard flora and ensuring vibrant plant life
      Stonework & Masonry75%Preserves and restores gravestones, crypts, and memorial markers
      Ritual Lore85%Performs sacred rites and protective rituals against desecration
      Tracking70%Detects disturbances or intrusions within the sacred grounds
      Mythology & Religious Studies75%Knowledge of Seldarine and Dragonwright burial rites
      Stealth65%Moves unnoticed through the graveyard when patrolling

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      Ellirael Anarion

      Seldarine Priestess, Chantress & Keeper of Sacred Rites - Eternal Rest Mortuary

      Race: Elf Alignment: Principled O.C.C.: Bard / Ritualist Level: 6 Age: 295

      Attributes

      AttributeValue
      IQ16
      ME17
      MA20
      PS12
      PP14
      PE13
      PB18
      Spd11
      With a voice like the whispering wind, Ellirael Anarion carries forth the sacred songs of passing. As the chantress of the mortuary, she sings ancient hymns and prayers, calling upon the blessings of the Seldarine to guide souls beyond the veil. Her melodies are ethereal, imbued with divine resonance that comforts the mourning and strengthens the spirits of those who listen. During funerary processions, she leads the dirges, her voice weaving sorrow and hope into one. Her sacred duty is more than song, it is the invocation of eternity, ensuring that the departed are carried forth on the wings of celestial harmony.

      Basic Skills

      SkillLevelSpecialization
      Performance (Singing & Chanting)98%Expert in funerary hymns, dirges, and sacred rituals
      Musical Instrument (Harp & Flute)85%Accompanies songs with soft, haunting melodies
      Ritual Lore90%Knowledgeable in sacred rites and funeral customs of various races
      Oratory80%Captivating speaker, brings comfort and wisdom to mourners
      History (Elven & Religious)75%Well-versed in the lore of the Seldarine and other faiths
      First Aid60%Provides basic healing and emotional support to grieving individuals

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      Calithil Eryn'Vorn

      Seldarine Monk - Eternal Rest Mortuary

      Race: Elf Alignment: Principled O.C.C.: Monk / Counselor Level: 7 Age: 350

      Attributes

      AttributeValue
      IQ19
      ME18
      MA17
      PS12
      PP14
      PE15
      PB13
      Spd12
      A sage among the grieving, Calithil Eryn'Vorn is a devoted monk who tends to the emotional and spiritual needs of those who suffer loss. His understanding of sorrow is deep, his wisdom profound, and he offers solace to all who seek him. Whether through meditative guidance, whispered prayers, or silent companionship, he helps mourners navigate the pain of loss and embrace the memories of their loved ones. He is also a custodian of sacred texts concerning death, remembrance, and reincarnation, offering insight into the mysteries of the afterlife. Through his presence, the weight of grief is made lighter, and those left behind find peace in the cycle of existence.

      Basic Skills

      SkillLevelSpecialization
      Meditation98%Provides spiritual clarity and emotional healing
      Psychology (Grief Counseling)85%Guides individuals through the stages of loss
      Philosophy & Theology90%Expert in Elven beliefs and afterlife teachings
      Oratory85%Delivers comforting speeches and eulogies
      Holistic Healing80%Uses natural remedies and energy work for emotional well-being
      Ancient Lore (Seldarine & Afterlife)92%Well-versed in death rites, reincarnation, and celestial cycles

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  1. The Silver Thread Tailor's Shoppe:

    Located in a quaint corner of Newhaven, nestled between the bustling market stalls and cozy residences, is The Silver Thread Tailor's Shoppe. This small yet inviting establishment is renowned for its skilled craftsmanship in mending and creating bespoke garments, catering to the discerning tastes of both Elven and Human clientele. The shop exudes a charming ambiance with its whitewashed exterior adorned with delicate embroidery motifs. A wooden sign, intricately carved with a silver thread motif, hangs above the entrance, catching the sunlight in a dazzling display. Upon stepping inside, visitors are greeted by the soft scent of lavender and the sight of rich fabrics neatly displayed on polished wooden racks. The interior is illuminated by warm, ambient lighting that highlights the shop's craftsmanship and attention to detail. The shop specializes in the meticulous repair of garments, from delicate silk dresses to sturdy leather jerkins worn by adventurers returning from quests. Skilled seamstresses deftly mend tears, replace buttons, and rejuvenate worn fabrics with a blend of precision and care. For those seeking attire tailored to their exact specifications, The Silver Thread offers custom-made suits, dresses, and robes. Each piece is crafted with a keen eye for fashion and a commitment to enhancing the wearer's natural elegance and comfort. Elandra Thaerithen, the esteemed proprietor and master craftswoman of The Silver Thread, is renowned for her expertise in the art of tailoring. Her nimble fingers weave magic with needle and thread, transforming bolts of fabric into garments that reflect both style and practicality. Elandra takes pride in providing personalized service to each client, taking measurements, discussing design preferences, and offering expert advice on fabric choices and embellishments. Her dedication ensures that every customer leaves satisfied with a garment that fits impeccably and exceeds expectations. Beyond its role as a purveyor of fine clothing, The Silver Thread contributes to the cultural tapestry of Newhaven. Elandra's creations are not merely garments but expressions of artistic flair and cultural identity, reflecting the aesthetic sensibilities cherished by both Elves and Humans in the Vale. The shop also serves as a lifeline for adventurers preparing for perilous journeys. Elandra crafts durable yet stylish outfits that withstand the rigors of exploration, ensuring that adventurers look their best while facing the challenges that await beyond Newhaven's borders. The Silver Thread Tailor's Shoppe has earned a reputation for excellence and reliability, a legacy upheld by Elandra Thaerithen's unwavering commitment to quality craftsmanship. Her dedication ensures that the shop remains a cornerstone of fashion and elegance in Newhaven. Looking ahead, Elandra envisions expanding her offerings to include specialized attire for ceremonial occasions, magical enhancements to garments, and collaborations with local artisans to showcase the Vale's artistic talents on a broader stage. The Silver Thread Tailor's Shoppe stands as a testament to Elandra Thaerithen's passion for tailoring and her commitment to enriching the lives of Newhaven's residents through the artistry of fine clothing. It is not merely a shop but a haven where craftsmanship, creativity, and community converge in a celebration of style and tradition.

    The Silver Thread Tailor's Shoppe - Goods & Services

    Service Description Price
    Basic Garment Repair Minor stitching, patching, button replacement, or seam mending on everyday clothes. 1-5 SP
    Adventurer's Gear Repair Reinforcing or repairing leather armor, travel cloaks, or padded jerkins used in the field. 5-12 SP
    Silk or Delicate Fabric Mending Expert care in restoring silk, lace, and fine elven fabrics to like-new condition. 10-25 SP
    Custom Tailored Suit (Male/Female) One full custom outfit: includes design consultation, measurement, and fittings. 40-80 SP
    Custom Dress or Gown Formal wear crafted to client specifications with optional magical threadwork (non-enchanted). 60-120 SP
    Formal Robes (Scholarly or Ceremonial) Includes trimming, embroidery, and optional symbolic embellishments. 45-90 SP
    Travel Garb Set (Sturdy & Stylish) Includes a tunic, pants/skirt, cloak, and boots designed for both function and fashion. 30-65 SP
    Measurement & Design Consultation Only One-hour session with Elandra Thaerithen to plan custom garments and review fabrics/styles. 5 SP
    Embroidered Custom Monograms or Symbols Applied to robes, cloaks, and formalwear; includes up to two colors and a single motif. 8-15 SP
    Rush Order (48 hours or less) Expedited service for repairs or simple tailoring jobs, subject to availability. +50% surcharge

    Note: Prices vary depending on fabric cost, complexity of the work, and magical embellishments (cosmetic only). Enchantments must be added by a licensed enchanter and are not offered in-house.

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    Elandra Thaerithen

    Race Wood Elf
    Alignment Unprincipled
    O.C.C. Seamstress / Tailor
    Level 3
    Attribute Score
    IQ 16
    ME 12
    MA 10
    PS 11
    PP 14
    PE 12
    PB 19
    Spd 10
    Hit Points (HP) 26
    SDC 18
    Skill Percentage
    Sewing 88%
    Weaving 85%
    Appraise Fabrics 82%
    Herbalism 60%
    Lore: Magic 55%
    Charm/Impress 50%
    Elandra Thaerithen is a talented seamstress and the owner of The Silver Thread Tailor's Shoppe. Raised in the deep forests, she has difficulty understanding fast talk and abstract language, preferring clarity and sincerity. An aristocratic fashion trend once thrust her into unwanted fame, prompting her to flee the city and seek peace in Newhaven. She is well-known for her fine craftsmanship, but she remains reclusive, dreading social obligations.

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  2. The Oakleaf Tannery:

    Nestled in a quiet corner of Newhaven, amidst the fragrant pine trees and meandering cobblestone streets, stands The Oakleaf Tannery. This small yet essential establishment is renowned for its craftsmanship in leatherworking, catering to the needs of adventurers, craftsmen, and residents alike. The exterior of The Oakleaf Tannery exudes rustic charm, with its timber-framed structure and a weathered sign depicting an intricately carved oak leaf. A faint scent of tanning oils and herbs wafts from the open windows, inviting passersby to explore its treasures. Inside, the workshop resonates with the rhythmic sounds of hammers striking metal rivets and the gentle scraping of leather against wooden workbenches. Sunlight filters through small, leaded glass windows, casting warm hues upon rows of cured hides and neatly arranged tools. The Oakleaf Tannery specializes in the art of leatherworking, transforming raw hides into sturdy, functional goods. Skilled craftsmen meticulously craft leather armor, belts, pouches, and other practical items that blend durability with timeless style. For those seeking bespoke leather goods tailored to their preferences, the tannery offers custom creations. Whether it's a personalized scabbard for a finely crafted sword or a comfortable pair of riding boots, each item is meticulously crafted to meet the client's specifications. The Oakleaf Tannery is owned and operated by Tovar and Elyra Oakheart, a husband-and-wife team known for their mastery of leatherworking. With decades of experience between them, they bring a blend of traditional techniques and innovative designs to their craft. Tovar and Elyra take pride in their commitment to quality, using only the finest materials and ensuring each piece meets their exacting standards. Their dedication to craftsmanship has earned them a loyal clientele who value both the durability and aesthetic appeal of their creations. Beyond its role as a workshop, The Oakleaf Tannery serves as an economic backbone for Newhaven, providing employment opportunities and contributing to the local economy through the sale of leather goods. Adventurers and craftsmen alike rely on the tannery for essential supplies that enhance their livelihoods. The tannery also plays a role in preserving the cultural heritage of the Vale, showcasing the traditional art of leatherworking passed down through generations. Each item crafted at The Oakleaf Tannery reflects the Vale's natural beauty and the skilled hands that shape its future. The Oakleaf Tannery upholds a legacy of craftsmanship and dedication to quality, ensuring that each piece leaving its workshop bears the hallmark of excellence. Tovar and Elyra Oakheart's passion for their craft continues to inspire future generations of leatherworkers in Newhaven. Looking ahead, the Oakhearts envision expanding their offerings to include exotic leathers, intricate tooling designs, and collaborative projects with artisans from neighboring communities. They aim to further elevate The Oakleaf Tannery's reputation as a premier destination for discerning customers seeking superior leather goods. The Oakleaf Tannery stands as a testament to Tovar and Elyra Oakheart's commitment to craftsmanship and community. It is not merely a workshop but a sanctuary where tradition, innovation, and artisanal skill converge to create leather goods that embody the spirit of adventure and enduring quality in the heart of Newhaven.

    Goods & Services

    Item / Service Description Price (sp)
    Leather Armor (basic) Standard leather armor for adventuring and light combat. 20 sp
    Studded Leather Armor Reinforced leather with metal studs for added protection. 45 sp
    Leather Belt Durable, handmade leather belt suitable for daily wear or armor. 2 sp
    Utility Pouch Small pouch ideal for coins, tools, or herbs. 3 sp
    Custom Scabbard Made-to-order leather scabbard tailored to your weapon. 10-25 sp
    Riding Boots High-quality leather boots crafted for travel and riding comfort. 15 sp
    Custom Leatherwork Bespoke items designed to customer specification (price varies). Varies
    Hide Curing (per hide) Processing of raw hide into tanned leather. 5 sp
    Leather Repair (minor) Stitching and patching small tears or damage. 1 sp
    Leather Repair (major) Full panel replacement or heavy repair. 5-10 sp

    Note:Prices are subject to adjustment based on material costs and customization. Bulk orders and guild discounts available upon request.
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    Tovar Oakheart

    Race Half-Elf
    Alignment Principled
    O.C.C. Leatherworker / Craftsman
    Level 5
    Attribute Score
    IQ 14
    ME 12
    MA 16
    PS 17
    PP 15
    PE 16
    PB 13
    Spd 11
    Hit Points (HP) 39
    SDC 30
    Skill Percentage
    Leatherworking 85%
    Tanning & Preservation 80%
    Appraise Goods 75%
    Blacksmithing 60%
    Mathematics (Basic) 88%
    Tovar Oakheart is a skilled leatherworker and co-owner of The Oakleaf Tannery. Renowned for his craftsmanship and commitment to quality, he ensures every piece of leatherwork is both durable and aesthetically pleasing. He values tradition but is always seeking new techniques to refine his craft. Despite his rough hands and stoic demeanor, he has a deep love for his work, his wife Elyra, and the peaceful town of Newhaven.

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    Elyra Oakheart

    Race Half-Elf
    Alignment Scrupulous
    O.C.C. Leatherworker / Artisan
    Level 5
    Attribute Score
    IQ 16
    ME 14
    MA 18
    PS 12
    PP 17
    PE 15
    PB 19
    Spd 10
    Hit Points (HP) 36
    SDC 28
    Skill Percentage
    Leatherworking 82%
    Tanning & Preservation 78%
    Appraise Goods 78%
    Embossing & Decorative Leatherwork 85%
    Sewing 88%
    Elyra Oakheart is the heart of The Oakleaf Tannery, known for her intricate leather designs and fine craftsmanship. She specializes in detailed embossing and artistic leatherwork, bringing beauty to even the most practical of items. Elyra is warm, creative, and deeply invested in her work, ensuring every piece she creates is unique and masterful. Together with her husband Tovar, she has built a reputation for quality leather goods that serve adventurers and nobles alike.

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  3. The Quill and Scroll Scriptorium:

    Nestled within the tranquil residences of Newhaven, the Quill and Scroll Scriptorium stands as a beacon of literacy and record-keeping in the Vale. This modest yet essential establishment serves as the hub of written communication, catering to the diverse needs of travelers, merchants, and the local community, as well as home to the Town Scribe, Alaric Ilkwaer, a Moon Elf scholar. The Quill and Scroll Scriptorium boasts a stately facade adorned with intricate carvings depicting scenes of scholarly pursuit and historical events. A weathered sign hangs above the entrance, bearing the image of a quill and scroll, symbolizing the art of writing and record-keeping. Stepping inside, visitors are greeted by the comforting aroma of parchment and ink. The interior exudes warmth and professionalism, with shelves lined with scrolls and neatly organized stacks of parchment awaiting inscription. Soft candlelight bathes the space in a gentle glow, creating an ambiance conducive to focused thought and creativity. The scribe of the Quill and Scroll Scriptorium offers a range of services, including letter-writing, document transcription, and official record-keeping. From composing eloquent missives to meticulously transcribing legal contracts, the scribe's expertise ensures accuracy and professionalism in every task. All official records for the town, including deeds, contracts, and administrative documents, are prepared by the scribe. His meticulous attention to detail and knowledge of legal conventions ensure that these records are upheld as authoritative and legally binding. Alaric Ilkwaer, the esteemed proprietor and master scribe of the Quill and Scroll Scriptorium, is renowned for his skillful penmanship and unwavering dedication to his craft. With years of experience in the art of writing and record-keeping, he has earned the trust and respect of both locals and travelers alike. Alaric approaches each task with professionalism and discretion, honoring the confidentiality of his clients' communications and maintaining the integrity of their written records. His commitment to excellence ensures that every document leaving his hands bears the mark of quality and reliability. Beyond its role as a place of business, the Quill and Scroll Scriptorium serves as an advocate for literacy and education in the Vale. Alaric offers writing workshops and literacy programs for residents of all ages, empowering them with the skills needed to communicate effectively and participate fully in civic life. The scribe's services are indispensable to the smooth functioning of the town, providing essential administrative support to local shopkeepers, farmers, and town officials. His meticulous record-keeping ensures that important transactions are documented accurately and securely, fostering trust and transparency in governance. The Quill and Scroll Scriptorium upholds a legacy of knowledge and enlightenment, preserving the written word as a timeless repository of human experience and wisdom. Alaric Ilkwaer's dedication to his craft ensures that this legacy endures, inspiring future generations to cherish the power of language and communication. Looking ahead, Alaric envisions expanding the scribe's services to include archival research, manuscript preservation, and digital transcription. He aims to embrace emerging technologies while honoring the timeless traditions of the written word, ensuring that the Quill and Scroll Scriptorium remains a vital institution in the ever-evolving landscape of Newhaven. The Quill and Scroll Scriptorium stands as a testament to Alaric Ilkwaer's commitment to literacy, professionalism, and community service. It is not merely a place of business but a sanctuary where words take flight, bridging distances, preserving memories, and shaping the collective narrative of the Vale.

    Services

    Service Description Price (gp)
    Letter Writing (Basic) Short, formal or informal letter composed by the scribe. 1 sp
    Letter Writing (Detailed) Comprehensive letter with ornate language or persuasive tone. 5 sp
    Document Transcription Faithful copy of an existing document (1 page). 2 sp per page
    Legal Contracts Drafting of legally binding contracts or agreements. 15 sp
    Deed Preparation Official documentation of land or property ownership. 20 sp
    Genealogy Records Research and record of family lineage (basic). 25 sp
    Translation Services Translation between Common and Elven or other known languages. 10 sp per page
    Writing Workshop (Group) Instructional course on basic literacy and writing skills. 3 sp per person
    Private Literacy Tutoring One-on-one instruction in reading and writing. 7 sp per hour
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    Alaric Ilkwaer

    Race:

    Teu`Tel`Quessir {Moon}

    Gender:

    Male

    Age:

    374

    Alignment:

    Principled

    O.C.C.:

    Scholar (Town Scribe)

    Affiliation:

    Last Lord of House Ilkwaer, Principality of Jordaine

    Attributes:

    • I.Q.: 24 (Genius-level intellect)
    • M.E.: 21 (Iron-willed, unshakable resolve)
    • M.A.: 16 (Refined and persuasive)
    • P.S.: 11 (Average strength)
    • P.P.: 14 (Quick hands, skilled scribe)
    • P.E.: 12 (Resilient but not a warrior)
    • P.B.: 23 (Striking, noble elven features)
    • Spd.: 10 (Moves with deliberate grace)

    Hit Points & S.D.C.:

    • Hit Points: 32
    • S.D.C.: 10

    Combat & Defenses:

    • Attacks per Melee: 2
    • Combat Bonuses:
      • +2 to Dodge
      • +1 to Strike (if armed)
      • +4 to Parry (with a staff or cane)
      • +2 to Save vs. Magic
      • +3 to Save vs. Horror Factor
      • +4 to Save vs. Mind-Affecting Spells
    • Weapons Proficiency:
      • W.P. Staff: Trained but rarely used
      • W.P. Dagger: Carried for utility, not combat

    Skills & Expertise:

    • Languages:
      • Elven (98%)
      • Eastern Human (90%)
      • Southern Human (75%)
      • Dwarven (60%)
      • Ancient Elven Script (98%)
      • Draconic (45%)
    • Scholarly Skills:
      • Calligraphy (98%)
      • Literacy: Elven & Eastern (98%)
      • Research (98%)
      • History: Elven (98%)
      • Lore: Magic (85%)
      • Lore: Legends & Myths (90%)
      • Mathematics: Advanced (85%)
      • Cryptography (75%)
      • Appraise Art & Antiquities (80%)
    • Other Skills:
      • Public Speaking (75%)
      • Writing (90%)
      • Intelligence Gathering (70%)
      • Recognize Weapon Quality (60%)
      • Horsemanship: General (65%)

    Equipment & Possessions:

    • Mastercrafted Quill & Ink Set: A treasured relic from the Ilkwaer family archives.
    • Moonlight Journal: An enchanted tome that preserves ink without fading.
    • Silver Signet Ring of House Ilkwaer: The last known artifact of his lineage.
    • Steel Dagger: Worn at the hip, more ceremonial than practical.
    • Scholar's Robes: Deep blue with silver embroidery, tailored from fine Arethane fabrics.
    • Arcane Inscribed Staff: A walking cane reinforced with subtle magical runes, once belonging to his father.

    Background & History:

    Alaric Ilkwaer was once a scion of one of Arethane's most respected noble houses, renowned for their stewardship of history and knowledge. However, his world was shattered just before the Grand Retreat from Rhyanne to Jordaine when his family estate was attacked by human soldiers from Harak. In a brutal massacre, every member of House Ilkwaer was slain, leaving Alaric as the sole survivor. Though devastated, he carried the name and legacy of his house forward. He fled to Jordaine, finding refuge in Newhaven, where he dedicated himself to preserving history and knowledge. Taking up the mantle of town scribe, he turned his pain into purpose, ensuring that the records of Elven heritage, traditions, and legal matters would never be lost again. Despite his noble origins, Alaric lives humbly, devoting his life to scholarship. He rarely speaks of his past, but his quiet determination and mastery of the written word serve as a testament to the resilience of his fallen house. To this day, he remains the last living Ilkwaer, bearing the burden of remembrance and the hope that, one day, his family's name will rise again.
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  4. Sentinel's Perch Watch Tower:

    Rising proudly at the outskirts of Newhaven, overlooking the serene landscape of the Vale, is the Sentinel's Perch Watchtower. This sturdy stone structure serves as both a vigilant sentinel against external threats and a secure base of operations for the town watch, ensuring the safety and security of its residents. The Sentinel's Perch Watchtower stands tall and imposing, constructed from locally quarried stone that blends harmoniously with the natural surroundings. Its battlements offer commanding views of the surrounding countryside, providing early warning against potential dangers approaching from afar. Within its stout walls, the watchtower is divided into multiple levels. The ground floor houses the lock-up, where unruly individuals are temporarily detained until they sober or calm down. The upper levels serve as living quarters for the town guards, equipped with barracks, a mess hall, and a small armory stocked with essential weapons and armor. The watchtower serves as the central hub from which Captain Stormwind and his team of dedicated guards coordinate their patrols and respond to emergencies within Newhaven. The guards, trained in combat and law enforcement, maintain order, enforce local ordinances, and protect the townsfolk from threats ranging from bandit raids to occasional supernatural incursions. The lock-up is a secure facility designed to temporarily house troublemakers, drunkards, and unruly individuals until they can be released or transferred to judicial authorities for further disposition. Its sturdy construction ensures that detainees cannot easily escape, maintaining public safety and order. Fulgur Stormwind, a respected Half-Elf known for his martial prowess and unwavering dedication to duty, commands the town guard from the Sentinel's Perch Watchtower. Though rarely stationed within the tower itself, Captain Stormwind oversees operations and strategic deployments to safeguard Newhaven and its inhabitants. Under Captain Stormwind's leadership, the town guard consists of four skilled fighters. These guards, chosen for their courage and loyalty, stand ready to uphold the peace and protect the town's residents at all costs, ensuring that Newhaven remains a safe haven amid the uncertainties of the Vale. The Officers who serve under Captain Fulgur Stormwind are:
    • Women's Barracks
      • Guard Lieutenant Elara Swiftblade: Elara is a Silver elf known for her agility and keen eyesight, traits that make her an exceptional scout and archer. She has earned the respect of her peers for her dedication to protecting the Vale.
      • Guard Sergeant Vaelith Moonshadow: Vaelith is unyielding in her sense of duty, valuing discipline, honor, and the protection of her people above all else.
      • Guard Corpral Elaris Starbloom is a Wood Elven skilled Ranger. Elaris is a lithe and swift warrior, known for her uncanny accuracy with a bow.
    • Men's Barracks
      • Guard Lieutenant Aidan Rowley: Aidan is a former Human Harak Knight, now part of the Newhaven Guard. He is eager to prove himself in service to Newhaven. His quick wit and determination make him a promising member.
      • Guard Sergeant Thorn Ironfist: Thorn is a stalwart Dwarven defender known for his strength and resilience in combat. He takes pride in his role as a protector of Newhaven, always ready to stand against any threat that may arise.
      • Guard Corpral Sylas Oakshield: Sylas is a Wood Elven skilled tracker and woodsman. His knowledge of the surrounding wilderness makes him invaluable in patrols beyond the town's borders.
      These Officers lead 2 cohesive units dedicated to maintaining peace and safeguarding the residents of Newhaven from any threats that may jeopardize their safety. The presence of the Sentinel's Perch Watchtower serves as a visible deterrent to would-be troublemakers and ne'er-do-wells, bolstering the community's sense of security and well-being. Regular patrols and vigilant watch keep the streets safe, allowing merchants to conduct business without fear and families to sleep soundly at night. In times of crisis, such as natural disasters or attacks by marauding creatures, the watchtower becomes a rallying point for the town guard. Its strategic location facilitates swift responses to emergencies, minimizing harm and facilitating rapid recovery efforts for the benefit of all residents. Looking to the future, Captain Fulgur Stormwind plans to strengthen the watchtower's defenses, possibly fortifying its walls or expanding its facilities to accommodate a larger guard contingent. Such enhancements aim to ensure that Newhaven remains prepared to face whatever challenges may arise in the ever-changing landscape of the Vale. The Sentinel's Perch Watchtower stands as a testament to vigilance, courage, and community spirit within Newhaven. It symbolizes the town's commitment to safety and order, overseen by Captain Fulgur Stormwind and his dedicated guards who stand ready to protect and serve at a moment's notice.

      12a:

      The Women's Barracks of the Newhaven Town Guard is a functional yet comfortable space located within the heart of the town's military compound. This structure is designed to house the female members of the guard, ensuring they have both the privacy and the practicality needed to carry out their duties efficiently. The building is crafted from sturdy stone, a typical feature of the Newhaven guard facilities, with high arched windows that allow ample sunlight to pour into the rooms. The exterior is adorned with subtle Elven wood carvings of protective symbols and flora, providing a blend of military function with artistic elegance. The stone foundation is weathered but well-maintained, showing the history of the guard, while the interior reflects a more modern approach to living accommodations. Interior Layout:
      • Main Hall: The central room serves as a communal space where the women of the guard gather after shifts. It is spacious, with rough-hewn stone walls painted in neutral tones to keep the atmosphere calm and relaxing. Several long tables and chairs are scattered around, often used for communal meals, meetings, or relaxation. The high wooden beams above give the room an airy feel, while hanging lanterns provide soft, warm lighting in the evening. The floors are covered with worn rugs, giving the area some warmth.
      • Sleeping Quarters: Along the sides of the building, rows of individual bed cubicles are separated by simple wooden partitions for privacy. Each cubicle has a cot, a small chest for personal belongings, and a shelf for books or personal items. The beds are simple but comfortable, with thick woolen blankets to ensure warmth during Newhaven's colder months. There are also several larger storage rooms for extra equipment or supplies, easily accessible by the guards.
      • Training Area: At the rear of the barracks is an open area designated for practice and combat drills. This is a large, enclosed space with mats and targets for archery practice. There are practice dummies and wooden weapons available for sparring. The guards frequently practice their drills here, ensuring they stay fit and ready for any threat to the town.
      • Locker Room & Showers: A modest but well-maintained locker room is adjacent to the main hall. Each guard has a personal locker for armor, weapons, and training equipment. The room is connected to a set of communal showers with hot and cold running water, offering the guards a much-needed way to refresh themselves after long patrols or intense training sessions.
      • Command Desk: At the far end of the hall, there is a small desk with a map of Newhaven and surrounding areas. This area serves as a place for the women to check in, receive orders, and discuss any upcoming patrols or shifts. A few chairs and a wooden table are used for these informal meetings, often attended by the captain or senior officers of the female guard.
      • Decor and Ambience: The barracks is decorated with a mix of practical military necessity and personal touches. Hanging tapestries depicting scenes of valor and protection adorn the walls. Many of the women decorate their personal spaces with small trinkets, family heirlooms, or mementos from their travels. The air smells faintly of wood smoke from the hearth, and there is a constant hum of activity as the guards prepare for their daily duties.
      • Shared Kitchen Area: Adjacent to the main hall is a modest kitchen space where meals are prepared. The kitchen is equipped with a large hearth for cooking, a few stone ovens, and wooden tables for meal prep. The space is well-organized and kept clean, with provisions stored in wooden cupboards along the walls. It is common for the guards to take turns preparing meals for each other.
      • Atmosphere: The atmosphere within the barracks is one of camaraderie and teamwork. The women share not only living space but also common goals, often forming strong bonds of friendship. The guards laugh and joke between drills and duties, but there is always an underlying sense of discipline and respect. Though the barracks are simple and functional, there is a sense of pride and honor in living and working here, knowing they are part of the proud Newhaven Town Guard.

      12b:

      The Men's Barracks of the Newhaven Town Guard The Men's Barracks of the Newhaven Town Guard is a robust and functional building designed to accommodate the male members of the guard. Like the Women's Barracks, it combines practicality with comfort, though with a more rugged, utilitarian design suited to the nature of its inhabitants. The structure is built from the same durable stone as the rest of the town's military facilities, reflecting the town's enduring commitment to defense and protection. Exterior: The Men's Barracks is a large, two-story building that stands near the central guard compound, easily recognizable by its strong stone walls and fortified appearance. The exterior is adorned with simpler, less ornate carvings than the Women's Barracks, focusing more on strength and utility. Large wooden doors lead into the building, reinforced with iron and engraved with the emblem of Newhaven. The building's roof is steep and covered with thick thatch to prevent snow accumulation in the winter, typical of Newhaven's architecture. Interior Layout:
      • Main Hall: Upon entering, you find yourself in the large central hall, which serves as both a common area and a meeting space for the men of the guard. The room is wide and filled with simple wooden tables and benches where the guards gather after their shifts. This is a place for relaxation, camaraderie, and the sharing of news from the day's patrols. The room also serves as a space for planning and tactical discussions, with a large wooden table where officers gather to devise strategy. The walls are decorated with shields, weapons, and banners representing various factions and battalions within Newhaven's guard, giving it a strong, martial atmosphere.
      • Sleeping Quarters: The sleeping quarters are divided into large open dormitory-style rooms, with rows of simple wooden cots placed neatly side by side. Each cot is equipped with a woolen blanket, a small footlocker for personal items, and a peg to hang the guard's uniform or armor. The room is kept orderly, as the soldiers understand the importance of maintaining discipline even when not on duty. The floors are bare stone, with a few thick rugs scattered here and there to add warmth during the cold months. The quarters are sparse but comfortable, designed for efficiency rather than luxury.
      • Training Room: At the back of the barracks is a large, open training area where the guards practice combat drills, swordplay, and other martial skills. This area is equipped with training dummies, targets, and a variety of weapons for practice. The high ceiling allows for the swinging of large weapons such as halberds and battle axes, while the walls are lined with racks of practice swords, shields, and crossbows. There is also a small section for archery practice, complete with a target range.
      • Locker Room & Showers: Adjacent to the main hall is a sizable locker room where the men of the guard store their armor, weapons, and personal items. Each soldier has a designated locker to keep his gear in order. The locker room leads to a set of communal showers where hot and cold water is available for cleaning after a long day's work. The showers are basic but functional, with stone floors and simple wooden partitions to provide privacy. The area is kept scrupulously clean by the guards, who take pride in maintaining order even in their living space.
      • Command Desk & Noticeboard: Near the main hall, you will find the command desk, a small area where the officers or senior guards can leave messages, assign patrol duties, and post important announcements. A large wooden board nearby displays a schedule of shifts, upcoming patrols, and recent reports. This space is often bustling with activity, as the guards check in, report on their missions, and prepare for the next round of duty.
      • Storage Room & Armory: A separate room is dedicated to storing weapons, armor, and other military supplies. This space is secure, with iron-barred windows and a heavy wooden door that locks behind it. Inside, weapons of all types are stored neatly: swords, spears, axes, and crossbows, as well as shields and plate armor. This room is also where the guards receive new equipment, have their gear repaired, or prepare for upcoming campaigns. -
      • Mess Hall & Kitchen: Just off the main hall is a large mess hall where the soldiers eat their meals. A communal table runs the length of the room, and several benches are placed around it for seating. A simple kitchen in the rear corner of the building prepares meals for the guards, often consisting of hearty stews, breads, and seasonal vegetables. There is a rotating schedule for meal prep, with different members of the guard volunteering to help cook and serve meals. The aroma of freshly baked bread and roasting meats fills the air, creating a homey, welcoming environment.
      • Atmosphere: The overall atmosphere in the Men's Barracks is one of solidarity, discipline, and a strong sense of duty. The men of the guard share a common purpose and bond over their shared commitment to protecting Newhaven. There is always a sense of camaraderie, with guards exchanging stories of the day's patrols, cleaning their weapons, or preparing for the next shift. Despite the practical nature of their living arrangements, there is a sense of pride in the simplicity of their life, dedicated to duty, with minimal distractions. The Men's Barracks of the Newhaven Town Guard is a place of both rest and readiness. It serves as a sanctuary for the guards after their shifts but also as a base of operations for their daily tasks. The combination of functionality and community spirit ensures that the men of the Newhaven guard remain prepared to face whatever challenges may arise. The building, like the men who live within, stands as a symbol of strength, duty, and unwavering loyalty to the town they protect.
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      Elara Swiftblade

      Guard Lieutenent of Newhaven


      8th Level Knight
      Race: Silver Elf
      Alignment: Principled
      Gender: Female
      Age: 175
      Height: 6'
      Weight: 140 lbs
      Land of Origin: Kingdom of Arethane
      Religion: Seldarine
      Attributes:
      • I.Q.: 15
      • M.E.: 13
      • M.A.: 14
      • P.S.: 19
      • P.P.: 24
      • P.E.: 18
      • P.B.: 24
      • Spd.: 22

      Hit Points: 60
      S.D.C.: 285
      PPE: 40
      Armor: Elven Chainmail (A.R. 15, S.D.C. 150)
      Skills of Note:
      • Language: Elven (98%)
      • Language: Human (85%)
      • Wilderness Survival (65%)
      • Horsemanship: General (80%)
      • Land Navigation (70%)
      • Lore: Elven (80%)

      Weapon Proficiencies (W.P.):
      • W.P. Sword (Mastery) (+3 to strike, +2 to parry, +2 to initiative)
      • W.P. Archery (+2 to strike, 2 attacks per melee with a bow)
      • W.P. Shield (+2 to parry, +1 to strike with shield bash)

      Combat Abilities:
      • Attacks per Melee: 4
      • Bonuses:
        • +4 to Strike
        • +6 to Parry
        • +7 to Dodge
        • +4 to Initiative
        • +2 to Damage
        • +3 to Roll with Impact
        • +2 to Disarm

      Weapons & Equipment:
      • Elven Longsword (Silver-forged, lightweight, enchanted for durability)
      • Reinforced Chainmail (Superior craftsmanship, offers maximum mobility)
      • Newhaven Guard Cloak (Marked with the sigil of the town guard)
      • Elven Bow & Quiver of Silver-Tipped Arrows
      • Small Silver Dagger (Ceremonial, but functional in close combat)

      Background: Elara Swiftblade is a skilled swordswoman dedicated to the defense of Newhaven. Born into a lesser noble family, she chose duty over privilege, training rigorously to serve the city's guard. Her keen reflexes and unwavering sense of justice make her a respected member of the town's defenders. Elara is disciplined, fiercely protective, and unwavering in her duty. She has little tolerance for corruption and always strives to uphold the law. Elara believes that duty and honor come before personal desires. She is devoted to protecting the innocent and ensuring justice prevails in Newhaven.

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      Vaelith Moonshadow

      Guard Sergeant of Newhaven


      Level 6 Elven Knight
      Race: Elf
      Alignment: Principled
      Gender: Female
      Age: 150
      Height: 5'9"
      Weight: 135 lbs
      Land of Origin: Kingdom of Arethane
      Religion: Seldarine
      Attributes:
      • I.Q.: 16
      • M.E.: 15
      • M.A.: 18
      • P.S.: 18
      • P.P.: 22
      • P.E.: 19
      • P.B.: 22
      • Spd.: 20

      Hit Points: 70
      S.D.C.: 320
      PPE: 50
      Armor: Elven Chainmail (A.R. 14, S.D.C. 100)
      Skills of Note:
      • Language: Elven (98%)
      • Language: Human (85%)
      • Wilderness Survival (70%)
      • Horsemanship: Knight (75%)
      • Land Navigation (75%)
      • Lore: Elven (85%)

      Weapon Proficiencies (W.P.):
      • W.P. Sword (Mastery) (+3 to strike, +2 to parry, +2 to initiative)
      • W.P. Archery (+2 to strike, 2 attacks per melee with a bow)
      • W.P. Shield (+2 to parry, +1 to strike with shield bash)

      Combat Abilities:
      • Attacks per Melee: 5
      • Bonuses:
        • +5 to Strike
        • +7 to Parry
        • +8 to Dodge
        • +5 to Initiative
        • +3 to Damage
        • +4 to Roll with Impact
        • +3 to Disarm

      Weapons & Equipment:
      • Elven Longsword (Silver-forged, lightweight, enchanted for durability)
      • Reinforced Chainmail (Superior craftsmanship, offers maximum mobility)
      • Newhaven Guard Cloak (Marked with the sigil of the town guard)
      • Elven Bow & Quiver of Silver-Tipped Arrows
      • Small Silver Dagger (Ceremonial, but functional in close combat)

      Background: Vaelith Moonshadow is a highly respected Guard Sergeant of Newhaven, known for her leadership, discipline, and fierce commitment to the defense of the town. Born into the noble and revered Moonshadow family, Vaelith was raised with the values of honor, duty, and service. From a young age, it was clear that she was destined for greatness. Her keen intellect, strategic mind, and natural leadership abilities led her to rise through the ranks of the town guard. A skilled swordswoman and archer, Vaelith quickly became known for her precise and decisive combat style, earning her the respect of her peers and the gratitude of Newhaven's citizens. She is a pillar of strength in times of crisis.

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      Elaris Starbloom

      Guard Corporal of Newhaven


      Level 6th Ranger/5th Knight
      Race: Elf
      Alignment: Scrupulous (Neutral Good)
      Gender: Female
      Age: 140
      Height: 5'7"
      Weight: 125 lbs
      Land of Origin: Kingdom of Arethane
      Religion: Seldarine
      Attributes:
      • I.Q.: 16
      • M.E.: 15
      • M.A.: 14
      • P.S.: 18
      • P.P.: 22
      • P.E.: 17
      • P.B.: 19
      • Spd.: 24

      Hit Points: 48
      S.D.C.: 65
      PPE: 30
      Armor: Elven Chainmail (A.R. 14, S.D.C. 100) Skills of Note:
      • Language: Elven (98%)
      • Language: Human (85%)
      • Wilderness Survival (70%)
      • Horsemanship: General (80%)
      • Land Navigation (75%)
      • Lore: Elven (85%)
        Weapons & Equipment
        • Elven Longbow (2D6)
        • Twin Short Swords (2D4 each)
        • Throwing Daggers
        • Elven Longsword (Silver-forged, lightweight, enchanted for durability)
        • Reinforced Chainmail (Superior craftsmanship, offers maximum mobility)
        • Newhaven Guard Cloak (Marked with the sigil of the town guard)
        • Small Silver Dagger (Ceremonial, but functional in close combat)

        Combat Abilities:
        • +3 to Parry & Dodge
        • +2 to Strike with Melee
        • +4 to Strike with Bow
        • +2 to Save vs Horror Factor

        Background: Elaris Starbloom is a dedicated Guard Corporal and a skilled Ranger and Knight in the service of Newhaven. Raised in the Kingdom of Arethane, she comes from a long line of elven warriors with a deep connection to the natural world. Elaris's balanced training as both a soldier and a ranger has made her an invaluable asset to Newhaven's defense. Her expertise with the longbow is unmatched, and she is known for her precision and deadly accuracy in ranged combat. As a member of the town's guard, Elaris also serves as a scout, frequently tasked with patrolling the borders and ensuring that no threat goes unnoticed. Her connection to the wilds allows her to track even the faintest disturbances, making her a valuable asset in reconnaissance and hunting down those who would harm the town. Elaris's scrupulous nature and neutral good alignment reflect her commitment to justice and the protection of the innocent, but she remains practical and balanced in her decisions. She is steadfast in her duty to Newhaven, but she also respects the natural world and seeks to maintain harmony between civilization and the wilderness. Though she holds a only a corporal's rank, Elaris is obviously for experianced and deserving of higher promotion but has repeatedly turned down further advancement. She is satisfied and is often seen working alongside other members of the guard, offering guidance and support whenever needed. Her calm demeanor and quick thinking in combat have earned her the respect of her peers, and her ability to remain level-headed in difficult situations has made her a key figure in the town's defense.

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      Sir Aidan Rowley

      Guard Lieutenant of Newhaven

      Race: Human
      Class (O.C.C.): 8th Knight
      Alignment: Scrupulous
      Gender: Male
      Age: 29
      Height: 5'7"
      Weight: 175 lbs
      Land of Origin: Harak
      Religion: Dragonwright

      Attributes:

      • I.Q.: 12
      • M.E.: 15
      • M.A.: 13
      • P.S.: 20
      • P.P.: 18
      • P.E.: 19
      • P.B.: 17
      • Spd.: 21

      Hit Points:

      50

      S.D.C.:

      100

      Natural Armor Rating (A.R.):

      None (Relies on armor)

      O.C.C. Skills:

      • Language: Human (98%)
      • Military Etiquette (80%)
      • Detect Ambush (65%)
      • Hand to Hand: Expert
      • Wilderness Survival (75%)
      • Land Navigation (70%)
      • Climbing (85%)

      Weapon Proficiencies (W.P.):

      • W.P. Sword (+4 to strike, +3 to parry)
      • W.P. Polearm (+3 to strike, +2 to parry)
      • W.P. Crossbow (+3 to strike)
      • W.P. Shield (+2 to parry, +1 to strike with shield bash)

      Combat Abilities:

      • Attacks per Melee: 4
      • Bonuses:
        • +4 to Strike
        • +4 to Parry
        • +5 to Dodge
        • +3 to Roll with Impact
        • +2 to Disarm
        • +2 to Initiative

      Notable Skills:

      • Battlefield Tactics
      • Shield Wall Defense
      • Crossbow Sniper

      Weapons & Equipment:

      • Ironclad Longsword: A well-forged weapon of the Newhaven Guard.
      • Newhaven Tower Shield: A heavy shield used for defense and forming battle lines.
      • Reinforced Plate and Chain Armor: A mix of flexibility and protection.
      • Crossbow with Steel Bolts: Used for ranged combat when needed.
      Aidan was born into a noble but modest house in Harak. Unlike many of his peers, he was more interested in protecting the weak than engaging in political games. He trained as a knight and eventually joined the Harak Army, seeing it as a place where he could make a true difference, He was Mistaken. He soon became disallusioned with his countrymen and defected to Jordaine. At first he was treated with distrust and suspision but has become well-respected among his peers and often serves as a mentor to younger recruits. Aidan is a master of mounted combat and wields a longsword with expert precision. He is heavily armored, relying on superior defense and tactical strikes to wear down opponents. He is also an exceptional jouster and battlefield commander.

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      Thorn Ironfist

      Guard Sergeant of Newhaven


      Race: Mountain Dwarf
      Class (O.C.C.): 6th Knight
      Alignment: Scrupulous
      Gender: Male
      Age: 140
      Height: 4'7"
      Weight: 205 lbs
      Land of Origin: Kingdom of Tilagos
      Religion: Morndinsamman

      Attributes:

      • I.Q.: 14
      • M.E.: 15
      • M.A.: 12
      • P.S.: 22
      • P.P.: 18
      • P.E.: 24
      • P.B.: 10
      • Spd.: 14

      Hit Points:

      58

      S.D.C.:

      120

      Natural Armor Rating (A.R.):

      16 (Due to thick skin and training)

      O.C.C. Skills:

      • Language: Dwarven (98%)
      • Language: Elven (70%)
      • Language: Human (85%)
      • Climbing (85%)
      • Mining & Stonework (90%)
      • Recognize Weapon Quality (75%)
      • Wilderness Survival (70%)
      • Detect Ambush (65%)

      Weapon Proficiencies (W.P.):

      • W.P. Warhammer (Mastery) (+4 to strike, +3 to parry, +2 to initiative)
      • W.P. Shield (+3 to parry, +2 to strike with shield bash)
      • W.P. Axe (+3 to strike, +2 to parry)

      Combat Abilities:

      • Attacks per Melee: 4
      • Bonuses:
        • +5 to Strike
        • +7 to Parry
        • +5 to Dodge
        • +4 to Initiative
        • +7 to Damage
        • +6 to Roll with Impact
        • +3 to Disarm

      Notable Skills:

      • Master Defensive Tactics
      • Iron-Willed Endurance
      • Combat Engineering

      Weapons & Equipment:

      • Warhammer: A masterfully crafted Dwarven weapon, reinforced with enchantments that allow it to strike with devastating force.
      • Iron Aegis Shield: A near-indestructible shield adorned with protective runes, capable of absorbing magical energy.
      • Guardian's Gauntlets: Thick gauntlets enchanted to enhance his grip and prevent disarmament.
      • Full Plate Armor: Dwarven-forged and reinforced, providing excellent protection.

      Background:

      Thorn Ironfist is a broad-shouldered, powerfully built Dwarf with a thick mane of dark brown hair and a long, braided beard streaked with silver. His emerald-green eyes gleam with determination, and his calloused hands bear the scars of countless battles. His plate armor, forged in the old Dwarven style, is decorated with the sigil of his clan, and his heavy shield is engraved with intricate runes of protection. A veteran warrior, Thorn fought in several border skirmishes before leaving Tilogos and settling in Newhaven to join the town guard. He was once a lesser knight in the service of the Dwarven King of Tilagos but a falling out with the King over an incident with the queen forced him into exile. For a time he became a mercenary, selling his sword to protect caravans and nobles, but after seeing too much bloodshed for gold, he sought a higher purpose. He now dedicates himself to protecting Newhaven and its people, treating the town as his adopted home. Grim but dependable, Thorn believes in duty above all else. He is blunt and straightforward, often coming across as gruff, but his heart is steadfastly loyal to his comrades. He has little patience for laziness or deceit but values courage and perseverance. He enjoys a good tankard of ale and old war stories by the fire. Thorn is an immovable wall on the battlefield. He wields a heavy warhammer and shield, using brute force and masterful defensive tactics to control fights. He is nearly impossible to knock down and can endure a staggering amount of damage while holding the front line.

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      Sylas Oakshield

      Guard Corpral of Newhaven


      Race: Wood Elf
      Class (O.C.C.): 5th Knight
      Alignment: Scrupulous
      Gender: Male
      Age: 163
      Height: 6'7"
      Weight: 145 lbs
      Land of Origin: Principality of Jordaine
      Religion: Seldarine

      Attributes:

      • I.Q.: 13
      • M.E.: 16
      • M.A.: 14
      • P.S.: 18
      • P.P.: 22
      • P.E.: 20
      • P.B.: 20
      • Spd.: 23

      Hit Points:

      45

      S.D.C.:

      95

      Natural Armor Rating (A.R.):

      None (Relies on armor and evasion)

      O.C.C. Skills:

      • Language: Elven (98%)
      • Language: Human (80%)
      • Tracking (75%)
      • Wilderness Survival (85%)
      • Land Navigation (80%)
      • Prowl (65%)
      • Detect Ambush (70%)
      • Recognize Poison (60%)

      Weapon Proficiencies (W.P.):

      • W.P. Bow (Mastery) (+5 to strike, double range accuracy)
      • W.P. Longsword (+3 to strike, +3 to parry)
      • W.P. Knife (+3 to strike, +2 to parry, +3 to throw)

      Combat Abilities:

      • Attacks per Melee: 4
      • Bonuses:
        • +4 to Strike
        • +5 to Parry
        • +6 to Dodge
        • +5 to Initiative
        • +4 to Roll with Impact
        • +2 to Disarm
        • +3 to Pull Punch

      Notable Skills:

      • Expert Tracker
      • Silent Movement & Prowling
      • Bow Mastery & Rapid Shot

      Weapons & Equipment:

      • Elven Recurve Bow: A finely crafted weapon with incredible range and precision.
      • Oakshield Longsword: A blade tempered in moonlight, passed down through his family.
      • Forest Cloak: Provides camouflage in woodlands and muffles movement.
      • Reinforced Leather Armor: Offers lightweight protection without sacrificing mobility.
      Sylas Oakshield grew up in the deep forests near Newhaven, learning the ways of the wilderness from a young age. He was once a free-roaming ranger, as well as Knight trained by his father, guiding travelers and hunting dangerous creatures. However, after witnessing a Bugbear raid devastate a nearby village, he decided to take a more active role in defending the people. He now serves as a scout and archer in the Newhaven Guard, using his knowledge of the land to track threats before they reach Newhaven. Sylas is independent and often prefers solitude, but he is loyal to those he deems worthy. He has a dry sense of humor and enjoys outwitting enemies rather than engaging in direct combat. Though he follows orders, he has no patience for bureaucratic nonsense and will bend the rules if needed to get the job done.

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      Anathis Starbloom

      Elven Fighter


      Race: Elf
      Alignment: Unprincipled
      O.C.C.: Ohtar`Akh (Elven Soldier)
      Level: 5
      Age: 133
      Height: 6'2"
      Weight: 125 lbs
      Land of Origin: Arethane
      Religion: Seldarine

      Attributes: IQ: 14
      ME: 16
      MA: 18
      PS: 12
      PP: 18
      PE: 16
      PB: 20
      SPD: 16

      Health: Hit Points: 34
      SDC: 45

      Skills:

      • Weapon Proficiency: Sword (+25%)
      • Horsemanship (+30%)
      • Climbing (+20%)
      • Wilderness Survival (+35%)
      • Tracking (+40%)

      Weapons & Equipment:

      • Elven Longsword (2D6 Damage)
      • Elven Chainmail (SDC: 100)
      • Elven Bow (+2 to Strike, Range: 200 ft.)
      • Explorer's Pack

      Special Abilities:

      • Elven Longevity: Ages slowly, immune to most Human diseases
      • Night Vision (120 ft.)
      • Elf's Grace: +1 to Dodge and Parry

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      Sylwenna Brightwater

      Elven Scout


      Race: Elf
      Alignment: Principled
      O.C.C.: Ranger
      Level: 4
      Age: 173
      Height: 6'3"
      Weight: 135 lbs
      Land of Origin: Principality of Jordaine
      Religion: Seldarine

      Attributes: IQ: 18
      ME: 15
      MA: 13
      PS: 10
      PP: 16
      PE: 14
      PB: 18
      SPD: 20

      Health: Hit Points: 26
      SDC: 40

      Skills:

      • Stealth (+30%)
      • Tracking (+40%)
      • Camouflage (+25%)
      • Weapon Proficiency: Bow (+20%)
      • Climbing (+15%)

      Weapons & Equipment:

      • Elven Longbow (+2 to Strike, Range: 250 ft.)
      • Elven Dagger (+1 to Strike, 1D6 Damage)
      • Elven Leather Armor (SDC: 40)
      • Explorer's Kit

      Special Abilities:

      • Night Vision (120 ft.)
      • Stealth Master: +2 to Stealth Skills
      • Elven Longevity: Ages slowly, immune to most Human diseases

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      Vina Greenbottle

      Halfling Rogue


      Race: Halfling-Kender
      Alignment: Unprincipled
      O.C.C.: Soldier/Thief
      Level: 3/3
      Age: 43
      Height: 3'7"
      Weight: 75 lbs
      Land of Origin: Principality of Falanore
      Religion: Dragonwright

      Attributes: IQ: 14
      ME: 16
      MA: 12
      PS: 8
      PP: 18
      PE: 14
      PB: 16
      SPD: 18

      Health: Hit Points: 18
      SDC: 35

      Skills:

      • Stealth (+40%)
      • Prowl (+35%)
      • Climbing (+15%)
      • Pick Pockets (+50%)
      • Wilderness Survival (+25%)

      Weapons & Equipment:

      • Short Sword (+1 to Strike, 1D6 Damage)
      • Elven Dagger (+1 to Strike, 1D6 Damage)
      • Leather Armor (SDC: 40)
      • Thieves Tools

      Special Abilities:

      • Halfling Stealth: +10% to Stealth Skills
      • Elven Longevity: Ages slowly, immune to most Human diseases
      • Night Vision (90 ft.)

      top


      Kyaetilith Windrider

      Half-Elf Archer


      Race: Half-Elf
      Alignment: Principled
      O.C.C.: Longbowman
      Level: 4
      Age: 83
      Height: 6'
      Weight: 165 lbs
      Land of Origin: Rhyanne
      Religion: Dragonwright - Moranthis

      Attributes: IQ: 15
      ME: 18
      MA: 14
      PS: 11
      PP: 17
      PE: 16
      PB: 19
      SPD: 22

      Health: Hit Points: 28
      SDC: 45

      Skills:

      • Weapon Proficiency: Longbow (+20%)
      • Archery (+30%)
      • Riding (+25%)
      • Climbing (+20%)
      • Tracking (+40%)

      Weapons & Equipment:

      • Longbow (+2 to Strike, Range: 300 ft.)
      • Short Sword (1D6 Damage)
      • Leather Armor (SDC: 35)
      • Explorer's Pack

      Special Abilities:

      • Halfling Longevity: Ages slowly, immune to most Human diseases
      • Night Vision (90 ft.)
      • Arcane Sensitivity: Able to detect magic within a 30 ft. radius

      top


      Chiriel Stormbreeze

      Elven Sorceress

      Race: Elf Alignment: Scrupulous O.C.C.: Ohtar`Akh (Elven Soldier)/Wizard Level: 3/3

      Attributes: IQ: 17
      ME: 18
      MA: 20
      PS: 9
      PP: 14
      PE: 16
      PB: 18
      SPD: 14

      Health: Hit Points: 18
      SDC: 30
      PPE: 120

      Skills:

      • Spellcraft (+25%)
      • Literacy: Elven & Human (+40%)
      • Magic Lore (+30%)
      • Herbalism (+35%)
      • Wilderness Survival (+20%)

      Spells Known:

      • Fireball (10 PPE)
      • Globe of Daylight (2 PPE)
      • Armor of Ithan (10 PPE)
      • Sense Magic (4 PPE)
      • Magic Pigeon (20 PPE)

      Weapons & Equipment:

      • Staff of Power (+1 to Spell Strength, 2D6 Damage)
      • Elven Silk Robes (Soft Green with Silver Embroidery)
      • Spell Components Pouch

      Special Abilities:

      • Natural Affinity for Magic: +10 PPE per level
      • Elven Longevity: Ages slowly, immune to most Human diseases

      top


      Kukrah Windwhisper

      Half-Elven Scout

      Race: Half-Elf Alignment: Unprincipled O.C.C.: Ranger Level: 5

      Attributes: IQ: 15
      ME: 14
      MA: 13
      PS: 10
      PP: 16
      PE: 17
      PB: 16
      SPD: 18

      Health: Hit Points: 22
      SDC: 38

      Skills:

      • Stealth (+35%)
      • Tracking (+40%)
      • Weapon Proficiency: Bow (+20%)
      • Climbing (+20%)
      • Survival (+30%)

      Weapons & Equipment:

      • Elven Longbow (+1 to Strike, Range: 200 ft.)
      • Short Sword (2D6 Damage)
      • Explorer's Pack

      Special Abilities:

      • Night Vision (120 ft.)
      • Elven Longevity: Ages slowly, immune to most Human diseases
      • Silent Movement: +15% to Stealth

      top


      Basondra Dawnrider

      Elven Cavalry

      Race: Elf Alignment: Principled O.C.C.: Knight Level: 4

      Attributes: IQ: 16
      ME: 14
      MA: 16
      PS: 18
      PP: 18
      PE: 15
      PB: 20
      SPD: 22

      Health: Hit Points: 36
      SDC: 60

      Skills:

      • Horsemanship (+30%)
      • Weapon Proficiency: Longsword (+25%)
      • Weapon Proficiency: Spear (+20%)
      • Wilderness Survival (+25%)
      • Navigation (+15%)

      Weapons & Equipment:

      • Elven Longsword (2D6 Damage)
      • Elven Spear (2D8 Damage)
      • Elven Plate Armor (SDC: 150)
      • Horse

      Special Abilities:

      • Elven Longevity: Ages slowly, immune to most Human diseases
      • Superior Riding Skills: +15% to Horsemanship
      • Night Vision (120 ft.)

      top


      Schschonah Nightshade

      Elven Assassin

      Race: Elf Alignment: Unprincipled O.C.C.: Assassin Level: 12 (pretending to be a 4th level Soldier)

      Attributes: IQ: 16
      ME: 18
      MA: 14
      PS: 14
      PP: 19
      PE: 15
      PB: 17
      SPD: 18

      Health: Hit Points: 76
      SDC: 250

      Skills:

      • Stealth (+40%)
      • Weapon Proficiency: Dagger (+25%)
      • Poison Lore (+30%)
      • Climbing (+20%)
      • Disguise (+25%)

      Weapons & Equipment:

      • Elven Dagger (2D4 Damage)
      • Elven Throwing Knives (1D6 Damage)
      • Elven Cloak (Invisibility for 10 minutes)

      Special Abilities:

      • Night Vision (120 ft.)
      • Silent Movement: +20% to Stealth
      • Poison Resistance: +10% to saving throws vs poisons

      top


      Altheadrina Dawnsinger

      Elven Priestess

      Race: Elf Alignment: Principled O.C.C.: Priestess of Larini Level: 5

      Attributes: IQ: 16
      ME: 17
      MA: 19
      PS: 8
      PP: 14
      PE: 16
      PB: 18
      SPD: 12

      Health: Hit Points: 20
      SDC: 40
      PPE: 80

      Skills:

      • Lore: Religion (+30%)
      • Literacy: Elven & Human (+40%)
      • Herbalism (+25%)
      • Healing (+50%)
      • Wilderness Survival (+20%)

      Spells Known:

      • Armor of Ithan (10 PPE)
      • Healing Touch (10 PPE)
      • Light (2 PPE)
      • Protection from Evil (5 PPE)
      • Bless (5 PPE)

      Weapons & Equipment:

      • Elven Silvered Mace (1D6 Damage)
      • Elven Silk Robes (Soft White with Golden Embroidery)
      • Holy Symbol of the Seldarine
      • Herbalist's Kit

      Special Abilities:

      • Divine Guidance: +5 to healing and holy-related abilities
      • Elven Longevity: Ages slowly, immune to most Human diseases

      top


      Megalia Moonshadow

      Elven Archer

      Race: Elf Alignment: Scrupulous O.C.C.: Longbowman Level: 4

      Attributes: IQ: 15
      ME: 16
      MA: 17
      PS: 10
      PP: 18
      PE: 18
      PB: 20
      SPD: 20

      Health: Hit Points: 24
      SDC: 45

      Skills:

      • Archery (+35%)
      • Marksmanship (+25%)
      • Tracking (+20%)
      • Stealth (+40%)
      • Wilderness Survival (+30%)

      Weapons & Equipment:

      • Elven Longbow (+2 to hit, 2D6 damage)
      • Quiver of Arrows (30 arrows)
      • Elven Leather Armor (Archer's Style)
      • Boots of Stealth

      Special Abilities:

      • Exceptional Archery: +2 to hit with bows
      • Elven Longevity: Ages slowly, immune to most Human diseases
      • Silent Movement: Can move without making a sound

      top


      Yannaeri Starshade

      Half-Elven Warrior

      Race: Half-Elf Alignment: Unprincipled O.C.C.: Ohtar`Akh (Elven Soldier) Level: 4

      Attributes: IQ: 14
      ME: 15
      MA: 16
      PS: 18
      PP: 16
      PE: 15
      PB: 14
      SPD: 17

      Health: Hit Points: 30
      SDC: 50

      Skills:

      • Hand to Hand: Basic (+15%)
      • Weapon Proficiency: Sword (+30%)
      • Climbing (+20%)
      • Running (+15%)
      • Boxing (+25%)

      Weapons & Equipment:

      • Elven Longsword (1D8 Damage)
      • Elven Chainmail Armor
      • Shield (D4 Damage, +2 Defense)

      Special Abilities:

      • Combat Reflexes: +1 to Initiative
      • Elven Longevity: Ages slowly, immune to most Human diseases
      • Dual Wield: Able to use two weapons effectively

      top


      Kaela Moonwhisper

      Elven Scout

      Race: Elf Alignment: Scrupulous O.C.C.: Ranger Level: 4

      Attributes: IQ: 15
      ME: 14
      MA: 17
      PS: 9
      PP: 17
      PE: 16
      PB: 18
      SPD: 18

      Health: Hit Points: 22
      SDC: 40

      Skills:

      • Stealth (+35%)
      • Tracking (+25%)
      • Climbing (+30%)
      • Navigation (+20%)
      • Wilderness Survival (+25%)

      Weapons & Equipment:

      • Elven Shortbow (1D6 Damage)
      • Quiver of Arrows (30)
      • Elven Leather Armor

      Special Abilities:

      • Silent Movement: Can move without making noise
      • Elven Longevity: Ages slowly, immune to most Human diseases

      top


      Dalana Brightwood

      Elven Cleric

      Race: Elf Alignment: Principled O.C.C.: Priestess of Larini Level: 4

      Attributes: IQ: 18
      ME: 14
      MA: 16
      PS: 10
      PP: 15
      PE: 18
      PB: 20
      SPD: 13

      Health: Hit Points: 30
      SDC: 35
      PPE: 80

      Skills:

      • Lore: Religion (+40%)
      • Literacy: Elven & Human (+50%)
      • Healing (+55%)
      • Herbalism (+40%)
      • Wilderness Survival (+30%)

      Spells Known:

      • Healing Touch (10 PPE)
      • Light (2 PPE)
      • Protection from Evil (5 PPE)
      • Bless (5 PPE)
      • Armor of Ithan (10 PPE)

      Weapons & Equipment:

      • Elven Silvered Mace (1D6 Damage)
      • Holy Symbol of the Seldarine
      • Herbalist's Kit
      • Elven Silk Robes (Soft Green with Silver Embroidery)

      Special Abilities:

      • Elven Longevity: Ages slowly, immune to most Human diseases
      • Divine Sense: Can sense the presence of evil or unholy forces within a 200-foot radius

      top


      Trivera Swiftfoot

      Halfling Thief

      Race: Halfling-Worrel Alignment: Unprincipled O.C.C.: Soldier/Thief Level: 3/3

      Attributes: IQ: 14
      ME: 15
      MA: 12
      PS: 10
      PP: 18
      PE: 16
      PB: 17
      SPD: 21

      Health: Hit Points: 18
      SDC: 35

      Skills:

      • Pick Locks (+45%)
      • Stealth (+50%)
      • Disguise (+30%)
      • Climbing (+25%)
      • Traps (+35%)
      • Wilderness Survival (+20%)

      Weapons & Equipment:

      • Short Sword (1D6 Damage)
      • Lockpicks
      • Climbing Gear
      • Elven Silk Robes (Dark Brown)

      Special Abilities:

      • Halfling Agility: +10% to Acrobatics, Stealth, and all related skills
      • Invisibility (one-time use per day for 3 minutes)

      top


      Faeriala Dawnleaf

      Elven Ranger

      Race: Elf Alignment: Principled O.C.C.: Ranger Level: 4

      Attributes: IQ: 16
      ME: 15
      MA: 16
      PS: 13
      PP: 19
      PE: 18
      PB: 18
      SPD: 14

      Health: Hit Points: 28
      SDC: 40

      Skills:

      • Animal Handling (+40%)
      • Wilderness Survival (+55%)
      • Climbing (+35%)
      • Archery (+45%)
      • Tracking (+50%)

      Weapons & Equipment:

      • Elven Longbow (1D8 Damage)
      • Short Sword (1D6 Damage)
      • Leather Armor (SDC 35)
      • Backpack with survival tools

      Special Abilities:

      • Elven Longevity: Ages slowly, immune to most Human diseases
      • Sharp Eyes: +2 to Perception rolls when tracking or detecting hidden creatures

      top


      Methiora Oakshadow

      Halfling Ranger

      Race: Halfling-Worrel Alignment: Scrupulous O.C.C.: Ranger Level: 3

      Attributes: IQ: 13
      ME: 14
      MA: 12
      PS: 12
      PP: 16
      PE: 18
      PB: 17
      SPD: 20

      Health: Hit Points: 30
      SDC: 50

      Skills:

      • Wilderness Survival (+35%)
      • Tracking (+25%)
      • Archery (+40%)
      • Herbalism (+35%)
      • Climbing (+20%)

      Weapons & Equipment:

      • Longbow (1D6+1 Damage)
      • Short Sword (1D6 Damage)
      • Elven Boots of Silence
      • Leather Armor
      • Herbalist's Kit

      Special Abilities:

      • Natural Stealth: +20% to Stealth
      • Halfling Longevity: Slow aging and immune to most diseases

      top


      Gwenna Shadowstrike

      Half-Elven Assassin

      Race: Half-Elf Alignment: Anarchist O.C.C.: Ohtar`Akh (Elven Soldier)/Assassin Level: 2/5

      Attributes: IQ: 16
      ME: 18
      MA: 14
      PS: 11
      PP: 18
      PE: 16
      PB: 15
      SPD: 20

      Health: Hit Points: 26
      SDC: 40

      Skills:

      • Assassination (+40%)
      • Stealth (+50%)
      • Pick Locks (+30%)
      • Disguise (+35%)
      • Silent Movement (+40%)

      Weapons & Equipment:

      • Shadow Blade (1D8 Damage)
      • Throwing Knives (1D4 Damage each)
      • Dark Cloak of Invisibility
      • Leather Armor

      Special Abilities:

      • Elven Longevity: Slow aging and immune to most diseases
      • Silencing Step: Can move silently at full speed

      top


      Thaelira Ironbloom

      Halfling Fighter

      Race: Halfling-Hobbit Alignment: Principled O.C.C.: Soldier Level: 4

      Attributes: IQ: 12
      ME: 14
      MA: 13
      PS: 15
      PP: 17
      PE: 18
      PB: 16
      SPD: 18

      Health: Hit Points: 38
      SDC: 60

      Skills:

      • Weapon Proficiencies: Sword (+30%)
      • Wrestling (+25%)
      • Running (+25%)
      • Climbing (+15%)

      Weapons & Equipment:

      • Short Sword (1D6 Damage)
      • Elven Dagger (1D4 Damage)
      • Chainmail Armor
      • Shield

      Special Abilities:

      • Halfling Longevity: Slow aging and immune to most diseases
      • Endurance: +5% to Physical Endurance-related rolls

      top


      Elvalitha Swiftwind

      Elven Rogue

      Race: Elf Alignment: Unprincipled O.C.C.: Mercenary/Rogue Level: 4/4

      Attributes: IQ: 15
      ME: 16
      MA: 17
      PS: 10
      PP: 17
      PE: 16
      PB: 18
      SPD: 20

      Health: Hit Points: 24
      SDC: 40

      Skills:

      • Stealth (+40%)
      • Pick Locks (+25%)
      • Disguise (+35%)
      • Climbing (+30%)
      • Tracking (+20%)

      Weapons & Equipment:

      • Longbow (1D6+2 Damage)
      • Elven Dagger (1D4 Damage)
      • Leather Armor

      Special Abilities:

      • Elven Longevity: Slow aging and immune to most diseases
      • Shadow Step: Can move through shadows undetected

      top


      Ariala Silverleaf

      Elven Sorceress

      Race: Elf Alignment: Good O.C.C.: Valant`Trael (Battle Mage) Level: 6

      Attributes: IQ: 17
      ME: 18
      MA: 15
      PS: 8
      PP: 14
      PE: 16
      PB: 19
      SPD: 18

      Health: Hit Points: 22
      SDC: 35
      PPE: 150

      Skills:

      • Spellcraft (+40%)
      • Literacy: Elven & Human (+50%)
      • Arcane Knowledge (+50%)
      • Research (+35%)
      • Alchemy (+30%)

      Spells Known:

      • Magic Missile (10 PPE)
      • Invisibility (20 PPE)
      • Fly (25 PPE)
      • Fireball (40 PPE)
      • Ice Storm (35 PPE)

      Weapons & Equipment:

      • Elven Silvered Dagger (1D6 Damage)
      • Crystal Wand (Used to channel spells)
      • Elven Cloak (Gives +2 to Stealth)
      • Spellbook (Contains various magical spells)
      • Silver Pendant (Focus for spellcasting)

      Special Abilities:

      • Arcane Mastery: +5% to cast spells without mishap
      • Elven Longevity: Ages slowly, immune to most diseases
      • Energy Channeling: Ability to channel PPE through items

top


Vaerion Moonshadow

Longbowman of Newhaven


6th Level Longbowman

Race: Elf
Alignment: Principled
Gender: Male
Age: 175
Height: 5'11"
Weight: 155 lbs
Land of Origin: Kingdom of Arethane
Religion: Seldarine Attributes:
  • I.Q.: 12
  • M.E.: 14
  • M.A.: 10
  • P.S.: 14
  • P.P.: 18
  • P.E.: 16
  • P.B.: 13
  • Spd.: 20

Hit Points: 50
S.D.C.: 75
Armor Rating (A.R.): 12
PPE: 20
Armor: Reinforced Leather (A.R. 12, S.D.C. 90)
Weapons & Equipment:
  • Elven Longbow (2D6 damage, +2 to strike)
  • Quiver of Arrows (30 arrows)
  • Shortsword (2D4 damage)
  • Hunting Knife (1D6 damage)
  • Cloak of Camouflage (+10% to Prowl in wooded areas)

Skills of Note:
  • Archery (+35%)
  • Sniping (+20%)
  • Tracking (+30%)
  • Wilderness Survival (+25%)
  • Climbing (+25%)
  • Horsemanship (+30%)
top


Erlan Faerondalan

Soldier/Ranger/Scout of Newhaven


Level 4 Ohtar`Akh (Elven Soldier)/Level 4 Ranger


Race: Elf
Alignment: Unprincipled
Gender: Male
Age: 132
Height: 5'9"
Weight: 140 lbs
Land of Origin: Kingdom of Arethane
Religion: Seldarine
Attributes:
  • I.Q.: 13
  • M.E.: 15
  • M.A.: 9
  • P.S.: 12
  • P.P.: 19
  • P.E.: 15
  • P.B.: 14
  • Spd.: 22

Hit Points: 40
S.D.C.: 55
P.P.E.: 20
Armor: Soft Leather (A.R. 10, S.D.C. 50)
Weapons:
  • Shortbow (2D6)
  • Twin Daggers (1D6 each)

Skills of Note:
  • Stealth (65%)
  • Tracking (70%)
  • Climbing (75%)
  • Camouflage (60%)
  • Wilderness Survival (80%)
  • Escape Artist (55%)

top


Selanar Vaeluthis

Guard of Newhaven

4th Ohtar`Akh (Elven Soldier)/4th Squire

Race: Elf
Alignment: Scrupulous
Gender: Male
Age: 155
Height: 6'1"
Weight: 170 lbs
Land of Origin: Kingdom of Arethane
Religion: Seldarine Attributes:
  • I.Q.: 14
  • M.E.: 12
  • M.A.: 13
  • P.S.: 16
  • P.P.: 20
  • P.E.: 17
  • P.B.: 16
  • Spd.: 19
Health & Combat Stats:
  • Hit Points: 54
  • S.D.C.: 100
  • Armor Rating (A.R.): 14
  • P.P.E.: 20
Skills of Note:
  • Swordsmanship (Mastery)
  • Horsemanship: Knight
  • Shield Parry
  • Climbing
  • Heraldry
Weapons & Equipment:
  • Elven Longsword (2D6+2 damage) Elven Chainmail Armor
  • Warhorse (Arethane-Bred)

top


Raelith Orlathien

Soldier/Ranger/Scout of Newhaven

4th Ohtar`Akh (Elven Soldier)/4th Ranger

Race: Elf
Alignment: Principled
Gender: Male
Age: 160
Height: 5'11"
Weight: 170 lbs
Land of Origin: Kingdom of Arethane
Religion: Seldarine Attributes:
  • I.Q.: 12
  • M.E.: 13
  • M.A.: 11
  • P.S.: 15
  • P.P.: 17
  • P.E.: 16
  • P.B.: 14
  • Spd.: 21
Health & Combat Stats:
  • Hit Points: 45
  • S.D.C.: 90
  • Armor Rating (A.R.): 12
  • P.P.E.: 18
Skills of Note:
  • Archery (Expert)
  • Tracking
  • Wilderness Survival
  • Climbing
  • Interrogation
Weapons & Equipment:
  • Composite Bow (2D6 damage)
  • Shortsword (1D6 damage)
  • Studded Leather Armor
  • Warhorse (Arethane-Bred)

top


Ithilmar Caerthiel

Soldier

5th Ohtar`Akh (Elven Soldier)

Race: Elf
Alignment: Scrupulous
Gender: Male
Age: 175
Height: 6'3"
Weight: 190 lbs
Land of Origin: Kingdom of Arethane
Religion: Seldarine Attributes:
  • I.Q.: 13
  • M.E.: 14
  • M.A.: 12
  • P.S.: 18
  • P.P.: 16
  • P.E.: 17
  • P.B.: 15
  • Spd.: 18
Health & Combat Stats:
  • Hit Points: 56
  • S.D.C.: 120
  • Armor Rating (A.R.): 18
  • P.P.E.: 22
Skills of Note:
  • Combat Skills: Leadership, Swordsmanship, Tactics
  • Physical Skills: Acrobatics, Running, Swimming
  • Military Skills: Strategy, Commanding Troops, Organization
Weapons & Equipment:
  • Elven Halberd (2D6+4 damage)
  • Short Sword (1D6+2 damage)
  • Full Plate Armor

top


Brennar Farsight

Soldier/Longbowman of the Newhaven Guard

3th Soldier / 3th Longbowman

Race: Human
Alignment: Unprincipled
Gender: Male
Age: 32
Height: 5'10"
Weight: 175 lbs
Land of Origin: Kingdom of Arethane
Religion: None (Pragmatic) Attributes:
  • I.Q.: 12
  • M.E.: 14
  • M.A.: 10
  • P.S.: 14
  • P.P.: 18
  • P.E.: 13
  • P.B.: 11
  • Spd.: 15
Health & Combat Stats:
  • Hit Points: 56
  • S.D.C.: 88
  • Armor: Studded Leather (A.R. 13, S.D.C. 88)
Weapons:
  • Longbow (2D6)
  • Shortsword (2D4)
  • Dagger (1D6)
Skills of Note:
  • Archery
  • W.P. Bow
  • W.P. Sword
  • Wilderness Survival
  • Tracking
  • Land Navigation
  • Hand to Hand: Expert
Traits:
  • Sharp eyes
  • Witty
  • Precise

top


Taren Blackwood

Soldier / Mercenary Guard of Newhaven

3rd Level Janissary

Race: Human
Alignment: Scrupulous
Gender: Male
Age: 29
Height: 6'0"
Weight: 185 lbs
Land of Origin: Harak
Religion: Dragonwright Attributes:
  • I.Q.: 13
  • M.E.: 11
  • M.A.: 12
  • P.S.: 17
  • P.P.: 16
  • P.E.: 15
  • P.B.: 9
  • Spd.: 14
Health & Combat Stats:
  • Hit Points: 30
  • S.D.C.: 45
  • Armor: Scale Mail (A.R. 15, S.D.C. 50)
Weapons:
  • Broadsword (2D6+2)
  • Crossbow (2D4)
  • Dagger (1D6)
Skills of Note:
  • Military Tactics
  • W.P. Sword
  • W.P. Crossbow
  • Hand to Hand: Expert
  • Tracking
  • Interrogation
Traits: Tactical, Resourceful, Honorable

top


Dain Hollowbrook

Soldier/Longbowman of the Newhaven Guard

4th Level Soldier/4th Level Longbowman

Race: Human
Alignment: Scrupulous
Gender: Male
Age: 32
Height: 5'11"
Weight: 180 lbs
Land of Origin: Kingdom of Arethane
Religion: Dragonwright Attributes:
  • I.Q.: 12
  • M.E.: 13
  • M.A.: 11
  • P.S.: 14
  • P.P.: 16
  • P.E.: 15
  • P.B.: 12
  • Spd.: 16
Health & Combat Stats:
  • Hit Points: 24
  • S.D.C.: 50
  • Armor: Chainmail (A.R. 14, S.D.C. 60)
Weapons:
  • Longsword (2D6+2)
  • Shortsword (2D4+2)
  • Shield (Parry Bonus +2)
Skills of Note:
  • Military Tactics
  • Leadership
  • W.P. Sword
  • W.P. Shield
  • Hand to Hand: Expert
  • Tracking
  • Land Navigation
Traits:
  • Disciplined
  • Strategic
  • Respected

top


Roland Tannerson

Soldier of Newhaven

2nd Level Soldier

Race: Human
Alignment: Scrupulous
Gender: Male
Age: 22
Height: 5'10"
Weight: 200 lbs
Land of Origin: Wyvern Falls, Barony of the Vale
Religion: Casual Follower of the Seldarine Attributes:
  • I.Q.: 10 (Average intellect)
  • M.E.: 11 (Moderately focused and resilient)
  • M.A.: 10 (Calm and steady under pressure)
  • P.S.: 18 (Strong and physically conditioned)
  • P.P.: 14 (Decent hand-eye coordination)
  • P.E.: 11 (Average stamina)
  • P.B.: 9 (Plain but not unpleasant)
  • Spd.: 12 (Moderate running speed)
Health & Combat Stats:
  • Hit Points: 30
  • S.D.C.: 60
  • Armor Rating (A.R.): 14 (Chainmail Armor)
Combat Proficiencies:
  • Shield Blocking: Expert at using a shield for both offense and defense (+2 to Parry)
  • Sword Fighting: Trained in longsword combat (2D6+2 damage)
  • Parry: Skilled in defensive combat, able to deflect most blows
Weapons & Equipment:
  • Longsword: (2D6+2 damage)
  • Shield: (1D4 damage, +2 to Parry)
  • Dagger: (1D6 damage)
  • Chainmail Armor: (Durable and protective; A.R. 14, S.D.C. 60)
Skills of Note:
  • Endurance: Can sustain long periods of physical activity without tiring
  • Swimming: Comfortable in water and able to swim under pressure
  • Running: Quick and agile on foot over medium distances
  • Defense Tactics: Adept at organizing and reinforcing defensive positions
  • Guarding: Reliable when protecting others or holding a position
Background & Persona: Roland Tannerson is the son of a humble tanner from Wyvern Falls, sent to Newhaven by his father to toughen up and find his place in the world. Lacking the focus and discipline of a seasoned soldier, Roland initially struggled to adapt to the structure of military life. However, his natural strength and defensive instincts quickly set him apart among the recruits. Despite his rough start, Roland has grown into a capable and reliable guard. His strength with the longsword and shield make him a valuable front-line fighter, able to hold the line even when others falter. His talent for defensive tactics and positioning makes him a stabilizing presence on the battlefield, providing cover for his comrades and reinforcing their formations. Roland is not the fastest or the most skilled fighter, but his sheer tenacity and strength make him difficult to overcome. He is loyal to his fellow guards and takes his duties seriously. Though he maintains a modest and unassuming demeanor, Roland's quiet strength and dependability have earned him the trust and respect of his peers. He remains determined to prove himself, not only to the Newhaven Guard but to his father back in Wyvern Falls.

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Garran Durnholde

Soldier & Weaponsmaster of Newhaven

6th Level Soldier/Weaponsmaster

Race: Human
Alignment: Scrupulous
Gender: Male
Age: 42
Height: 6'0"
Weight: 200 lbs
Land of Origin: The Vale
School: Heron School of Weaponsmastery Attributes:
  • I.Q.: 12
  • M.E.: 14
  • M.A.: 10
  • P.S.: 18
  • P.P.: 16
  • P.E.: 17
  • P.B.: 9
  • Spd.: 13
Health & Combat Stats:
  • Hit Points: 25
  • S.D.C.: 40
  • P.P.E.: 8
  • Armor Rating (A.R.): 14
  • Armor: Scale Mail (S.D.C. 50)
Combat Proficiencies:
  • Hand to Hand: Expert
  • Polearm Combat Specialization: Master of polearms, with deadly precision and control
  • Attack Bonuses: +2 to Strike, +1 to Parry, +2 to Dodge
  • Defensive Footwork Mastery: Expert at controlling range and maintaining defensive positioning
Weapons & Equipment:
  • Glaive: (2D6+4 damage): Expertly balanced for offense and defense
  • Dagger: (1D6 damage): A backup weapon for close combat
  • Reinforced Scale Mail Armor: Strong and reliable for battlefield protection
Skills of Note:
  • Military Tactics: Veteran-level understanding of battlefield strategy and troop movement
  • Training & Discipline: Skilled at drilling and preparing recruits for combat
  • Survival (Basic): Experienced in navigating and surviving harsh conditions
Background & Persona: Garran Durnholde trained at the prestigious Heron School of Weaponsmastery, a martial academy known for producing elite polearm specialists. His mastery of footwork and combat positioning allows him to control the flow of battle, making him a feared and respected presence on the battlefield. Garran's grizzled exterior and quiet intensity speak of years of hard-fought experience and the weight of many battles. As a veteran of the Newhaven Guard, Garran has served the Vale through numerous skirmishes and conflicts. His ability to anticipate enemy movements and direct battlefield strategy makes him a trusted figure among his fellow guardsmen. Despite his harsh and no-nonsense training style, Garran commands deep respect from those he trains. His high standards reflect his belief that disciplined soldiers are the key to a strong defense. Though Garran has little patience for arrogance or incompetence, he values loyalty and hard work. He is fiercely protective of his comrades and will stand his ground to protect them, even at great personal risk. His quiet demeanor and battlefield prowess have made him a legend among the Newhaven Guard, a warrior whose reputation is built not on words, but on the strength of his blade and the steel of his resolve.

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Thalric Moonshadow

Soldier/Thief of Newhaven

4th Ohtar`Akh (Elven Soldier)/4th Thief

Race: Half-Elf
Alignment: Unprincipled
Gender: Male
Age: 32
Height: 5'10"
Weight: 160 lbs
Land of Origin: The Vale
Religion: Dragonwright Attributes:
  • I.Q.: 18
  • M.E.: 15
  • M.A.: 12
  • P.S.: 12
  • P.P.: 14
  • P.E.: 15
  • P.B.: 17
  • Spd.: 16
Health & Combat Stats:
  • Hit Points: 22
  • S.D.C.: 38
  • P.P.E.: 12
  • Armor Rating (A.R.): 12 (Soft Leather Armor)
Combat Proficiencies:
  • Hand to Hand: Expert
  • Dagger Fighting: Fast, precise strikes (+1 Strike, +2 Parry, +1 Initiative)
  • Stealth-Based Combat: Prefers to ambush or strike from the shadows
Weapons & Equipment:
  • Mastercrafted Dagger (1D6+2 damage, balanced for quick strikes)
  • Throwing Daggers (x3) (1D4+1 damage, concealed along his belt)
  • Soft Leather Armor (Lightweight and silent for stealth-based missions)
  • Lockpicking Set (Mastercrafted set for bypassing even complex mechanisms)
Skills of Note:
  • Lockpicking: Able to bypass even complex mechanical locks
  • Prowl: Moves silently and unnoticed (+20% to Stealth Rolls)
  • Escape Artist: Expert in slipping free from bindings and traps
  • Disarm: Capable of neutralizing traps and disabling mechanisms
  • Observation: Highly perceptive, notices small details and hidden threats
  • Sabotage: Proficient at planting traps and destroying key targets
Background & Persona: Thalric Moonshadow operates on the edge of legality, walking the fine line between soldier and rogue. His intelligence and cunning make him a master of infiltration and sabotage, a skill set that has proven invaluable in protecting Newhaven from hidden threats. His quiet demeanor masks a sharp mind and a strategic approach to both combat and social manipulation. Those who underestimate him often regret it, sometimes fatally. Though he serves the Newhaven Guard, Thalric does so on his own terms. His loyalties lie not with the rigid structure of military command, but with the people he seeks to protect. He knows the value of shadows and silence, and he is not above bending the rules if it means ensuring the safety of those under his watch.

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Rhyss Tharandor

Spearman of Newhaven

5th Ohtar`Akh (Elven Soldier)

Race: Half-Elf
Alignment: Principled
Gender: Male
Age: 27
Height: 6'0"
Weight: 165 lbs
Land of Origin: The Vale
Religion: Seldarine Attributes:
  • I.Q.: 14 (Clever and tactical thinker)
  • M.E.: 14 (Mentally tough and focused)
  • M.A.: 12 (Quietly charismatic and composed)
  • P.S.: 16 (Strong and conditioned)
  • P.P.: 17 (Fast and precise)
  • P.E.: 14 (Resilient, able to endure prolonged combat)
  • P.B.: 13 (Balanced, ruggedly handsome)
  • Spd.: 18 (Quick on his feet)
Health & Combat Stats:
  • Hit Points: 30
  • S.D.C.: 50
  • P.P.E.: 8
  • Armor Rating (A.R.): 14 (Studded Leather Armor)
Combat Proficiencies:
  • Hand to Hand: Expert
  • Spear Fighting: Skilled at both thrusting and defensive techniques (+2 Strike, +2 Parry)
  • Parrying: Expert in deflecting attacks with spear and shield
  • Acrobatics: Combines agility with combat efficiency (+1 Dodge, +1 Initiative)
Weapons & Equipment:
  • Elven Spear: (2D6+2 damage, finely balanced)
  • Short Sword: (2D4 damage)
  • Dagger: (1D6 damage)
  • Studded Leather Armor: (Lightweight, offering good mobility and protection)
Skills of Note:
  • Endurance: Trained for long marches and sustained combat
  • Swimming: Strong swimmer, adept at river crossings and underwater maneuvers
  • Running: Fast and tireless over long distances
  • Leadership: Natural ability to organize and direct small units in battle
  • Team Coordination: Skilled at working in tight formations and supporting allies
Background & Persona: Rhyss Tharandor is a half-elf with a disciplined heart and a warrior's resolve. Raised in the Vale, he trained from an early age under the tutelage of both human and elven instructors, blending the finesse of elven combat with the pragmatic strength of human tactics. His talent with the spear quickly set him apart, and his agility and quick reflexes made him a natural fit for the Newhaven Guard's frontline skirmishers. Despite his quiet demeanor, Rhyss commands respect through action rather than words. He has a natural sense of battlefield awareness, able to adapt and coordinate with his fellow guards to exploit enemy weaknesses. His spear is both a weapon and a shield, a tool of defense and precision that allows him to strike swiftly while protecting those around him. Rhyss's loyalty lies with his comrades and the people of the Vale. While he holds himself to a high standard of discipline, he is not without warmth. His bond with his fellow guards runs deep, and he is always ready to step between them and danger without hesitation. Though he bears the weight of his mixed heritage, Rhyss views it as a strength rather than a burden, combining the best of both elven grace and human determination to forge his own path as a guardian of the Vale.

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Varian Duskrunner

Soldier of Newhaven

4th Ohtar`Akh (Elven Soldier)

Race: Half-Elf
Alignment: Scrupulous
Gender: Male
Age: 27
Height: 5'11"
Weight: 170 lbs
Land of Origin: Newhaven, Barony of the Vale
Religion: Casual Follower of the Seldarine Attributes:
  • I.Q.: 16
  • M.E.: 14
  • M.A.: 12
  • P.S.: 15
  • P.P.: 15
  • P.E.: 16
  • P.B.: 12
  • Spd.: 14
Health & Combat Stats:
  • Hit Points: 26
  • S.D.C.: 42
  • P.P.E.: 10
  • Armor: Studded Leather (A.R. 13, S.D.C. 40)
Skills of Note:
  • Sword Fighting
  • Archery
  • Parrying
  • Observation
  • Tracking
  • Strategy
  • Stealth
  • Endurance
Weapons & Equipment:
  • Longbow (2D6 damage)
  • Shortsword (2D4+2 damage)
  • Dagger (1D6 damage)
  • Studded Leather Armor (A.R. 13, S.D.C. 40)

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Meldrind Marethian

Weaponsmaster of Newhaven

3rd Ohtar`Akh (Elven Soldier)/3rd Weaponsmaster

Race: Half-Elf
Alignment: Scrupulous
Gender: Male
Age: 33
Height: 5'11"
Weight: 180 lbs
Land of Origin: The Vale
Religion: Follower of the Seldarine
School: Heron School of Weaponsmastery Attributes:
  • I.Q.: 15
  • M.E.: 14
  • M.A.: 14
  • P.S.: 15
  • P.P.: 16
  • P.E.: 14
  • P.B.: 14
  • Spd.: 17
Health & Combat Stats:
  • Hit Points: 28
  • S.D.C.: 44
  • P.P.E.: 10
  • Armor Rating (A.R.): 14
  • Armor: Reinforced Chainmail (S.D.C. 50)
Combat Proficiencies:
  • Hand to Hand: Expert
  • Specialization: Sword and Bow
  • Attack Bonus: +3 Strike, +2 Parry, +2 Dodge
  • Defensive Footwork Mastery
Weapons & Equipment:
  • Elven Longsword (2D6+2 damage)
  • Composite Bow (2D6 damage)
  • Dagger (1D6 damage)
  • Reinforced Chainmail Armor
Skills of Note:
  • Sword Fighting (Mastery)
  • Archery (Mastery)
  • Parrying
  • Acrobatics
  • Swimming
  • Climbing
  • Strategy
  • Leadership
Traits: Balanced, adaptable, loyal

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Kaelen Stormvale

Soldier & Duelist of Newhaven

4th Ohtar`Akh (Elven Soldier)/Duelist

Race: Half-Elf
Alignment: Scrupulous
Gender: Male
Age: 24
Height: 5'11"
Weight: 175 lbs
Land of Origin: Newhaven, Barony of the Vale
Religion: Casual Follower of the Seldarine Attributes:
  • I.Q.: 14
  • M.E.: 12
  • M.A.: 15
  • P.S.: 14
  • P.P.: 16
  • P.E.: 12
  • P.B.: 15
  • Spd.: 18
Health & Combat Stats:
  • Hit Points: 24
  • S.D.C.: 45
  • P.P.E.: 10
  • Armor: Leather Armor (A.R. 12, S.D.C. 35)
Skills of Note:
  • Sword Fighting (Mastery)
  • Parrying
  • Acrobatics
  • Running
  • Climbing
  • Swimming
  • Persuasion
  • Leadership
  • Streetwise
Weapons & Equipment:
  • Rapier (1D6+2 damage, +1 to Strike)
  • Dagger (1D6 damage)
  • Light Leather Armor (A.R. 12, S.D.C. 35)

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Merric Bramblebrook

Soldier/Ranger of Newhaven

3rd Level Soldier/Ranger

Race: Halfling
Alignment: Scrupulous
Gender: Male
Age: 34
Height: 3'2"
Weight: 45 lbs
Land of Origin: The Vale
Religion: Casual Follower of the Seldarine Attributes:
  • I.Q.: 14
  • M.E.: 13
  • M.A.: 12
  • P.S.: 9
  • P.P.: 17
  • P.E.: 11
  • P.B.: 14
  • Spd.: 18
Health & Combat Stats:
  • Hit Points: 20
  • S.D.C.: 28
  • P.P.E.: 9
Skills of Note:
  • Stealth
  • Climbing
  • Lockpicking
  • Navigation
Weapons & Equipment:
  • Short Bow (2D4 damage)
  • Dagger (1D6 damage)
  • Leather Armor (A.R. 12, S.D.C. 25)
Traits: Cheerful, stealthy, intelligent

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Tobias Greenforge

Soldier/Ranger/Bard of Newhaven

4th Level Soldier/Ranger/Bard

Race: Halfling
Alignment: Unprincipled
Gender: Male
Age: 35
Height: 3'4"
Weight: 60 lbs
Land of Origin: The Vale
Religion: Casual Follower of the Seldarine Attributes:
  • I.Q.: 15
  • M.E.: 12
  • M.A.: 10
  • P.S.: 9
  • P.P.: 16
  • P.E.: 13
  • P.B.: 12
  • Spd.: 15
Health & Combat Stats:
  • Hit Points: 19
  • S.D.C.: 25
  • P.P.E.: 10
  • Armor Rating (A.R.): 12
  • Armor: Leather Armor (S.D.C. 25)
Skills of Note:
  • Trap Detection
  • Engineering
  • Lockpicking
  • Disarm Traps
  • Musicianship (Lute)
  • Storytelling
Weapons & Equipment:
  • Short Sword (2D4 damage)
  • Dagger (1D6 damage)
  • Crossbow (2D4 damage)
  • Lute (Mastercrafted, +10% to charm rolls)

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Perrin Thornapple

Soldier of Newhaven

2nd Level Soldier

Race: Halfling
Alignment: Scrupulous
Gender: Male
Age: 28
Height: 3'2"
Weight: 42 lbs
Land of Origin: Newhaven
Religion: Follower of the Seldarine Attributes:
  • I.Q.: 11
  • M.E.: 12
  • M.A.: 10
  • P.S.: 12
  • P.P.: 15
  • P.E.: 14
  • P.B.: 11
  • Spd.: 14
Health & Combat Stats:
  • Hit Points: 24
  • S.D.C.: 32
  • Armor: Leather Armor (A.R. 12, S.D.C. 30)
  • P.P.E.: 7
Skills of Note:
  • Spear Combat
  • Dodge
  • Athletics
  • Parry
Weapons & Equipment:
  • Spear (1D6+2 damage)
  • Dagger (1D4 damage)
  • Leather Armor

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Wolfred Underbough

Soldier

3rd Level Soldier

Race: Halfling
Alignment: Principled
Gender: Male
Age: 35
Height: 3'4"
Weight: 50 lbs
Land of Origin: The Vale
Religion: Follower of the Seldarine Attributes:
  • I.Q.: 13
  • M.E.: 15
  • M.A.: 10
  • P.S.: 14
  • P.P.: 14
  • P.E.: 15
  • P.B.: 10
  • Spd.: 12
Health & Combat Stats:
  • Hit Points: 28
  • S.D.C.: 35
  • Armor Rating (A.R.): 14
  • P.P.E.: 6
Skills of Note:
  • Shield Defense
  • Block
  • Endurance
  • Tactics
Weapons & Equipment:
  • Round Shield (+2 Parry, 1D4 damage)
  • Short Sword (2D4 damage)
  • Reinforced Leather Armor

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Finnan Tanglefoot

Soldier/Ranger

2nd Level Soldier/Ranger

Race: Halfling
Alignment: Unprincipled
Gender: Male
Age: 28
Height: 3'2"
Weight: 45 lbs
Land of Origin: The Vale
Religion: Casual Follower of the Seldarine Attributes:
  • I.Q.: 12
  • M.E.: 14
  • M.A.: 11
  • P.S.: 10
  • P.P.: 18
  • P.E.: 12
  • P.B.: 13
  • Spd.: 16
Health & Combat Stats:
  • Hit Points: 22
  • S.D.C.: 30
  • Armor Rating (A.R.): 12
  • P.P.E.: 8
Skills of Note:
  • Archery (Mastery)
  • Sniping
  • Acrobatics
  • Tracking
Weapons & Equipment:
  • Shortbow (2D6 damage)
  • Dagger (1D6 damage)
  • Light Leather Armor
  • Quiver of Arrows (20)

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  1. Lord Mayor's Home:

    The Lord Mayor's Home stands as a symbol of authority and prestige within Newhaven, home to the esteemed Elder of the town and his family. Currently, the residence is occupied by the Grey Elf Kestin Paenei, who holds the esteemed position of mayor in Newhaven. The home is a fine example of Elven craftsmanship and design, featuring graceful lines, arched doorways, and intricately carved details. The exterior is adorned with climbing vines and flowering plants, adding a touch of natural beauty. Surrounding the home are well-tended gardens, filled with vibrant flowers, aromatic herbs, and winding paths that lead to secluded alcoves and benches. Elven statues and water features enhance the tranquil atmosphere. The front entrance is marked by a sweeping staircase leading to double doors made of polished wood and adorned with silver filigree. Elaborate lanterns flank the entrance, casting a warm glow at night. Upon entering, guests are greeted by a spacious foyer with a vaulted ceiling and marble floors. Elven tapestries depicting scenes of nature and history hang from the walls, adding color and elegance. The drawing room is a place for formal gatherings and discussions. It features plush sofas and armchairs arranged around a marble fireplace. Elaborate chandeliers illuminate the room, casting patterns of light on the polished wooden floor. Kestin Paenei's personal study is filled with shelves of books and scrolls, reflecting his scholarly pursuits and administrative duties. A large desk of polished oak sits by a window overlooking the gardens, where he often attends to official matters. The upper floors of the home, house the private quarters of the mayor's family, including bedrooms adorned with fine linens, tapestries, and personal mementos. Kestin Paenei is a respected Grey Elf, known for his wisdom, fairness, and dedication to the well-being of Newhaven. His leadership has guided the town through periods of growth and challenges. Beyond his role as mayor, Kestin Paenei is a scholar with a deep knowledge of history, law, and diplomacy. His insights are sought after by both residents and visiting dignitaries. Despite his busy schedule, Kestin Paenei takes an active interest in the affairs of Newhaven. He attends community events, listens to concerns, and ensures that all voices are heard in matters of governance. The Lord Mayor's Home along with the Town Hall, serves as the administrative center of Newhaven, where official meetings, council sessions, and diplomatic negotiations take place. It also serves as a cultural hub, hosting gatherings, celebrations, and exhibitions of Elven art and culture. These events foster community spirit and appreciation for Newhaven's heritage. Kestin Paenei's leadership and the grandeur of his home symbolize stability and prosperity in Newhaven. The mayor's decisions are guided by a commitment to justice, equality, and the preservation of natural beauty. Mayor Kestin Paenei is highly respected by the residents of Newhaven for his integrity and compassion. His leadership style emphasizes inclusivity and cooperation among the diverse population of Elves and Humans. The mayor and his family are patrons of the arts, supporting local artisans, musicians, and performers. Their patronage enriches cultural life in Newhaven and fosters creativity and innovation. Despite the formality of his position, Kestin Paenei maintains an open door policy, welcoming citizens to voice their concerns and ideas. His accessibility reinforces trust and transparency in local governance. The Lord Mayor's Home and its occupants leave a lasting legacy in Newhaven's history. The decisions made within its walls shape the town's future and define its place in the broader region. Kestin Paenei promotes educational initiatives, ensuring that future generations are well-prepared to contribute to Newhaven's prosperity. Scholarships and apprenticeships are offered to promising young Elves and Humans alike. The Lord Mayor's Home, under the stewardship of Kestin Paenei, embodies the grace, wisdom, and cultural richness of Newhaven. It stands as a bastion of leadership, fostering unity and progress in this vibrant community nestled alongside the Gryphon River. top


    Lord Paenei

    Elder/Magistrate of Newhaven

    10th Level Elder/Magistrate

    Race: Grey Elf
    Alignment: Principled
    Gender: Male
    Age: 412
    Height: 6'2"
    Weight: 175 lbs
    Land of Origin: The Vale
    Religion: Follower of the Seldarine Attributes:
    • I.Q.: 22
    • M.E.: 20
    • M.A.: 25
    • P.S.: 12
    • P.P.: 18
    • P.E.: 16
    • P.B.: 20
    • Spd.: 15
    Health & Combat Stats:
    • Hit Points: 60
    • S.D.C.: 70
    • Armor Rating (A.R.): 14
    • Magical Robes: Enchanted for defense
    Skills of Note:
    • Lore: Elven History: 85%
    • Negotiation: 75%
    • Magic Lore: 80%
    • Public Speaking: 70%
    • Racial History: 95%
    Magical Abilities:
    • Protective Wards
    • Telepathy
    • Illusion Magic
    As the Elder and Mayor of Newhaven, Lord Paenei presides over council meetings, guiding discussions with wisdom and fairness. His leadership is instrumental in maintaining harmony and prosperity within the Vale.
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  2. Newhaven Town Hall:

    The Town Hall of Newhaven is a central hub of governance and community activity within the Vale. Located prominently in the heart of town, it, along with the Mayor's Home, serves as a meeting place for influential members of the community to discuss important matters, hear petitions from residents, and oversee the administration of the town. The Hall also plays a crucial role as the primary educational institution, providing schooling for the youth of Newhaven. The Town Hall is an impressive structure built from local stone and wood, reflecting both Elven and Human architectural influences. It features a grand façade with arched windows, a sturdy oak door, and a clock tower that chimes the hours. Inside, the Hall boasts spacious meeting chambers adorned with banners and tapestries depicting scenes of Newhaven's history and natural beauty. A large oak table serves as the centerpiece, surrounded by high-backed chairs for council members. Adjacent to the meeting chambers are administrative offices where town records are kept, official documents are filed, and administrative tasks are managed by clerks and assistants. The Town Hall hosts regular council meetings where influential members of the Vale, including Lord Paenei, the High Priest, Fulgur Stormwind, Lady Ostur, and others, gather to discuss town policies, proposed initiatives, and community concerns. Residents of Newhaven have the opportunity to bring forward petitions and grievances during designated sessions. These hearings allow citizens to voice their concerns directly to the council members and seek resolutions. Beyond its governance role, the Town Hall doubles as the town's school, providing education to the youth of Newhaven. Classrooms are equipped with desks, chalkboards, and educational materials to foster learning and development.
    Prominent Vale Citizens
    • Lord Paenei: As the Elder and Mayor of Newhaven, Lord Paenei presides over council meetings, guiding discussions with wisdom and fairness. His leadership is instrumental in maintaining harmony and prosperity within the Vale.
    • High Priest Sheldrin Var`Cubrae: The High Priest plays a vital role in spiritual matters, offering guidance and rituals to honor the ancient traditions of the Elves and provide solace to the community in times of need.
    • Fulgur Stormwind: Known for his prowess in diplomacy and trade, Fulgur Stormwind represents the economic interests of Newhaven. His expertise helps secure favorable trade agreements and economic growth for the town.
    • Lady Ostur: A respected figure among the Vale citizens, Lady Ostur advocates for social welfare and community well-being. Her efforts focus on initiatives that improve the quality of life for all residents, particularly the marginalized.
    The Town Hall's school offers a comprehensive curriculum that includes basic literacy, numeracy, history, geography, and cultural studies. Skilled teachers impart knowledge and skills essential for the future of Newhaven's youth. Beyond academic subjects, the school encourages participation in extracurricular activities such as music, art, and sports. These activities foster creativity, teamwork, and physical fitness among students. Parents and guardians are actively involved in the school's activities, supporting fundraising events, attending parent-teacher meetings, and volunteering to enrich the educational experience of their children. The Town Hall stands as a testament to Newhaven's rich history and the enduring partnership between Elves and Humans in the Vale. It serves as a reminder of the community's collective achievements and shared aspirations. By bringing together influential figures, residents, and young learners under one roof, the Town Hall reinforces the unity and solidarity of Newhaven. It promotes a sense of belonging and mutual support among its diverse population. The Town Hall remains committed to fostering growth and prosperity in Newhaven. Plans for expanding educational facilities, enhancing community services, and preserving cultural heritage are underway. As Newhaven evolves, efforts to ensure inclusive governance and representation of all voices in decision-making processes are prioritized. The Town Hall strives to be a beacon of fairness, justice, and progress for generations to come. The Town Hall of Newhaven stands not only as a seat of governance and education but also as a symbol of community strength and resilience. Through its multifaceted roles, it continues to shape the present and future of the Vale, guided by the wisdom and dedication of its leaders and residents alike.
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  1. Old Aljerick's Cottage:

    Deep within the forest near the Gryphon River lies Old Aljerick's Cottage, a secluded and enigmatic dwelling. The home of the reclusive and mysterious wizard Aljerick, this cottage is rarely seen by those who do not know its exact location. The cottage is built from weathered wood and stone, with a thatched roof covered in moss and vines. Nestled among ancient trees with thick canopies, the area is shaded and serene. The path to the cottage is winding and often obscured, enchanted to remain hidden unless one knows its exact location. The cottage can magically blend into its surroundings, appearing as a thicket of trees and bushes when Aljerick wishes to remain undisturbed. The main room is warm and inviting, featuring a large hearth at its center. The furnishings are simple yet comfortable: overstuffed chairs, a wooden table, and shelves lined with books and magical artifacts. One of the main attractions is Aljerick's extensive library, filled with ancient tomes, scrolls, and manuscripts covering a wide range of magical disciplines. In one corner of the cottage, a small alchemy lab is set up with various vials, herbs, and mysterious ingredients. Aljerick uses this lab to create potions, elixirs, and other magical concoctions. top

    Aljerick Elandor
    Aljerick, an ancient Silver Dragon, is a wise and powerful being who has lived for millennia. In his true form, Aljerick is a majestic dragon with shimmering silver scales, standing over 100 feet long. However, he often adopts the guise of an Old Elf, blending seamlessly with the Elven society. Appearance: An elderly Elf with silver hair, deep blue eyes, and a long, flowing robe adorned with intricate runes and symbols. He carries an ancient staff. Personality: Reclusive, enigmatic, and wise. Prefers solitude and values his privacy. Role: Offers wisdom and training to aspiring mages for a significant fee (150 silver pieces per level). Selective about his students, requiring dedication, ability, and payment. Magical Protections The cottage is enchanted to remain hidden from unwanted visitors. Rumors speak of magical guardians such as enchanted animals or elemental spirits protecting the cottage. Legends mention powerful relics and artifacts hidden within or near the cottage, attracting treasure hunters and adventurers. Training and Services Fee: 150 silver pieces per level of training. Training Style: Rigorous and demanding, imparting practical skills, deep understanding of magical theory, and philosophy. Benefits: Access to arcane secrets and rare spells, significantly enhancing a mage's abilities. Community Relationship Aljerick rarely involves himself in the affairs of Newhaven, preferring to remain an observer. He is respected and revered by many in the community for his knowledge and power. Occasionally, he steps in during critical moments, having significant impacts on local events. Attributes (in Elven Visage)
    • IQ: 27
    • ME: 30
    • MA: 24
    • PS: 15
    • PP: 22
    • PE: 20
    • PB: 27
    • SPD: 18 on foot, 300 in flight (in dragon form)
    • PER: 22
    • LUCK: 20
    • REFLEX: 21
    Natural Abilities:
    • Nightvision: 90 feet
    • See the Invisible: Can see invisible objects and beings.
    • Keen Vision: Can see 2 miles away clearly.
    • Hearing: Supernatural hearing, able to hear a whisper up to 200 feet away.
    • PPE: 750
    Magic: Aljerick is a master of magic, with a deep understanding of ancient spells and arcane rituals.
    • Specializations: Air, Water, and Ice elemental spells, plus many general spells. He knows spells from levels 1-15.
    Psionics:
    • ISP: 300
    • Psionic Abilities: Mind Block, Telepathy, Empathy, Sixth Sense, See Aura, See the Invisible, Telekinesis (super), and others chosen from sensitive and physical psionic categories.
    Combat (in Elven Visage)
    • Staff: A magical staff that can channel his spells and deal 3D6 damage in melee.
    • Magic: He relies heavily on his extensive spell repertoire in combat.
    • Psionics: Uses his psionic abilities to enhance his combat effectiveness.
    Natural Resistances:
    • Cold: Immune
    • Fire/Heat: Half damage
    • Magic: +6 to save vs. magic
    • Psionics: +4 to save vs. psionics
    Flight (in Dragon Form)
    • Type: Natural
    • Speed: 300
    • Maneuverability: Excellent
    Other Abilities
    • Shape Change: Can assume the form of a humanoid at will. This ability lasts until he chooses to revert to his true form.
    • Cloudwalking: Can walk on clouds or fog as if they were solid ground.
    Personality Aljerick is wise and kind, often acting as a mentor and protector to those he deems worthy. He values knowledge and justice, and he strives to maintain balance in the world. His Elven guise allows him to interact more easily with mortals, offering guidance and assistance while keeping his true nature hidden. Background: Aljerick has lived through countless ages, witnessing the rise and fall of civilizations. He has amassed an immense collection of magical tomes and artifacts, which he guards jealously. In his Elven guise, he is known as a reclusive but benevolent wizard, often sought after for his wisdom and guidance.

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  1. Black Isle Bridge:

    {Pre-Reconstruction} Black Isle Bridge is an ancient structure that once served as a crucial crossing point over the Gryphon River, connecting Newhaven to the mysterious Black Isle. Despite many years of neglect, the bridge still stands, its weathered stone pillars and wood construction are a testament to the craftsmanship of its builders. The bridge is now shrouded in an eerie beauty, as thick, thorny vines have overgrown and entwined themselves around its entire length, transforming it into a dark, foreboding passage. Despite its age and the neglect it has suffered, the bridge appears to be remarkably sturdy. Its arched supports remain strong, though some stones have shifted slightly, creating an uneven surface. Thick, thorny vines have completely overtaken the bridge, covering almost every surface. These vines twist and coil around the stone, their dark green leaves and sharp thorns creating a dense, natural barrier. The entrance to the bridge is shrouded by the overgrowth, resembling a dark, cavernous maw. The vines hang down like curtains, casting deep shadows and giving the impression of stepping into another world. Some believe that the bridge is infused with a residual magical resonance, possibly from ancient enchantments placed upon it by its original builders. This magical aura is faint but perceptible to those sensitive to such energies. The vines themselves are rumored to be more than just ordinary plants. Legends suggest they are infused with a protective magic, making them exceptionally tough and difficult to cut through. Some say the vines react to intruders, tightening their grip and even lashing out if threatened. Historically, Black Isle Bridge was a vital crossing point, facilitating trade and travel between Newhaven and the Black Isle. Its strategic importance made it a focal point during conflicts and a target for invaders. The bridge bears the scars of battles fought over it. Chipped stones, scorched marks, and old bloodstains are silent witnesses to its violent past. Today, the bridge is mostly used by adventurers and explorers heading to the Black Isle, either to the Ruins of the Mage Tower or the Dragonwright temple, both places rumored to hold ancient secrets and untold treasures. However, crossing the bridge is fraught with danger due to the overgrowth and its dark reputation. Those brave enough to venture across must navigate the uneven surface and the treacherous vines. The dense overgrowth also obscures the view, making it easy to lose one's footing or become ensnared by the thorns. Local folklore speaks of ghostly guardians who protect the bridge and its secrets. These spectral figures are said to appear on misty nights, warning travelers away or guiding those deemed worthy. Some believe that hidden beneath the bridge or within its structure lies a forgotten treasure. This treasure is thought to be guarded by magical traps and the living vines themselves, deterring all but the most determined seekers. There are tales of the bridge being cursed, with those who cross it without proper respect falling victim to misfortune. This curse is said to manifest as accidents, illnesses, or even encounters with vengeful spirits. The overgrown vines and secluded nature of the bridge have made it a haven for various wildlife. Birds, small mammals, and even some magical creatures have made their homes within the tangled foliage. Despite its ominous appearance, the bridge holds a certain wild beauty. In spring, the vines bloom with small, dark flowers that add a splash of color against the grey stone, attracting pollinators and lending the bridge a fleeting moment of vibrant life. Black Isle Bridge stands as a monument to the past, a gateway to adventure, and a symbol of the enduring connection between Newhaven and the mysterious Black Isle. Its combination of natural overgrowth, historical significance, and mystical elements make it a place of both danger and wonder, inviting those who dare to explore its shadowy depths. {Post-Reconstruction}Once a foreboding relic of the past, Black Isle Bridge has been meticulously restored under the masterful guidance of Master Mason Hyland Elren. No longer a treacherous crossing shrouded in thorny overgrowth, the bridge now stands as a symbol of resilience, uniting Newhaven and the Black Isle with renewed strength and splendor.

    The Restoration & Arcane Reinforcement

    The bridge's reconstruction was not merely structural, it was an act of purification and enchantment. Master builder Hyland, aided by Elven stonemasons and Dwarven engineers, carefully reinforced the ancient stone supports while preserving the bridge's historical integrity. The remaining curses were dispelled by a conclave of mages, who worked tirelessly to cleanse the lingering dark magic.
    • Fortified Stonework: Ancient techniques and Dwarven runes of endurance ensure the bridge can withstand both time and siege.
    • Elven Vines of Protection: The once-malicious overgrowth has been replaced with sacred ivy, woven with protective enchantments to ward off malevolent forces.
    • Glowing Sigils: Arcane symbols etched into the stone pulse faintly at night, ensuring safe passage for travelers.
    • Gryphon Guardian Statues: Two majestic stone gryphons now stand watch at the entrance, enchanted to awaken in times of peril.

    A Safe & Strategic Crossing

    Black Isle Bridge has regained its role as the route between Newhaven and the Black Isle. Merchants, travelers, and scholars now traverse it freely, drawn by the bridge's renewed grandeur and the mystical allure to the Baronial Manor
    • Enchanted Lanterns: Floating lights illuminate the path at night, dispelling unnatural darkness.
    • Structural Reinforcement: No longer uneven, the bridge's surface is smooth yet retains its ancient character.
    • Ward Against Spirits: Inscribed upon the keystone is a blessing from the Priests of the Seldarine, preventing spirits of unrest from manifesting.

    Legends & Legacy

    Though restored, Black Isle Bridge has not forgotten its past. Tales of ghostly guardians persist, though they are now said to be protectors rather than harbingers of doom. Some travelers claim to see ethereal figures standing atop the bridge on misty nights watching over those who cross. Hidden Treasures? Rumors persist of a lost vault beneath the bridge, an ancient cache untouched by time. While no evidence has been found, treasure seekers still flock to the bridge in hopes of unlocking its last remaining mystery. With its dark curse lifted, Black Isle Bridge is no longer a feared threshold but a celebrated monument, blending history, magic, and craftsmanship into a passageway for new adventures. top

  2. Restat's Mage Tower:

    {Pre-Reconstruction} Restat's Mage Tower, once a beacon of arcane knowledge and power, now stands as a haunting silhouette overlooking the Gryphon River. This ruined tower, a testament to the town's storied past and the chaos of war, remains a place of intrigue and mystery. Its strategic position on the far side of the island gives it a commanding view of the surrounding landscape, but also leaves it exposed to the harsh elements. The tower rises defiantly from the isle, its stone walls weathered and cracked. Despite its ruinous state, the structure's impressive height and sturdy base reflect its original grandeur and strength. The uppermost level of the tower has partially collapsed, with large chunks of stone and debris scattered around the base. This collapse has exposed the interior chambers to the sky, allowing rain and wind to erode what remains. The exposed upper chambers reveal remnants of arcane machinery and old furniture, now rotting and covered in moss. Shelves that once held ancient tomes and magical artifacts now lie in disarray, with some books still clinging to their places despite the exposure. The interior stairs and floors, where intact, are precarious, with many sections having given way to time and decay. Climbing to the upper levels requires careful navigation and a sense of adventure. Despite its ruin, the tower is still infused with residual magic from its former inhabitant. Faintly glowing runes can be seen etched into the walls, pulsing softly with arcane energy. These runes are remnants of powerful wards and spells cast by Restat. The air within the tower is thick with the aura of old magic. Sensitive individuals can feel a tingling sensation and might even catch glimpses of magical phenomena, like ghostly figures or flickering lights. Scattered among the rubble are remnants of enchanted artifacts, some of which still retain a hint of their former power. These include shattered Krystel balls, broken wands, and fragments of mystical amulets. Restat's Mage Tower was once a center of magical learning and experimentation. Restat, a renowned and powerful mage, used this tower as his personal retreat and laboratory, making significant contributions to the arcane arts. During the war, the tower was a target due to its strategic location and magical significance. The battle that raged around it led to its partial destruction, with many valuable tomes and artifacts lost or destroyed in the process. Despite its ruinous state, the tower continues to attract adventurers, scholars, and mages. They come seeking to uncover the secrets of Restat's magic, hoping to find lost knowledge or hidden treasures. Exploring the tower is not without peril. The unstable structure, combined with lingering magical traps and the potential for hostile creatures, makes it a challenging endeavor. Those who venture inside must be prepared for both physical and magical dangers. Some Elven mages and scholars have taken an interest in the tower, attempting to study and catalog the remaining magical artifacts and runes. Local legend speaks of Restat's spirit still inhabiting the tower. It is said that on stormy nights, his ghostly figure can be seen wandering the ruins, continuing his arcane studies in death. Some believe he guards the tower's secrets fiercely. There are rumors of a hidden vault within the tower, containing Restat's most powerful and dangerous artifacts. This vault is said to be protected by intricate magical wards and traps, challenging even the most skilled mages to unlock its secrets. Tales abound of an arcane library hidden within the tower's depths, filled with ancient tomes and scrolls of forbidden knowledge. Finding this library could grant a mage immense power and understanding of lost magical arts. The tower's position provides a strategic vantage point, offering a clear view of the Gryphon River and the surrounding landscape. In the past, this allowed Restat to monitor the area and protect it from threats. Although in ruins, the tower could in theory still serve as a defensive stronghold for those who seek shelter within its walls. Its height and sturdy construction would make it difficult for invaders to conquer, even in its dilapidated state. Restat's Mage Tower remains a symbol of arcane power and mystery, drawing those who seek to uncover its secrets and reclaim its lost knowledge. Its ruined state only adds to its allure, offering a glimpse into the past and the untold stories of its former glory. {Post-Reconstruction} top

    Now a Grand Cornerstone of the Baronial Manor and home of the Mage Cor'Sehathian Alean`Ddare

    Once a crumbling ruin overlooking the Gryphon River, Restat's now Alean`Ddare's Mage Tower has been fully restored and integrated into the grand Baronial Manor. No longer a silhouette of past glories, it now stands as a beacon of magical prowess and noble governance. The reconstruction preserved the original arcane architecture while reinforcing it with elven craftsmanship, restoring its lost grandeur.

    Architectural Features

    The tower, now a majestic ivory-stone spire, is adorned with silver and gold inlays depicting celestial constellations and ancient runes of protection. Master Mason Hyland Elren used his expertise to reinforce the structure, ensuring that it can withstand the test of time and arcane forces.
    • Arcane Wards & Enchantments: Protective runes glow faintly along the walls, deterring malevolent magic and unwanted intruders.
    • Floating Crystal Lanterns: Suspended in the air, these enchanted lights illuminate the halls with a soft, ever-present glow.
    • An Observatory: The uppermost level now serves as an observatory for celestial studies, equipped with an ancient astrolabe and magical scrying tools.
    • The Grand Library: Restocked with rare tomes and ancient scrolls, this chamber is now a haven for scholars and spellcasters.

    The Integration with the Baronial Manor

    Alean`Ddare's Tower is no longer an isolated relic; it has been seamlessly merged into the Baronial Manor, serving as both a seat of magical knowledge and a center for arcane governance. The tower connects to the main estate through a series of grand stone archways and enchanted corridors.

    Arcane Advancements

    The restored tower is once again a place of magical study and experimentation. Notable additions include:
    • An Elemental Conflux Chamber: Harnessing natural magical ley lines, this chamber allows mages to study and manipulate raw elemental forces.
    • Restat's Vault: The hidden vault of the ancient mage has been discovered, its powerful artifacts secured under the Baron's protection.
    • Summoning Hall: A grand hall dedicated to controlled summoning rituals, protected by layers of wards.

    Legends and Residual Magic

    Despite its reconstruction, whispers of Restat's lingering spirit persist. On stormy nights, flickering ghostly figures are still seen wandering the halls. Some scholars believe that the mage himself watches over his restored tower, ensuring that his legacy is not misused.

    A Center for Learning

    Now recognized as one of the most prestigious magical academies in the Vale, the tower attracts mages, scholars, and arcane seekers from all corners of the land. It has become a beacon of knowledge, ensuring that the magic of the past is preserved for future generations. Alean`Ddare's Mage Tower, once a ruin of a curse, now stands reborn as a pillar of arcane might and noble prestige. A monument to the past, a sanctuary for the present, and a guiding star for the future of magic in the Vale. top

  3. Old Temple of Dragonwright:

    {pre-Reconstruction} The Old Temple of Dragonwright is a haunting relic of Newhaven's past, once a grand center of worship dedicated to the ancient Dragonwright religion. Now, it stands in ruins, a poignant reminder of the devastation wrought by the war. Despite its dilapidated state, the temple still holds a certain mystical allure and remains a place of intrigue and reverence for both locals and adventurers. The temple's once-imposing structure has been severely damaged, with massive cracks running through its stone walls and columns. The roof has partially collapsed, allowing beams of sunlight to pierce the dim interior and highlight the dust motes in the air. The floors are uneven and dangerous, with large fissures and sections that have caved in, creating deep pits and crevices. Navigating the temple requires careful footing and a keen eye for hidden dangers. Despite the damage, remnants of its former glory are still visible. The walls are adorned with faded murals depicting dragons in various majestic poses, and broken statues of dragon deities and ancient heroes litter the temple grounds. The intricate carvings and reliefs on the temple's exterior have been worn down by time and the elements, yet they still convey a sense of the craftsmanship and reverence that went into its creation. Vines and moss now cling to the stone, adding to the temple's eerie beauty. The air within the temple is thick with the remnants of old magic. Some say that on quiet nights, they can hear the faint echoes of ancient chants and the soft rustling of dragon wings. Sensitive individuals might feel a subtle thrumming of power, especially near the altar. The temple's central altar, though cracked and weathered, still stands. It is said to be a focal point of the Dragonwright's power. Adventurers often come here seeking guidance or hoping to unlock the secrets of the temple's past. Rumors persist of hidden chambers beneath the temple, accessible only through secret passages. These chambers are believed to contain ancient relics, tomes of dragon lore, and perhaps even slumbering spirits or guardians. Before the war, the temple was a bustling center of worship and a gathering place for followers of Dragonwright. It hosted grand ceremonies, dragon blessings, and was a place where pilgrims from afar came to seek wisdom and fortune. The temple was a significant target during the war due to its cultural and strategic importance. The battles that raged around it left it in its current shattered state, and the loss was deeply felt by the community. Despite its ruin, the temple draws many who are fascinated by its history and mystery. Adventurers, scholars, and treasure hunters alike explore its depths, hoping to uncover hidden artifacts and forgotten knowledge. Due to the treacherous conditions, exploring the temple is not without risk. Those who venture inside must be prepared for crumbling floors, unstable walls, and the possibility of encountering creatures that have made the ruins their home. Local legend speaks of dragon spirits that watch over the temple, guarding it against those who would desecrate its sanctity. These spirits are said to appear as ethereal, dragon-shaped wisps of light, particularly during the solstices. Some claim that spending a night within the temple's remains can induce prophetic dreams or visions. These dreams are believed to be messages from the dragon deities, offering guidance or warnings to the dreamer. Tales abound of powerful relics hidden within the temple, including dragon scales imbued with magic, ancient scrolls containing lost spells, and a legendary dragon egg said to hold untold power. The Old Temple of Dragonwright stands as a monument to Newhaven's storied past, a place where history, magic, and mystery converge. Its shattered halls and treacherous floors challenge those who dare to enter, while its lingering magic and ancient secrets promise rewards for the brave and the wise. {Post-Reconstruction}

    Baronial Manor

    Once the Old Temple of Dragonwright, now a grand seat of governance and nobility. The Old Temple of Dragonwright, a long-ruined relic of a bygone faith, has been meticulously reconstructed and repurposed into the New Baronial Manor. Under the direction of Master Mason Hyland Elren, the shattered temple was rebuilt, expanded and reforged, transforming the once-sacred site into a magnificent residence and stronghold for the ruling Baron. The new Baronial Manor stands as a monument to resilience, blending the grandeur of Elven architectural style with the fortified structure of the ancient Dragonwright temple. Though its purpose has changed, subtle echoes of its past remain, carefully preserved within its walls.

    Architectural Reconstruction & Design

    Master Hyland Elren oversaw the restoration of the temple's original foundation, ensuring that its timeworn dragon-carved pillars and reliefs were preserved where possible. The roof was rebuilt, now featuring intricate vaulted arches adorned with elegant Elven knotwork and celestial motifs, reflecting the manor's noble status.
    • Dragon Statues & Relics: Once toppled and broken, the stone dragon effigies have been restored and repositioned along the manor's courtyard and entrance. No longer symbols of worship, they now stand as guardians of the estate.
    • Vaulted Halls & Ornate Chambers: The cavernous interior, once a place of sacred reverence, has been refitted into grand halls, study chambers, and regal living quarters. Stained glass windows depicting dragons, Elven ancestry, and the history of Newhaven cast mesmerizing light patterns across the polished marble floors.
    • The Altar Chamber: Where once an altar to the Dragonwright gods stood, a grand council hall now resides. The altar itself was carefully reworked into an elegant meeting table, a symbol of Newhaven's evolution from its past into its future.

    The Heart of Noble Governance

    The New Baronial Manor serves not only as a home for the Baron but also as a center of governance. Here, officials gather to discuss laws, manage trade, and oversee the protection of the Vale.
    • The Great Hall: A vast chamber adorned with banners of the Barony, where feasts, diplomatic meetings, and celebrations take place.
    • The War Room: A strategic chamber fitted with detailed maps, ancient tomes, and enchanted communication devices, allowing swift coordination with the realm's defenses.
    • The Grand Library: Expanded from the old temple's archives, this hall preserves historical texts, magical grimoires, and records of Newhaven's lineage.

    Mystical Preservation & Arcane Safeguards

    While the faith of Dragonwright has long faded from the Vale, the lingering arcane energy within the temple was carefully channeled and stabilized rather than erased. Elven and Human mages worked in unison to repurpose the residual magic into protective enchantments.
    • Warded Foundations: The manor's very walls are infused with protective runes, ensuring resistance against both siege weaponry and magical attacks.
    • Guardian Spirits: It is said that the spirits of the old temple still linger, not as vengeful echoes of the past, but as ethereal watchers, protecting the legacy of both the temple and the new Baronial House

      Household & Administrative Staff

      Governance

      • Seneschal: Vaenyros Dhaelinthal (Elf)
        • Duties: Oversees the overall management of the manor, ensuring smooth operations and coordination between different departments. Acts as the chief advisor to the Baron and handles high-level administrative tasks.
      • Chamberlain: Shalanae Virethil (Half-Elf)
        • Duties: Manages the Baron's personal quarters and noble correspondence. Ensures the Baron's needs are met and oversees the preparation for official events and ceremonies.
      • Archdruid of the Vale: Thalorien Daevaris (Half-Elf)
        • Duties: The Arch Druid of the Vale is the guardian of nature's balance, spiritual leader of the Old Ways, protector of sacred sites, and mediator between mortals and the ancient fae powers still lingering in the mists.
      • Steward of the Land: Telmyn Saevrel (Elf)
        • Duties: Responsible for the management of agricultural holdings, including gardens, orchards, and fields. Ensures the productivity and sustainability of the land. Coordinates with the Assistant Steward for efficient land management.
      • Assistant Steward: Lyranthil Vaerion (Elf)
        • Duties: Assists the Steward of the Land in managing agricultural holdings. Helps with the day-to-day tasks and ensures the smooth operation of farming activities.
      • Castellan: Evirith Torhalien (Half-Elf)
        • Duties: Oversees the defense and security of the manor. Manages the guards and ensures the safety of the manor's inhabitants. Coordinates with the Captain of the guards for strategic planning.

      Domestic Staff

      • Head Cook: Yriveth Nualaerin (Half-Elf)
        • Duties: Manages the kitchen and oversees meal preparation. Ensures the quality and variety of food served in the manor. Coordinates with the kitchen crew for efficient operations.
      • Kitchen Crew:
        • Cook 1: Elenara Faelith (Elf)
        • Cook 2: Thalindra Moriel (Half-Elf)
        • Cook 3: Vaelithan Drael (Elf)
        • Cook 4: Nyrieth Vireth (Half-Elf)
        • Cook 5: Saevril Anveris (Elf)
        • Duties: Assist the Head Cook in meal preparation, cooking, and kitchen maintenance. Each cook may have specific responsibilities such as baking, roasting, or preparing special dishes.
      • Butler: Raleafar Drael (Elf)
        • Duties: Manages the household staff and ensures the smooth operation of daily activities. Oversees the serving of meals and attends to guests' needs.
      • Librarian/Scribe: Saerilith Anveris (Elf)
        • Duties: Maintains the manor's library and archives. Keeps records of historical texts, magical grimoires, and official documents. Assists with research and documentation.
      • Assistant Librarian: Thalindra Faelith (Half-Elf)
        • Duties: Assists the Librarian/Scribe in maintaining the library and archives. Helps with organizing texts and supporting research activities.
      • Healer: Thaviena Moriel (Half-Elf)
        • Duties: Provides medical care and healing to the manor's inhabitants. Uses herbal remedies and magical healing techniques to treat injuries and illnesses.
      • Master of the Stables: Nyrian Quelimor (Half-Elf)
        • Duties: Manages the care and maintenance of horses and other beasts. Ensures the stables are clean and well-stocked. Coordinates with stable hands for efficient operations.
      • Stable Hand 1: Eldrin Vaelith (Elf)
      • Stable Hand 2: Nyriethen Moriel (Half-Elf)
        • Duties: Assist the Master of the Stables in caring for horses and other beasts. Perform tasks such as feeding, grooming, and cleaning the stables.
      • Groundskeeper: Thamior Sionneiros (Elf)
        • Duties: Maintains the manor's outer walls, towers, and hedgeworks. Ensures the gardens and grounds are well-kept and beautiful.
      • Assistant Groundskeeper: Eryndal Voressin (Elf)
        • Duties: Maintains the manor's outer walls, towers, and hedgeworks. Ensures the grounds are well-kept and beautiful.
      • Gardener: Thaevir Vireth (Elf)
        • Duties: Assists the Groundskeeper in maintaining the gardens . Focuses on cultivating plants and ensuring the health of the flora.
      • Housekeeper: Shaevria Drael (Elf)
        • Duties: Oversees the cleanliness and maintenance of the manor's interior. Coordinates with domestic staff to ensure all areas are tidy and well-maintained.
      • Laundress: Velunnae Drael (Elf)
        • Duties: Oversees the cleanliness and maintenance of the manor's interior. Coordinates with domestic staff to ensure all areas are tidy and well-maintained.
      • Assistant Laundress: Vella Swan (Half-elf)
        • Duties: Oversees the cleanliness and maintenance of the manor's interior. Coordinates with domestic staff to ensure all areas are tidy and well-maintained.

      Paladin Guards of the Baronial Order

      • Captain: Aenza Thilvirrea (Elf)
        • Duties: Leads the guards and oversees their training and deployment. Ensures the security of the manor and coordinates with the Castellan for strategic planning.
      • Lieutenant: Thiradan Vaeronthil (Elf)
        • Duties: Assists the Captain in leading the guards. Takes charge in the Captain's absence and helps with training and strategic planning.
      • Sergeant: Sorrel Tiraeven (Elf)
        • Duties: Manages the day-to-day operations of the guards. Ensures discipline and efficiency among the ranks.
      • Corporal: Alenra Nuvellis (Half-Elf)
        • Duties: Assists the Sergeant in managing the guards. Takes on leadership roles during patrols and ensures the guards are well-coordinated.
      • Privates:
        • Naevorae Shalanth (Half-Elf)
        • Orrion Faelthorn (Elf)
        • Kaelith Maeryndor (Half-Elf)
        • Siraevel Arannis (Elf)
        • Vaevryn Dulomar (Half-Elf)
        • Elysera Thandoral (Elf)
        • Rivenor Quelthas (Elf)
        • Duties: Perform guard duties such as patrolling, securing entrances, and responding to threats. Follow orders from higher-ranking officers and ensure the safety of the manor.
        Now a symbol of strength, governance, and resilience, the New Baronial Manor stands proudly on Black Isle, carrying with it both the memories of its past and the promise of its future.
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        Vaenyros Dhaelinthal

        Seneschal of the Baronial Manor

        8th Level Administrator

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 389
        Height: 6'1"
        Weight: 170 lbs
        Land of Origin: The Vale
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 20
        • M.E.: 19
        • M.A.: 22
        • P.S.: 11
        • P.P.: 13
        • P.E.: 14
        • P.B.: 18
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 50
        • S.D.C.: 40
        • Armor Rating (A.R.): 12
        • Armor: Formal robes, enchanted for light protection
        Skills of Note:
        • Administration: 90%
        • Law (Elven & Local): 75%
        • Leadership: 85%
        • Mathematics: 80%
        • Strategy: 70%
        Background: Vaenyros ensures the manor operates like a well-oiled machine. Calm, intellectual, and a master of detail, he serves as the Baron's chief advisor and often acts as liaison between departments.

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        Shalanae Virethil

        Chamberlain of the Baron

        6th Level Diplomat

        Race: Half-Elf
        Alignment: Unprincipled
        Gender: Female
        Age: 194
        Height: 5'9"
        Weight: 135 lbs
        Land of Origin: Elenaril
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 19
        • M.E.: 16
        • M.A.: 21
        • P.S.: 10
        • P.P.: 12
        • P.E.: 13
        • P.B.: 20
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 42
        • S.D.C.: 30
        • Armor Rating (A.R.): 10
        • Armor: Silken ceremonial attire
        Skills of Note:
        • Correspondence: 90%
        • Protocol: 85%
        • Fast Talk: 75%
        • Organization: 80%
        • Public Speaking: 70%
        Background: With poise and confidence, Shalanae handles the Baron's personal matters and ceremonial needs. She is known for her grace under pressure and unmatched attention to presentation and etiquette.

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        Thalorien Daevaris

        Half-Elf Archdruid of the Vale

        Attributes

        Race:Half-Elf
        Alignment:Scrupulous
        Level:Level 12 Druid
        Occupation:Archdruid of the Circle of Thorns
        Age:112

        Attributes

        I.Q.:20
        M.E.:18
        M.A.:16
        P.S.:12
        P.P.:17
        P.E.:19
        P.B.:14
        Spd:24

        Background

        Thalorien Daevaris, a half-elf of striking insight and serenity, walks the ancient paths of the Vale as its sworn protector. Born of a human botanist and an elven star-singer in the mist-wrapped hamlets near Corvalis, he was raised on the myths of both bloodlines. He came to the Circle of Thorns during the Great Bloom, earning the favor of forest spirits and dryads alike. Thalorien rose swiftly through the ranks of the druids, known for his calm resolve and uncanny empathy with all living things. Now, as the Archdruid of the Vale, he serves directly under Baroness Kata'arin Caer'Thalarin, offering wisdom not only in matters of the wild, but in court when ancient forces stir. He is a quiet voice of balance between civilization and wilderness, often reminding others that the land forgets nothing.

        Notes

        • Often seen with his companion, a spectral silver Fae Stag.
        • Uses an oaken staff entwined with living vines that bloom in his presence.

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        Telmyn Saevrel

        Baronial Steward

        7th Level Agricultural Master

        Race: Elf
        Alignment: Principled
        Gender: Male
        Age: 278
        Height: 5'11"
        Weight: 160 lbs
        Land of Origin: The Silver Groves
        Religion: Worshipper of Aerdrie Faenya Attributes:
        • I.Q.: 17
        • M.E.: 18
        • M.A.: 15
        • P.S.: 13
        • P.P.: 12
        • P.E.: 17
        • P.B.: 16
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 48
        • S.D.C.: 35
        • Armor Rating (A.R.): 13
        • Armor: Hardened leather tunic for fieldwork
        Skills of Note:
        • Agronomy: 90%
        • Botany: 85%
        • Land Navigation: 80%
        • Animal Husbandry: 75%
        • Leadership: 70%
        Background: Telmyn is deeply connected to the land, tending orchards and gardens with care and reverence. He is methodical, wise, and passionately ensures sustainability in all farming endeavors.

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        Lyranthil Vaerion

        Assistant Steward

        4th Level Cultivator

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 182
        Height: 5'10"
        Weight: 150 lbs
        Land of Origin: The Vale
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 16
        • M.E.: 15
        • M.A.: 14
        • P.S.: 12
        • P.P.: 13
        • P.E.: 14
        • P.B.: 15
        • Spd.: 13
        Health & Combat Stats:
        • Hit Points: 36
        • S.D.C.: 28
        • Armor Rating (A.R.): 12
        • Armor: Practical working garb
        Skills of Note:
        • Gardening: 85%
        • Farming: 80%
        • Herbal Lore: 75%
        • Tool Maintenance: 70%
        • Scheduling: 65%
        Background: Quiet and diligent, Lyranthil is Telmyn's trusted right hand. He works tirelessly in the fields and gardens, balancing technical know-how with a deep-rooted love for the earth.

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        Evirith Torhalien

        Castellan of the Baronial Manor

        7th Level Military Strategist

        Race: Half-Elf
        Alignment: Unprincipled
        Gender: Male
        Age: 230
        Height: 6'0"
        Weight: 180 lbs
        Land of Origin: Mooncrest Reach
        Religion: Warrior of Corellon Larethian Attributes:
        • I.Q.: 16
        • M.E.: 17
        • M.A.: 18
        • P.S.: 18
        • P.P.: 17
        • P.E.: 15
        • P.B.: 14
        • Spd.: 16
        Health & Combat Stats:
        • Hit Points: 56
        • S.D.C.: 50
        • Armor Rating (A.R.): 16
        • Armor: Chain-and-leather hybrid with magical wards
        Skills of Note:
        • Military Tactics: 85%
        • Weapon Proficiency (Longsword, Bow): 80%
        • Command: 75%
        • Surveillance: 70%
        • First Aid: 60%
        Background: Evirith is vigilant and fiercely loyal, with a commanding presence. He enforces security with precision and trains the guard personally. Beneath his hardened exterior lies a deep sense of honor.

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        Yriveth Nualaerin

        Head Chef of the Baronial Manor

        5th Level Culinary Mistress Race: Half-Elf
        Alignment: Scrupulous
        Gender: Female
        Age: 165
        Height: 5'8"
        Weight: 140 lbs
        Land of Origin: The Vale
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 17
        • M.E.: 15
        • M.A.: 16
        • P.S.: 12
        • P.P.: 15
        • P.E.: 13
        • P.B.: 18
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 32
        • S.D.C.: 22
        • Armor Rating (A.R.): 10
        • Armor: Sturdy chef's garments and enchanted apron
        Skills of Note:
        • Culinary Arts: 94%
        • Menu Planning: 85%
        • Leadership: 70%
        • Brewing & Fermenting: 75%
        • Herbalism: 60%
        Background: Yriveth is a master of flavor and harmony, leading her kitchen with warmth and skill. Her meals are legendary, crafted to delight even the most refined palate. She views cooking as an art and sacred duty to the household.

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        Elenara Faelith

        Assistant Cook
        Baking Specialist

        3rd Level Culinary Artisan

        Race: Elf
        Alignment: Scrupulous
        Gender: Female
        Age: 174
        Height: 5'5"
        Weight: 110 lbs
        Land of Origin: Elvenwood Glade
        Religion: Follower of Ehlonna Skills of Note:
        • Baking: 90%
        • Herbalism: 70%
        • Art: Decorative Pastries: 75%
        Background: Elenara brings sweetness and joy to the manor's kitchens. Known for her honey-drizzled pastries and berry-filled tarts, she has a cheerful spirit and an eye for beauty in presentation.

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        Thalindra Moriel

        Assistant Cook
        Cold Preparations

        2nd Level Culinary Artisan

        Race: Half-Elf
        Alignment: Unprincipled
        Gender: Female
        Age: 119
        Height: 5'7"
        Weight: 125 lbs
        Land of Origin: Riverwatch
        Religion: Casual respect for the Seldarine Skills of Note:
        • Food Preparation (cold): 85%
        • Poison Detection: 65%
        • Knife Handling: 75%
        Background: Thalindra is known for her precision and skill with cold dishes and preserved foods. Her sharp wit matches her blade, and her salads are as bold as her personality.

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        Vaelithan Drael

        Assistant Cook
        Roasting & Spit Specialist

        2nd Level Culinary Artisan

        Race: Elf
        Alignment: Anarchist
        Gender: Male
        Age: 202
        Height: 6'0"
        Weight: 140 lbs
        Land of Origin: Deepvale Thicket
        Religion: Follower of Erevan Ilesere Skills of Note:
        • Spit Roasting: 90%
        • Improvised Cooking: 80%
        • Fire Maintenance: 85%
        Background: Vaelithan adds wild flair to the kitchen, often using unconventional ingredients to create savory roasts. His meals are adventurous, much like his mischievous nature.

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        Nyrieth Vireth

        Assistant Cook
        Sweets & Confections

        3rd Level Culinary Artisan

        Race: Half-Elf
        Alignment: Aberrant
        Gender: Female
        Age: 136
        Height: 5'4"
        Weight: 108 lbs
        Land of Origin: Cloudmere
        Religion: Quiet devotion to Hanali Celanil Skills of Note:
        • Confectionery: 88%
        • Alchemy (Syrups & Preserves): 72%
        • Presentation & Garnish: 80%
        Background: Nyrieth is meticulous, with a near-obsessive love for beauty and sweetness. She crafts delicate desserts and garnishes every dish with a romantic flair.

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        Saevril Anveris

        Assistant Cook
        Sauces & Stews

        2nd Level Culinary Artisan

        Race: Elf
        Alignment: Principled
        Gender: Male
        Age: 188
        Height: 5'11"
        Weight: 135 lbs
        Land of Origin: The Emerald Veil
        Religion: Follower of Corellon Larethian Skills of Note:
        • Sauce Crafting: 92%
        • Herbology: 80%
        • Cooking for Dietary Needs: 75%
        Background: Quiet and methodical, Saevril creates sauces that elevate every meal. He has a talent for matching herbs to moods and flavors, offering a nourishing depth to the manor's meals.

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        Raleafar Drael

        Butler of the Baronial Manor

        5th Level Steward

        Race: Elf
        Alignment: Lawful Good
        Gender: Male
        Age: 312
        Height: 6'0"
        Weight: 160 lbs
        Land of Origin: The Vale
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 18
        • M.E.: 16
        • M.A.: 20
        • P.S.: 10
        • P.P.: 14
        • P.E.: 12
        • P.B.: 17
        • Spd.: 13
        Health & Combat Stats:
        • Hit Points: 35
        • S.D.C.: 25
        • Armor Rating (A.R.): 12
        • Armor: Tailored formal attire with concealed protective enchantments
        Skills of Note:
        • Etiquette: 90%
        • Housekeeping: 85%
        • Leadership: 80%
        • Cooking: 75%
        • Rapier Proficiency: 70%
        Background: Raleafar has served the manor for over a century, ensuring its operations run seamlessly. His demeanor is composed, and he handles both staff and guests with grace. Beneath his refined exterior lies a capable defender of the household.

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        Saerilith Anveris

        Librarian and Scribe

        6th Level Scholar Race: Elf
        Alignment: Neutral Good
        Gender: Female
        Age: 280
        Height: 5'8"
        Weight: 120 lbs
        Land of Origin: Elarion
        Religion: Follower of Oghma Attributes:
        • I.Q.: 20
        • M.E.: 18
        • M.A.: 15
        • P.S.: 8
        • P.P.: 12
        • P.E.: 10
        • P.B.: 16
        • Spd.: 11
        Health & Combat Stats:
        • Hit Points: 28
        • S.D.C.: 20
        • Armor Rating (A.R.): 10
        • Armor: Robes imbued with minor protective spells
        Skills of Note:
        • History: 95%
        • Arcane Lore: 90%
        • Research: 85%
        • Calligraphy: 80%
        • Languages (Multiple): 75%
        Background: Saerilith oversees the manor's extensive library, preserving ancient texts and assisting with scholarly pursuits. Her knowledge is vast, and she is often sought after for her expertise in both mundane and magical matters.

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        Thalindra Faelith

        Assistant Librarian

        2nd Level Archivist Race: Half-Elf
        Alignment: Chaotic Good
        Gender: Female
        Age: 75
        Height: 5'6"
        Weight: 115 lbs
        Land of Origin: Silvergrove
        Religion: Follower of Deneir Attributes:
        • I.Q.: 16
        • M.E.: 14
        • M.A.: 13
        • P.S.: 9
        • P.P.: 12
        • P.E.: 11
        • P.B.: 15
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 22
        • S.D.C.: 18
        • Armor Rating (A.R.): 10
        • Armor: Simple scholar's attire
        Skills of Note:
        • Organization: 80%
        • Research Assistance: 75%
        • Cataloging: 70%
        • Basic Arcana: 65%
        • Note-Taking: 85%
        Background: Thalindra supports Saerilith in maintaining the library's order. Her enthusiasm for knowledge and keen eye for detail make her an invaluable asset in the scriptorium.

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        Thaviena Moriel

        Healer of the Baronial Manor

        6th Level Healer

        Race: Half-Elf
        Alignment: Unprincipled
        Gender: Female
        Age: 124
        Height: 5'7"
        Weight: 135 lbs
        Land of Origin: The Vale
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 19
        • M.E.: 17
        • M.A.: 16
        • P.S.: 11
        • P.P.: 15
        • P.E.: 14
        • P.B.: 18
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 42
        • S.D.C.: 30
        • Armor Rating (A.R.): 10
        • Armor: Soft leather robes reinforced with herbal charms
        Skills of Note:
        • First Aid: 90%
        • Herbal Remedies: 85%
        • Holistic Medicine: 80%
        • Medical Doctor: 75%
        • Identify Plants & Herbs: 88%
        Magical Abilities:
        • Healing Touch
        • Negate Poison/Toxin
        • Restore Limb (limited)
        Background: Thaviena is known for her calm presence and intuitive grasp of both natural and magical healing. Her gentle voice and deft hands have comforted many, and she is a trusted confidante to the manor's residents. She blends ancient Elven herbal traditions with modern techniques.

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        Nyrian Quelimor

        Master of the Stables

        Attributes

        Race:Half-Elf
        Alignment:Scrupulous
        Level:Level 6 Men at Arms
        Occupation:Master of the Stables
        Age:112

        Attributes

        I.Q.:14
        M.E.:12
        M.A.:15
        P.S.:11
        P.P.:16
        P.E.:13
        P.B.:12
        Spd:10

        Background

        Nyrian Quelimor is a calm and focused horseman whose dedication to animals surpasses most men's understanding. Raised between the coastal forests and sunlit fields, Nyrian found a home in the stables of noble houses, eventually becoming the trusted Master of the Baronial stables. He speaks softly, rarely smiles, and records the temperaments of every steed in a weathered leather journal. Dust, leather oil, and hay cling to him like armor. His half-elven grace and steady hands make him a favored trainer, and the beasts under his care seem to thrive under his watch.

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        Eldrin Vaelith

        Stable Hand

        2nd Level Commoner

        Race: Elf
        Alignment: Principled
        Gender: Male
        Age: 132
        Height: 5'11"
        Weight: 145 lbs
        Land of Origin: Arethane
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14
        • M.E.: 13
        • M.A.: 10
        • P.S.: 12
        • P.P.: 16
        • P.E.: 11
        • P.B.: 15
        • Spd.: 18
        Health & Combat Stats:
        • Hit Points: 19
        • S.D.C.: 22
        • Armor Rating (A.R.): 10
        • Armor: Leather apron, bracers
        Skills of Note:
        • Animal Husbandry: 75%
        • Horsemanship: General 65%
        • Prowl: 45%
        • Rope Use: 60%
        • Grooming: 80%
        Background: Born to a lesser noble house, Eldrin chose simplicity and purpose over politics, serving among horses rather than courtiers. With gentle speech and graceful hands, he shares a deep bond with the beasts he tends. Calm and watchful, he lets actions speak louder than words. Love Interest: Sarilynn Elenriel
        a quiet herbalist with a poetic heart, she often leaves little flowers for Eldrin tied to the stalls with silk ribbon.

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        Nyriethen Moriel

        Stable Hand

        2nd Level Commoner

        Race: Half-Elf
        Alignment: Unprincipled
        Gender: Female
        Age: 27
        Height: 5'6"
        Weight: 132 lbs
        Land of Origin: The Vale
        Religion: Follower of Ehlonna (Elven Aspect of Nature) Attributes:
        • I.Q.: 12
        • M.E.: 15
        • M.A.: 17
        • P.S.: 10
        • P.P.: 18
        • P.E.: 13
        • P.B.: 18
        • Spd.: 21
        Health & Combat Stats:
        • Hit Points: 22
        • S.D.C.: 25
        • Armor Rating (A.R.): 10
        • Armor: Padded vest and gloves
        Skills of Note:
        • Acrobatics
        • Animal Training: 70%
        • Horsemanship: General 75%
        • Climbing: 60%
        • Whistling Commands: 80%
        Background: Nyriethen is lively and quick-tongued, her banter as nimble as her hands. She grew up on the road with a traveling menagerie, learning to read creatures' moods better than people's. Though a bit reckless, her loyalty runs deep. She has a knack for calming the most temperamental beast, or person. Love Interest: Mavion Dellshade: A dashing courier and former bard who always seems to have the perfect thing to say, or sing, when Nyriethen needs to hear it.

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        Thamior Sionneiros

        Groundskeeper of the Baronial Manor

        3rd Level Men-at-Arms

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 145
        Height: 5'11"
        Weight: 152 lbs
        Land of Origin: The Vale
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 13
        • M.E.: 14
        • M.A.: 10
        • P.S.: 17
        • P.P.: 19
        • P.E.: 15
        • P.B.: 12
        • Spd.: 18
        Health & Combat Stats:
        • Hit Points: 34
        • S.D.C.: 28
        • Armor Rating (A.R.): 12
        • Armor: Leather Jerkin and Bracers
        Skills of Note:
        • Horticulture: 75%
        • Tracking (humanoids/animals): 60%
        • Land Navigation: 68%
        • Camouflage: 55%
        • Wilderness Survival: 70%
        Background: Thamior tends the grounds of the manor with near-religious reverence, ensuring its gardens, orchards, and woodlands thrive in harmony with nature. Silent and contemplative, he holds deep respect for the spirits of the land and the Elven traditions of stewardship.

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        Eryndal Voressin

        Assistant Groundskeeper of the Baronial Manor

        1st Level Men-at-Arms

        Race: Elf
        Alignment: Unprincipled
        Gender: Male
        Age: 97
        Height: 5'10"
        Weight: 145 lbs
        Land of Origin: The Vale
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14
        • M.E.: 12
        • M.A.: 11
        • P.S.: 13
        • P.P.: 16
        • P.E.: 13
        • P.B.: 14
        • Spd.: 17
        Health & Combat Stats:
        • Hit Points: 22
        • S.D.C.: 20
        • Armor Rating (A.R.): 11
        • Armor: Light leathers with utility belt
        Skills of Note:
        • Botany: 65%
        • Traps & Snare Construction: 55%
        • Climbing: 60%
        • Basic Wilderness Survival: 58%
        • Tool Maintenance: 70%
        Background: Eryndal is mischievous but competent, always one step ahead when it comes to keeping the estate grounds immaculate and free of pests. Though prone to bending rules, his loyalty to the manor is unquestionable.

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        Thaevir Vireth

        Gardener of the Baronial Manor

        Basic Information

        Race:Elf
        Alignment:Unprincipled
        Level:1st Level Gardener (Apothecary background)
        Occupation:Gardener, Specialist in flora and plant health

        Attributes

        I.Q.:15
        M.E.:12
        M.A.:10
        P.S.:9
        P.P.:14
        P.E.:11
        P.B.:16
        Spd:10

        Skills

        • Botany (+20%)
        • Herbalism (+15%)
        • Identify Plants and Fruits
        • Landscaping
        • Whistling (Elven plant chants)

        Notable Traits

        • Quiet and contemplative
        • Former herbalist apprentice
        • Deeply connected to plants and gardens
        • Sings to flowers in Elven
        • Often wears earth-stained tunics and a floppy hat

        Background

        Thaevir left the healing halls of his youth behind, seeking peace among the plants of the manor garden. Though soft-spoken, his gentle presence and attentive care have made him indispensable to the Groundskeeper and a welcome figure among the quieter staff.

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        Shaevria Drael

        Housekeeper of the Baronial Manor

        Basic Information

        Race:Elf
        Alignment:Unprincipled
        Level:Housekeeper 3 (Domestic)
        Age:314
        Occupation:Manor Housekeeper

        Attributes

        I.Q.:17
        M.E.:14
        M.A.:11
        P.S.:8
        P.P.:12
        P.E.:10
        P.B.:15
        Spd:10

        Skills

        • Housekeeping & Organization
        • Etiquette (30%)
        • Wardrobe & Grooming
        • Basic Math & Ledger Keeping
        • Domestic Supervision
        • First Aid (35%)

        Notable Traits

        • Gracefully strict, observant of detail and decorum.
        • Enjoys silence and ritual; avoids confrontation when possible.
        • Sister to Velunnae Drael; keeps their family history guarded.
        • Protective of the manor's younger workers.

        Equipment

        • Set of fine keys
        • Iron-bound ledger of cleaning rotations and repairs
        • Tea set gifted by the Baronial Lady
        • Lavender sachets for the linens

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        Velunnae Drael

        Laundress of the Baronial Manor

        Basic Information

        Race:Elf
        Alignment:Unprincipled
        Level:level 5 (Former Level 12 Healer)
        Occupation:Laundress
        Age:340

        Attributes

        I.Q.:16
        M.E.:15
        M.A.:7
        P.S.:9
        P.P.:11
        P.E.:10
        P.B.:9
        Spd:8

        Skills

        • Housekeeping (Laundering, Ironing, Folding)
        • Basic Herbal Lore (from healer days)
        • First Aid (refuses to use)
        • Manual Labor (Scrubbing, Hauling Water)

        Equipment

        • Sturdy laundry tools (wooden washboard, buckets, brazier)
        • Well-worn work clothes
        • Charcoal and flat iron
        • Herbal salves (for personal use only)

        Personality & Background

        Velunnae is curt and unsentimental, preferring grunts and nods to full conversations. She speaks little, entrusting others with the customer-facing parts of her work. Once a gifted healer in Port Dal, she abandoned her sacred vocation after failing to stop a devastating plague that claimed many lives, including her sister's and in turn left her scarred and disfigured. Since then, she has sworn off healing and embraced the simplicity of toil. Though gruff and tired, her heart aches in silence, soothed only by the quiet repetition of her new craft.

        Distinguishing Traits

        • Graying hair tied into a bun
        • Hands chapped and red from soap and scrubbing
        • Scarred and Disfigured skin on entire body
        • Stiff, aching movements from decades of labor
        • Speaks rarely; voice gravelly from disuse

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        Vella Swan

        Assistant Laundress of the Baronial Manor

        Basic Information

        Race:Half-Elf
        Alignment:Unprincipled
        Level:level 1 Commoner
        Occupation:Apprentice Laundress
        Age:26

        Attributes

        I.Q.:14
        M.E.:12
        M.A.:10
        P.S.:11
        P.P.:13
        P.E.:12
        P.B.:18
        Spd:12

        Skills

        • Laundry and Clothes Folding: Expert
        • Singing: Intermediate
        • Sewing and Mending Clothes: Intermediate
        • Water Wheel Mechanism Operation: Intermediate
        • Street Survival Skills: Advanced

        Background

        Vella Swan is a neighborhood half-elf of about twenty-six with the typical wiry frame of a vigorous youth. Her unruly brown hair often peeks out from under her well-worn cap, and her bright blue eyes reflect a curiosity about the world beyond the manor. She wears a simple, patched-up tunic and trousers, typical of the clothing in the neighborhood, where saving even a copper can mean more food on the table. Vella's life has been marked by tragedy. She grew up in Port Dal, where a devastating event claimed the lives of hundreds, including her parents. Left to fend for herself on the unforgiving streets, Vella resorted to selling sex for food, a harsh reality for a young girl with no other means of survival. Her hands, though not yet calloused like Velunnae's, bear the first signs of hard work and hardship. Velunnae, once a healer in Port Dal, was deeply affected by the tragedy and decided to leave her profession. She found Vella and brought her to Newhaven, offering her a chance at a better life as an apprentice in the baronial manor. Vella was initially reluctant, preferring the freedom of the streets, but she soon realized the value of the opportunity Velunnae offered. As time went by, Vella grew to appreciate her work at the manor. She found solace in the rhythmic motion of the water wheel mechanism and enjoyed watching the laundry spin in the powered tubs. Her talent for working the clotheslines, folding the dried clothes, and carefully placing them into baskets for pickup became evident, a skill she had honed while helping her mother before her tragic demise. Despite her tragic past, Vella found happiness in her new role. She took pride in the money she earned, which allowed her to contribute to her own well-being. Often, when she thought she was alone, Vella could be caught smiling or singing softly as she worked, her voice a gentle melody that echoed through the manor. Her bright blue eyes, once filled with sorrow, now reflected a growing sense of hope and contentment. Vella Swan's journey from a desperate orphan in Port Dal to a skilled laundress in the baronial manor of Newhaven is a testament to her resilience and the kindness of those who saw her potential. Her story is one of tragedy, survival, and ultimately, a newfound happiness in the simple joys of life.

        Equipment

        • Patched-up Tunic and Trousers
        • Well-worn Cap
        • Laundry Tools and Supplies
        • Sewing Kit
        • A small pouch with saved copper coins

        Personality Traits

        • Resilient and Determined
        • Caring and Compassionate
        • Curious about the world beyond the manor
        • Proud of her work and achievements
        • Tends to smile or sing when she thinks she's alone

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        Thiradan Vaeronthil

        Paladin of Moranthis, Lieutenant of the Baronial Guard

        Attributes

        Race:Elf
        Alignment:Principled (Lawful Good)
        Level:Paladin 2
        Occupation:Lieutenant, Baronial Guard

        Attributes

        I.Q.:14
        M.E.:13
        M.A.:16
        P.S.:18
        P.P.:20
        P.E.:15
        P.B.:17
        Spd:19

        Equipment

        Elven chainmail, longsword, ceremonial Order insignia from his grandmother, holy symbol of Moranthis.

        Background

        Thiradan Vaeronthil is a loyal and thoughtful officer in the Baronial Guard, devoted to the ideals of Moranthis and the restoration of just rule. Raised on tales of heroism from a former dynasty, he believes in serving a noble cause and pledging loyalty to a worthy leader. Though he sometimes struggles with subtlety, his open nature and sense of honor make him a trusted comrade and capable commander.

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        Sorrel Tiraeven

        Paladin of Moranthis, Sergeant of the Baronial Guard

        Attributes

        Race:Elf
        Alignment:Scrupulous
        Level:Paladin 3
        Occupation:Sergeant of the Baronial Guard

        Attributes

        I.Q.:12
        M.E.:14
        M.A.:16
        P.S.:20
        P.P.:18
        P.E.:17
        P.B.:15
        Spd:19

        Gear

        • Silver scale mail armor
        • Heavy war maul
        • Holy symbol of Moranthis
        • Field rations and basic healing kit

        Background

        Sorrel Tiraeven is a stoic and disciplined paladin who wears shining silver scale armor, his presence as commanding as his principles. Though stern in demeanor and often unyielding, his loyalty to the Baronial Guard and the code of Moranthis is absolute. He is known for his methodical tactics and measured judgments. While others may rely on charisma or brute strength alone, Sorrel's approach is tactical, preferring to maintain order with purpose. He finds comfort in the strict routines of military life and fosters discipline in his subordinates, believing structure brings peace. He has little patience for rebellion but is not without compassion, healing when needed and protecting those who cannot protect themselves.

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        Alenra Nuvellis

        Paladin of Moranthis, Corporal of the Baronial Guard

        Attributes

        Race:Half-Elf
        Alignment:Principled (Lawful Good)
        Level:Paladin 2
        Occupation:Captain of the Guard & Trainer

        Attributes

        I.Q.:19
        M.E.:15
        M.A.:9
        P.S.:18
        P.P.:22
        P.E.:16
        P.B.:24 (scarred)
        Spd:22

        Traits & Abilities

        • Personality: Reserved and efficient on duty, gentle and idealistic off duty.
        • Quirk: Naturally delegates in crises and guides conversations by selecting speakers.
        • Flaw: Emotionally withdrawn; hides her grief and struggles with her daughter's rebellion.
        • Strengths: Inspires through discipline and legacy; deeply committed to service.
        • Leverage: Motivated by duty and protective instincts.

        Gear

        • Chainmail Armor
        • Shortsword
        • Military Training Manuals
        • Holy Symbol of Moranthis

        Background

        Alenra Nuvellis serves with calm efficiency and quiet resolve. As a corporal in the Baronial Guard and a dedicated paladin of Moranthis, she upholds her duties with an unwavering sense of order and responsibility. On duty, Alenra is reserved and serious, someone who commands respect through her composure more than her presence. Off duty, however, she softens. There's a dreaminess to her soul, a longing for an ideal world untouched by duty or pain. Alenra's personal losses weigh heavy on her. She silently carries the grief of a son lost in a skirmish months ago, a sorrow she has never shared aloud. She channels her anguish into training the next generation of defenders, believing deeply in service and the legacy of discipline. Her daughter Rya, bold and headstrong, refuses her mother's protective nature, a struggle that cuts deeper than any battlefield wound. Though she rarely speaks of it, Alenra believes her long life must serve a purpose greater than herself: the shaping of an enduring peace. Her faith in Moranthis guides her, and her voice in battle is calm, measured, and firm. She leads not with glory, but with quiet courage.

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        Naevorae Shalanth

        Paladin of Moranthis - Baronial Guard

        Character Stats

        Race:Half-Elf
        O.C.C.:Paladin
        Level:5
        Alignment:Principled
        Hit Points:67
        S.D.C.:19

        Attributes

        I.Q.:14
        M.E.:15
        M.A.:9
        P.S.:10
        P.P.:12
        P.E.:16
        P.B.:14 (scarred)
        Spd:12

        Weapons & Armor

        Weapon: Sunsplinter (Holy Avenger Sword)
        Armor: Full Chainmail (A.R. 14, S.D.C. 50)
        Shield: Ironwood Kite Shield (A.R. 15, S.D.C. 60)

        Skills

        • Horsemanship: Knight
        • Tracking
        • Land Navigation
        • Wilderness Survival
        • Heraldry
        • First Aid
        • Recognize Weapon Quality
        • W.P. Sword, W.P. Shield, W.P. Lance

        Bio

        Naevorae Shalanth is a protector molded by pain and devotion. Once celebrated for her poise and grace, she now bears a scar that slices across her right cheek and lip, a permanent reminder of the day she failed to save her village from a brutal orc incursion. Raised in a coastal enclave where elven and human cultures intertwined, she grew up believing that service to her people was a sacred calling. She was chosen at a young age to bear the sword of Moranthis, and has since become a paragon of endurance and silent strength. She speaks little, but acts swiftly. Her faith and love for her community are inseparable from her identity. Known as the "Shield of Corvalis," she is seen by many as a living extension of Moranthis' divine will. She whistles tunelessly when her thoughts wander, an old habit from childhood, and while the melody is without tune, it is oddly calming. Naevorae's sense of self is entirely entwined with those she protects, she does not see herself as an individual, but as a vessel of protection.

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        Orrion Faelthorn

        Paladin of Moranthis - Baronial Guard

        Alignment: Principled
        O.C.C.: Paladin
        Level: 4
        Race: Elf
        Sex: Male
        Age: 123

        Attributes

        I.Q.14M.E.15M.A.13
        P.S.17P.P.18P.E.14
        P.B.16Spd24

        Combat Data

        S.D.C.: 54
        Armor: Elven Chainmail (AR 14, SDC 40)
        Weapons: Elven Longsword, Dagger, Holy Symbol of Moranthis
        Attacks/Actions: 4 per melee
        Bonuses: +2 to initiative, +2 to strike, +3 to parry, +2 to dodge, +4 to save vs Horror Factor

        Skills

        - Horsemanship: Knight
        - Tracking (75%)
        - Lore: Religion (55%)
        - Intelligence (65%)
        - First Aid (65%)
        - Detect Ambush (50%)
        - Wilderness Survival (60%)
        - Weapon Proficiencies: Sword, Dagger, Shield

        Special Abilities

        - Lay on Hands (Healing 2D6+2)
        - Sense Evil
        - Turn Dead
        - Detect Lies (40%)
        - Aura of Courage: Allies +1 to save vs Horror Factor within 10 ft

        Background Notes

        Orrion once served in a noble temple guard but grew disillusioned after his command's betrayal. Now in the Baronial Guard, he applies justice with the quiet precision of a warrior-saint. He polishes his ornate elven rings as a meditation and remains haunted by a fugitive whose capture remains unresolved. Some whisper of his harsh judgments, but all know he serves the light.

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        Kaelith Maeryndor

        Paladin of Moranthis- Baronial Guard

        Attributes

        Alignment:Principled
        O.C.C.:Paladin
        Race:Half-Elf
        Level:3
        Hit Points:32
        S.D.C.:40
        P.P.E.:52
        I.S.P.:Major Psionic-Healing65

        Attributes Scores

        I.Q.:13
        M.E.:16
        M.A.:15
        P.S.:17
        P.P.:12
        P.E.:14
        P.B.:13
        Spd:18

        Skills

        • First Aid
        • Holistic Medicine
        • Wilderness Survival
        • Tracking
        • Religious Doctrine (Moranthis)
        • Herbal Lore
        • Weapons Proficiency: Shortsword, Knives

        Armor & Equipment

        • Leather Armor (AR 11, SDC 30)
        • Shortsword
        • Throwing Knives (x3)
        • Healing Kit
        • Holy Symbol of Moranthis
        • Incense and Portable Altar

        Special

        • Can cast select Paladin prayers and rituals
        • Aura of Compassion (mechanical bonus to allies' saving throws)
        • Ability to detect supernatural evil
        • Immune to fear-based illusions
        Background:
        Born of a human missionary and an elven scholar, Kaelith Maeryndor grew up caught between two worlds but always drawn toward light and healing. His early life was steeped in faith, and he found his calling in the service of Moranthis. During his adolescence, Kaelith was taken in by a secretive order that believed in comforting the world's suffering, convinced that those outside their belief were doomed. When the order was shattered by inquisitors, Kaelith escaped with deep emotional scars but an unbroken spirit. Though casual about his own mortality, Kaelith is driven by a sense of triage, saving what lives he can before they fall. He walks the battlefield as both healer and warrior, his blade as ready as his bandages. Despite his calm demeanor, cruelty sickens him, and his compassion makes him easy to sway with pleas for mercy.

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        Siraevel Arannis

        Paladin of Moranthis- Baronial Guard

        Name:Siraevel Arannis
        Race:Elf
        Class:Paladin
        Alignment:Principled
        Level:4
        Armor:Leather Armor
        Weapons:Knives (x2), Portable Altar with Incense
        Attributes:IQ: 11, ME: 14, MA: 16, PS: 12, PP: 13, PE: 12, PB: 14, Spd: 10
        Hit Points (HP):36
        SDC:40
        PPE:20
        O.C.C. Skills:Horsemanship: General, Land Navigation, Tracking, W.P. Knife, Detect Ambush, Lore: Religion
        Secondary Skills:Public Speaking, Cooking, Intelligence, Streetwise
        Special Abilities:Lay on Hands, Sense Evil, Turn Undead, Prayer of Protection, Aura of Courage
        Quirk:Must pause to pray before tasks or during breaks
        Flaw:Tracks favors meticulously and becomes hostile if disrespected
        Leverage:Wants others indebted to her; responds well to structure

        Background

        Siraevel Arannis was orphaned young, raised within a secluded elven cloister devoted to quiet worship of the Seldarine. Yet it was not peace that defined her path, but desperation. Pressured by her temple elders to perform in rituals she did not understand, Siraevel grew to believe her every act must earn divine approval. Relationships became transactions, each kind deed an offering, each word of kindness a calculated investment in spiritual favor. Her steely discipline and frequent prayers disguised a vigilant mind always counting favors owed and repaid. Now a Paladin of honor and tact, she serves the Baronial Guard as a vigilant and resourceful sentinel. She's precise, devout, and never fails to pause and murmur a quiet prayer before striking. Though her temperament may be chilly and pragmatic, her loyalty to the Seldarine and to justice is unwavering.

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        Elysera Thandoral

        Paladin of the Seldarine - Baronial Guard

        Attributes

        IQ:11
        ME:13
        MA:15
        PS:18
        PP:14
        PE:16
        PB:19
        Spd:12

        Combat and Skills

        Weapons: Javelins, Longsword Armor: Leather Armor Skills: Tracking, Wilderness Survival, Lore: Fey, Language: Elven, Horsemanship: General, W.P. Sword, W.P. Javelin

        Personality Traits

        • Feels inferior to other elves due to lack of magical talent
        • Appears wise and inscrutable; uses silence as a shield
        • Fiercely proud of elven culture and traditions
        • Known and respected by many among the fey
        • Must smoke a calming pipe blend to maintain focus
        • Withdraws under pressure; can be moody or reclusive

        Background

        Elysera Thandoral walks a path of quiet resolve and sacred duty. Although born into a prestigious elven house known for magical excellence, Elysera could never shape the winds of arcana. Her failure to meet these expectations instilled a deep sense of inadequacy, but she found solace in the teachings of the Seldarine and the rigorous discipline of martial devotion. With her inscrutable gaze and contemplative silences, she commands reverence and discomfort alike. Despite her personal struggles, she is known throughout elven lands and fey enclaves, earning kinship and respect by embodying honor, patience, and ancestral pride.

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        Vaevryn Dulomar

        Paladin of Moranthis - Baronial Guard

        Attributes

        IQ:10
        ME:12
        MA:9
        PS:14
        PP:15
        PE:13
        PB:13
        Spd:17

        Combat

        Weapons: Elven Longsword, Shortbow Armor: Elven Leather Armor Combat Style: Avoids melee when possible, skilled in ambushes and ranged tactics

        Skills & Abilities

        • Wilderness Survival
        • Tracking (+10%)
        • Hunting
        • Prowl
        • Horsemanship: General
        • Recognize Snares and Traps

        Personality

        Vaevryn is a shy and wary elf who prefers the calm of the woods over the bustle of civilization. He's prone to surprise and overstimulation in loud environments, but he is a dedicated guardian when his loyalty is earned.

        Extra Value

        Self-sufficient tracker and hunter; needs little supervision or compensation. He is especially capable of providing food for the guard if allowed time in the wilds.

        Quirk

        Always appears surprised. Easily startled by loud noises or sudden movements.

        Flaw

        Will avoid melee combat whenever possible. Loyalty must be earned, or he may abandon post if pressured into a fight he deems reckless.

        Leverage

        Vaevryn is easy to influence with calm, empathetic appeals. He avoids danger instinctively but will protect allies or friends.

        Background

        Born and raised in a secluded ranger community that served a Druidic glade, Vaevryn was raised with reverence for balance and nature. He was conscripted to serve during wartime before finishing his training, and during his absence, his glade was destroyed. Now, he serves the Baron not out of loyalty to the noble but in hopes of preserving some peace in a chaotic world.

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        Sir Dorienthal Aelrindel

        Paladin of the Seldarine - Baronial Guard

        9th Level Holy Champion Race: Elf
        Alignment: Principled
        Gender: Male
        Age: 287
        Height: 6'3"
        Weight: 178 lbs
        Land of Origin: The Vale
        Religion: Devoted Paladin of Corellon Larethian Attributes:
        • I.Q.: 17
        • M.E.: 18
        • M.A.: 21
        • P.S.: 24
        • P.P.: 19
        • P.E.: 20
        • P.B.: 16
        • Spd.: 22
        Health & Combat Stats:
        • Hit Points: 90
        • S.D.C.: 80
        • Armor Rating (A.R.): 17
        • Armor: Blessed Elven Plate, enchanted for lightness and defense
        • Weapon: "Moonbrand": a silver-edged longsword sacred to Corellon
        Skills of Note:
        • Horsemanship: Knight: 85%
        • Wilderness Survival: 70%
        • Religious Doctrine: 80%
        • Military Etiquette: 75%
        • Tracking: 60%
        Magical Abilities:
        • Lay on Hands
        • Sense Evil (90%)
        • Circle of Protection
        • Turn Undead
        Background: Sir Dorienthal is a noble warrior devoted entirely to the Seldarine, particularly Corellon. He is both the shield and sword of the elven faith, leading with compassion and striking with justice. His presence brings calm to the faithful and terror to the wicked.

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        Rivenor Quelthas

        Paladin of Moranthis - Baronial Guard


        Alignment: Scrupulous

        Attributes

        IQ:14
        ME:13
        MA:15
        PS:18
        PP:17
        PE:16
        PB:19
        SPD:12

        Combat Stats

        Level: 4
        Hit Points (HP): 36
        S.D.C.: 54
        Armor: Elven Chainmail (AR 14, SDC 40)
        Weapons: Elven-forged longsword, Heraldic shield (AR 16, SDC 30)

        Skills

        • Horsemanship: General
        • Wilderness Survival
        • Recognize Weapon Quality
        • Military Etiquette
        • Language: Elven, Common
        • Lore: Religion
        • Tracking (humanoids)
        • First Aid

        Special Abilities

        • Lay on Hands (healing)
        • Sense Evil
        • Aura of Courage (bonus to allies)
        • Immunity to fear (magical & mundane)

        Personality & Background

        Personality: Quiet and observant. Prefers working with a team, avoids command unless necessary. Compassionate and loyal.
        Quirk: Loves food, especially fine elven cuisine.
        Flaw: Fear of heights.
        Leverage: Responds to compassion and sincerity. Can be persuaded by beauty and kindness.
        Background: Raised in an Elven communal lodge by wandering defenders. Idolized paladins as noble guardians. Though born without a noble title, she earned her place among the elite guards of the Baronial household through valor and quiet resolve.

        Contacts

        Rivenor has strong connections with townsfolk, including innkeepers, temple clerics, and artisans. She is well-liked among commoners and respected by nobles for her discipline and honor.

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  1. Timberwright's Haven Lumber Yard:

    Located on the outskirts of Newhaven, where the edge of the civilized world meets the untamed wilderness, Timberwright's Haven Lumber Yard serves as a vital nexus for the town's construction and woodworking needs. Here, amidst the towering trees and the echoing sounds of saws and axes, the bounty of the forest is transformed into lumber and timber for various purposes. The Lumber Yard is a bustling workshop surrounded by stacks of freshly felled logs and seasoned timber. Skilled lumberjacks and woodworkers labor tirelessly under the open sky, their axes ringing out in rhythmic harmony with the saws and planes as they shape raw wood into beams, planks, and boards. Large sheds and covered areas provide shelter for the processed lumber, protecting it from the elements until it is ready for transport or use in construction projects throughout Newhaven. Piles of wood chips and bark remnants serve as testament to the Yard's constant activity. Owned by Thalion Birchshield, a veteran woodsman and entrepreneur, and hailing from a long line of skilled foresters and woodworkers, Thalion has dedicated his life to the sustainable management of the forest resources surrounding Newhaven. Timberwright's Haven Lumber Yard supplies a variety of wood products, including sturdy oak beams for building structures, fine maple planks for furniture, and resilient cedar boards for shipbuilding. Each piece is carefully selected and processed to meet the high standards demanded by Newhaven's craftsmen and builders. The Yard accommodates custom orders, allowing customers to specify dimensions and wood types according to their project requirements. Whether it's for fortifying the town's defenses or embellishing a noble's estate, the craftsmen at Timberwright's Haven ensure that each piece of lumber meets exacting specifications. The Lumber Yard plays a crucial role in the economic vitality of Newhaven, providing employment opportunities for skilled laborers and supporting local businesses that rely on quality timber for their products. Its operations contribute to the town's growth and prosperity, ensuring a sustainable supply of building materials for future generations. Despite its reliance on the forest's resources, Timberwright's Haven Lumber Yard practices responsible forestry management. Thalion is respected for his deep knowledge of forestry and his commitment to responsible harvesting practices. Under his leadership, Timberwright's Haven operates with a keen focus on sustainability, ensuring that each tree felled is replaced by planting new saplings to maintain the balance of the forest ecosystem. Sustainable harvesting techniques are employed to ensure the replenishment of timber resources, maintaining a harmonious balance between settlement and the natural world. Beyond his business interests, Thalion actively participates in community affairs, advocating for sustainable development and supporting initiatives that promote the welfare of Newhaven's residents. His contributions to the town's growth and prosperity are widely acknowledged and appreciated. Looking ahead, Timberwright's Haven aims to expand its operations to include specialized services such as wood seasoning, carpentry workshops, and the introduction of advanced woodworking techniques. These initiatives seek to elevate the Yard's reputation as a premier supplier of quality lumber in the region, fostering innovation and growth within Newhaven's burgeoning woodworking industry. Timberwright's Haven Lumber Yard stands as a testament to craftsmanship, resourcefulness, and the enduring bond between civilization and the untamed wilderness. It embodies the spirit of progress and industry within Newhaven, ensuring that the town's architectural dreams are realized one sturdy timber at a time.
    • 19b: Lumber Barn: The Lumber Barn stands adjacent to the Timberwright's Haven Lumber Yard, serving as a spacious and well-ventilated storage facility for processed wood. Constructed from heavy oak beams and topped with a broad, sloped roof of cedar shingles, the barn shelters stacks of cut timber, sorted by type and size. The interior is organized with a craftsman's precision, long rows of planks and beams rest upon raised supports to prevent moisture damage, while smaller woods such as dowels and lathe stock are stored in labeled bins along the walls.

      The scent of fresh-cut wood hangs thick in the air, mingling with the earthy tang of sawdust. Ropes and pulleys hang from ceiling beams, aiding in the movement of heavier logs, while iron brackets and reinforced beams speak to the structure's durability and purpose. During the day, workers move in and out of the barn, transporting orders, filling wagons, and fulfilling custom cut requests made at the yard proper.

      Though primarily a utilitarian structure, the Lumber Barn is essential to Newhaven's construction industry. It ensures a steady, protected supply of wood for builders, shipwrights, and artisans, and represents Thalion Birchshield's commitment to sustainable and well-managed forestry.

      Wood Products & Custom Services

      Item / Service Description Price (gp)
      Standard Oak Beam (10 ft) Durable oak beam suitable for structural support in buildings. 8 sp
      Maple Plank (6 ft) Fine maple plank, ideal for furniture or interior finishing. 5 sp
      Cedar Board (8 ft) Resilient, water-resistant board for shipbuilding and exterior use. 7 sp
      Custom-Cut Lumber Custom dimensions and wood type as specified by client. Varies (min. 10 sp)
      Firewood Bundle Bundle of seasoned wood, sufficient for 1 week of hearth use. 1 sp
      Wood Carving Blanks Blocks of softwood prepared for carvers and sculptors. 2 sp
      Delivery (within Newhaven) Transport of lumber goods to location within town limits. 2 sp
      Timber Harvesting Consultation Expert advice and on-site review for sustainable forest clearing. 25 sp
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      Thalion Birchshield

      Name: Thalion Birchshield
      Race: Human
      OCC: Ranger/Woodsman
      Alignment: Scrupulous
      Attributes: IQ: 12, ME: 14, MA: 13, PS: 18, PP: 16, PE: 19, PB: 11, Spd: 15
      Hit Points: 42
      S.D.C.: 65
      Skills: - Land Navigation 70%
      - Tracking 65%
      - Identify Plants & Fruits 75%
      - Carpentry 80%
      - Use & Maintain Axes 85%
      - Wilderness Survival 80%
      - Hunting 75%
      Weapons & Equipment: - Masterwork Lumberjack's Axe (2D6+4)
      - Reinforced Leather Tunic (AR: 12, SDC: 30)
      - Woodcarver's Kit
      - Forest Charm Pendant (Druidic protection amulet)

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      1. Captain of the Guard's Home:

        Nestled amidst the tranquil outskirts of Newhaven, Stormwind Manor stands as a testament to the resilience and fortitude of its residents. Home to Captain Fulgur Stormwind, esteemed leader of the town guard, and his family, the manor exudes an air of quiet strength and familial warmth. Stormwind Manor boasts a sturdy stone facade adorned with intricate carvings depicting local wildlife and heroic deeds of past generations. Its imposing yet welcoming presence reflects the Stormwind family's commitment to safeguarding Newhaven and its inhabitants. Surrounding the manor are expansive grounds dotted with meticulously tended gardens and ancient oak trees, offering a serene retreat from the hustle and bustle of town life. A winding path leads to the main entrance, where guests are greeted by the sound of a bubbling fountain and the scent of blooming flowers. The Stormwind Family Members include Eliara Stormwind, Wife of Fulgur Stormwind, is a graceful and compassionate human woman who supports her husband's endeavors wholeheartedly. Known for her healing skills and nurturing nature, she provides solace and comfort to those in need within the community and assists the Healer and Midwife. Aldrin Stormwind, Eldest Son Aldrin, is following in his father's footsteps, is a promising young warrior training under Fulgur's guidance. His determination and sense of duty will make him a respected member of the guard, eager to uphold his family's legacy of service, when he comes of age. Lysara Stormwind, Daughter, possesses a keen intellect and a love for nature, often found exploring the surrounding forests or tending to the manor's gardens. Her adventurous spirit and inquisitive mind bring joy and vitality to Stormwind Manor. Branor Stormwind, Youngest Son, is full of boundless energy and curiosity. His mischievous antics and playful nature add a touch of youthful exuberance to the manor, keeping the family on their toes. He is often found in the company of Dagger Daneer, who has taken a keen interest in the young boy. Captain Fulgur Stormwind's steadfast leadership ensures that Newhaven remains a safe haven amidst the uncertainties of the Vale. His vigilance and strategic acumen are instrumental in safeguarding the town against external threats. Eliara Stormwind's compassion and healing skills provide essential support to the town's residents, offering comfort to the injured and solace to those in distress. Her presence at Stormwind Manor symbolizes hope and resilience in times of adversity. The Stormwind family's enduring legacy of service and unity inspires future generations to uphold the values of honor, courage, and compassion. Together, they envision a future where Stormwind Manor continues to be a beacon of strength and community spirit within Newhaven. Stormwind Manor stands not only as a residence but as a symbol of familial bonds and steadfast dedication to the welfare of Newhaven. Through their collective efforts and unwavering commitment, the Stormwind family exemplifies the spirit of guardianship and resilience that defines their beloved home in the Vale.
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        Fulgur Stormwind

        Race Half Elf
        Alignment Unprincipled
        O.C.C. Blacksmith / Town Guard Commander
        Level 6
        Attribute Score
        IQ 16
        ME 14
        MA 18
        PS 18
        PP 17
        PE 15
        PB 16
        Spd 14
        Hit Points (HP) 48
        SDC 80
        Armor Rating (AR) 12 (BlacksmitHalfs Armor)
        Skill Percentage
        Blacksmithing 85%
        Negotiation 70%
        Diplomacy 75%
        Leadership 80%
        Military Strategy 65%
        Known for his prowess in diplomacy and trade, Half-Elf Fulgur Stormwind represents the economic interests of Newhaven. His expertise helps secure favorable trade agreements and economic growth for the town. He is also a skilled blacksmith and the commander of the town guard and stable owner.

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        Eliara Stormwind

        Race Elf
        Alignment Scrupulous
        O.C.C. Healer / Seeker
        Level 7
        Attribute Score
        IQ 18
        ME 17
        MA 22
        PS 14
        PP 16
        PE 13
        PB 20
        Spd 15
        Hit Points (HP) 42
        SDC 50
        Armor Rating (AR) 10 (Healer's Robes)
        Skill Percentage
        Holistic Medicine 92%
        First Aid 98%
        Medical Diagnosis 85%
        Herbalism 90%
        Healing Magic Expert
        Lore: Medicinal Plants 88%
        Diplomacy 80%
        Negotiation 75%
        Investigation 70%
        Wilderness Survival 75%
        Eliara Stormwind is a gifted healer and scholar, dedicating her life to the well-being of her people. As a member of House Korrae, she travels extensively, offering aid to those in need while also uncovering ancient medical knowledge. Her reputation as a compassionate and wise healer has earned her great respect among Elves and beyond.

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        Lysara Stormwind

        Race Half-Elf
        Age 5 Years
        Alignment Too Young to Determine
        O.C.C. None (Child)
        Level 0
        Attribute Score
        IQ 9 (Curious but Learning)
        ME 10 (Developing)
        MA 14 (Charming and Playful)
        PS 6
        PP 8
        PE 8
        PB 20 (Adorably Elven Features)
        Spd 6 (Energetic but Small)
        Hit Points (HP) 18
        SDC 10
        Armor Rating (AR) None
        Developing Skills:
        Basic Elven Language 35% (Learning)
        Basic Math 25% (Counting, Simple Addition)
        Playful Diplomacy 40% (Good at Getting Treats and Attention)
        Running & Climbing 50% (Active and Adventurous)
        Notes:
        Lysara Stormwind is the Half-Elven daughter of Fulgur Stormwind. She is bright-eyed and full of curiosity, often found exploring her surroundings with boundless energy. While too young to have developed true skills, she exhibits a natural charm and intelligence that suggest she may one day take after her father in diplomacy or her mother in healing. For now, she enjoys storytelling, learning new words, and playing with those around her.

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        Aldrin Stormwind

        RaceHalf-Elf
        AlignmentScrupulous
        O.C.C.Guardsman Apprentice
        Level0
        AttributeScore
        IQ12
        ME14
        MA13
        PS17
        PP16
        PE15
        PB14
        Spd16
        Hit Points (HP)24
        SDC40
        Armor Rating (AR)12 (Light Guard Armor)
        SkillPercentage
        Swordsmanship60%
        Tactics & Strategy50%
        Perception45%
        Wilderness Survival55%
        Notes:Aldrin is a disciplined young warrior dedicated to upholding the law. He trains hard, aspiring to become a respected guardsman like his father.

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        Aldrin Stormwind

        RaceHalf-Elf
        AlignmentAnarchist
        O.C.C.Thief Apprentice
        Level0
        AttributeScore
        IQ14
        ME13
        MA15
        PS12
        PP18
        PE14
        PB15
        Spd18
        Hit Points (HP)22
        SDC30
        Armor Rating (AR)10 (Padded Leather)
        SkillPercentage
        Lockpicking65%
        Pickpocketing60%
        Acrobatics & Climbing70%
        Fast-Talking55%
        Notes:
        Branor is the cunning and rebellious twin, learning the tricks of the trade under Dagger Daneer. He excels in stealth and deception, always looking for an opportunity.

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        Name: Sparky (Cooshee - Elven Hound)
        AttributeScore
        IQ11
        ME14
        MA10
        PS17
        PP11
        PE11
        PB17
        Spd37
        PER14
        LUCK10
        • A.R.: 6
        • H.P.: 28
        • S.D.C.: 34
        • Attacks: 3
        • Damage Per Attack:
          • Bite: 3D6
          • Claw: 5D6
        • Horror Factor: 10
        • Bonuses:
          • +4 to strike
          • +8 to damage
          • +4 to dodge
          • Speaks Elven Telepathically

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      2. Trapper's House:

        Nestled at the edge of the forest near Newhaven, the Trapper's House is a modest yet cozy abode belonging to Erevan Swiftbrook, a skilled trapper and outdoorsman. Surrounded by the tranquil beauty of the wilderness, the house serves as both a residence and a workshop where Erevan practices his craft. The Trapper's House is constructed from sturdy timber and stone, blending harmoniously with its natural surroundings. Its sloping roof is adorned with drying herbs and pelts, hinting at Erevan's livelihood as a trapper. Adjacent to the main dwelling is a workshop filled with tools of the trade; traps, snares, and hides awaiting preparation. A covered porch doubles as a workspace where Erevan meticulously tends to his equipment and crafts new traps. Erevan is a wiry and weather-beaten Elf with keen eyes and a deep affinity for the wilderness. His years spent roaming the forests of the Vale have honed his skills in tracking game, setting traps, and navigating the natural terrain with ease. Known for his quiet demeanor and deep respect for nature, Erevan is a solitary figure who finds solace in the company of the forest's denizens. He is well-regarded in Newhaven for his resourcefulness and the high-quality pelts and furs he supplies to local craftsmen. Erevan's trapping practices emphasize sustainability and respect for wildlife. He adheres to strict principles of conservation, ensuring that his activities do not disrupt the delicate balance of the local ecosystem. By supplying fine furs and pelts to traders and artisans in Newhaven, Erevan contributes to the town's economy while promoting the use of natural resources in a responsible manner. Erevan envisions expanding his role beyond trapping to advocate for the preservation of the Vale's natural habitats. He seeks to educate others about sustainable living and the importance of maintaining harmony between civilization and the wilderness. In the future, Erevan plans to offer workshops on wilderness survival and traditional trapping techniques to interested residents of Newhaven. His goal is to foster a deeper appreciation for nature and encourage responsible stewardship among the town's inhabitants. The Trapper's House and its resident, Erevan Swiftbrook, embody the essence of self-reliance, respect for nature, and the symbiotic relationship between civilization and the untamed wilderness. As a cornerstone of Newhaven's frontier spirit, Erevan's home serves as a testament to the enduring bond between humanity and the natural world in the Vale.

        Goods and Services

        Item / Service Description Price (gp)
        Rabbit Pelts (Bundle of 5) Soft, clean pelts ideal for lining gloves, hats, or trim. 2 sp
        Fox Pelt Thick, reddish fur often used for cloaks and collars. 5 sp
        Wolf Hide Large, durable hide suitable for cloaks or rugs. 10 sp
        Leather Snare Kit Includes coiled snares, bait hooks, and camouflaging cloth. 8 sp
        Custom Trap Commission Hand-crafted trap tailored to specific game or setting. Varies (min. 12 sp)
        Survival Workshop (per person) One-day course on tracking, shelter building, and foraging. 15 sp
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        Erevan Swiftbrook

        Wood Elf Trapper & Wilderness Guide

        I.Q. (Intelligence)14
        M.E. (Mental Endurance)15
        M.A. (Mental Affinity)12
        P.S. (Physical Strength)13
        P.P. (Physical Prowess)19
        P.E. (Physical Endurance)16
        P.B. (Physical Beauty)12
        Spd. (Speed)17
        RaceWood Elf
        AlignmentScrupulous
        O.C.C.Trapper / Wilderness Scout
        Experience Level5
        GenderMale
        Age185
        Height5'10"
        Weight145 lbs
        HairDark Brown
        EyesGreen
        Land of OriginThe Vale
        Birth OrderSecond-born

        Personality

        • Affable & Driven: Friendly but focused, Erevan is eager to turn his dream into reality.
        • Resourceful: A master of survival, crafting, and tracking.
        • Obsessive about bridges: He constantly talks about them, seeing every problem as something that can be "bridged."
        • Easily swayed: His vision can be manipulated by those who share his ambitions.

        Residence

        Trapper's House: A rustic cabin at the forest's edge, doubling as a workshop for preparing pelts and crafting traps. The house is decorated with drying herbs, animal hides, and a wooden porch where he works in quiet contemplation.

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      3. Forge of the Phoenix Weapons Shoppe:

        Situated near the heart of Newhaven, the Forge of the Phoenix is a bustling establishment renowned for its craftsmanship and dedication to arming the town's defenders and adventurers. Owned and operated by the skilled weaponsmith, Vaelin Fireforge, a Dwarf, the shop offers a wide array of arms and armor tailored to both practicality and aesthetic appeal.

        The Forge of the Phoenix is housed in a stout stone building with a distinctive forge chimney rising from its roof. Inside, the shop is meticulously organized, with racks of weapons lining the walls and armor displays gleaming under the flickering light of enchanted torches. Adjacent to the main showroom is Vaelin's workshop, where the weaponsmith hammers and molds raw metal into finely crafted weapons. The rhythmic clang of hammer on anvil resonates throughout the shop, a testament to the artistry and skill behind each piece forged.

        Vaelin Fireforge is a Dwarven artisan known for his precision and mastery in the craft of weapon-making. His stout stature and fiery red beard mirror the strength and dedication he pours into every weapon that bears his name. Renowned for his ability to blend traditional Dwarven techniques with innovative designs, Vaelin's weapons are sought after not only for their durability and functionality but also for their exquisite craftsmanship and aesthetic appeal.

        The Forge of the Phoenix boasts an extensive inventory of weapons, ranging from sturdy longswords and battle axes to finely balanced daggers and exotic polearms. Each weapon is meticulously crafted to meet the exacting standards of adventurers and warriors alike. In addition to weapons, Vaelin offers a selection of armor tailored to provide maximum protection without compromising mobility. From chainmail and breaSPlates to helmets and shields, each piece is custom-fitted and of a quality that they can be imbued with enchantments.

        By working with Fulgur Stormwind instead of acting as a rival and supplying the town guard and adventurers with top-quality arms and armor, Vaelin Fireforge plays a crucial role in ensuring Newhaven's defense against external threats. His weapons have earned a reputation for reliability and resilience on the battlefield, he maintains a Teacher/Apprentice relationship with the Powerful Guards Captain.

        The Forge of the Phoenix stands as a bastion of Dwarven craftsmanship and tradition within Newhaven. Vaelin's dedication to his craft inspires apprentices and artisans alike, fostering a legacy of excellence in weapon-making that extends beyond the shop's walls.

        Looking ahead, Vaelin Fireforge seeks to expand the Forge of the Phoenix to include a larger workshop and additional forging stations. His goal is to innovate new weapon designs and techniques that push the boundaries of traditional craftsmanship while meeting the evolving needs of his clientele. Vaelin plans to host weapon-making workshops and demonstrations for aspiring blacksmiths and curious townsfolk. By sharing his knowledge and passion for the craft, he hopes to cultivate a deeper appreciation for the art of weapon-making within Newhaven.

        Goods and Services

        Weapon Normal Cost Dwarven Quality Cost Weight Damage
        Battle axe 5 SP 15 SP 7 lbs. 1D8
        Dagger or dirk 2 SP 6 SP 1 lbs. 1D6
        Footman's mace 8 SP 24 SP 10 lbs. 1D6
        Footmen pick 8 SP 24 SP 6 lbs. 2D4
        Hand or throwing axe 1 SP 3 SP 5 lbs. 1D6
        Horseman's mace 5 SP 15 SP 6 lbs. 1D6
        Knife 5 SP 15 SP 1/2 lbs. 1D4
        Awl pike 5 SP 15 SP 12 lbs. 1D12
        Bardiche 7 SP 21 SP 12 lbs. 2D6
        Bec de Corbin 8 SP 24 SP 10 lbs. 1D8
        Bill-guisarme 7 SP 21 SP 15 lbs. 1D10
        Fauchard 5 SP 15 SP 7 lbs. 1D8
        Fauchard-fork 8 SP 24 SP 9 lbs. 1D10
        Glaive 6 SP 18 SP 8 lbs. 1D10
        Glaive-guisarme 10 SP 30 SP 10 lbs. 2D6
        Guisarme 5 SP 15 SP 8 lbs. 1D8
        Guisarme-voulge 8 SP 24 SP 15 lbs. 2D4
        Halberd 10 SP 30 SP 15 lbs. 2D6
        Hook fauchard 10 SP 30 SP 8 lbs. 1D4
        Lucern hammer 7 SP 21 SP 15 lbs. 2D4
        Military fork 5 SP 15 SP 7 lbs. 2D4
        Partisan 10 SP 30 SP 8 lbs. 1D6+2
        Ranseur 6 SP 18 SP 7 lbs. 2D4
        Spetum 5 SP 15 SP 7 lbs. 2D6
        Voulge 5 SP 15 SP 12 lbs. 2D4
        Sickle 6 SP 18 SP 3 lbs. 1D4
        Spear 8 SP 24 SP 5 lbs. 1D8
        Bastard sword 25 SP 75 SP 10 lbs. 2D6
        Broad sword 10 SP 30 SP 4 lbs. 2D4
        Long sword 15 SP 45 SP 4 lbs. 1D12
        Scimitar 15 SP 45 SP 4 lbs. 1D8
        Short sword 10 SP 30 SP 3 lbs. 1D8
        Two-hand. Sword 50 SP 150 SP 15 lbs. 3D6
        Trident 15 SP 45 SP 5 lbs. 3D4
        War hammer 2 SP 6 SP 6 lbs. 2D6

        Services

        Service Description Cost
        Weapon Engraving / Customization Inscriptions, runes, or house sigils etched into blade or hilt. 10-50 sp
        Apprenticeship Tuition (Monthly) Hands-on smithing training under Vaelin Fireforge himself. 40 gp
        Sharpening Sharpening of blades to maintain their edge. 5 sp
        Custom Engraving Personalized engravings on weapons. 15sp
        Repairs Repairing damaged weapons. 10 sp
        Weapon Balancing Rebalancing a weapon to improve handling and accuracy. 25 sp
        Mithril Refitting Replace standard parts with mithril components for reduced weight. 120 gp
        Consultation (Tactical Design) Discuss the design of a new, unique weapon with the smith. 10 gp (credited toward full commission)
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        Vaelin Fireforge

        Dwarven Weaponsmith

        Basic Information

        Race: Mountain Dwarf Gender: Male Age: 112 Height: 4'8" Weight: 190 lbs Hair: Blonde Eyes: Steel Blue Skin: Tanned

        Attributes

        Strength: 20
        Dexterity: 14
        Constitution: 22
        Intelligence: 18
        Wisdom: 14
        Charisma: 12

        Skills & Proficiencies

        • Master Weaponsmithing
        • Armor Crafting
        • Metalworking & Enchantment
        • Appraisal (Weapons & Armor)
        • Battle Tactics
        • Combat Training (Axes, Hammers, and Blades)
        • Bartering & Negotiation

        Equipment

        • Forge-Hammer: A Dwarven hammer enchanted to withstand extreme temperatures.
        • Fireforged Battleaxe: A mastercrafted axe that glows with embers when swung.
        • Dwarven Chainmail: Custom-fitted armor offering superior protection.
        • Toolbelt: A collection of smithing tools always at his side.

        Background

        Born as the youngest prince of the Fireforge Clan, Vaelin was never destined for the throne. His father, King Balrik Fireforge, deemed him unfit for military service, leading Vaelin to channel his energy into weaponsmithing. Exiled for his defiance, he founded the Forge of the Phoenix, earning a reputation as one of the greatest Dwarven artisans. His dream is to forge a weapon that will revolutionize the battlefield.

        Personality & Traits

        • Loud, boisterous, and always ready to share a drink.
        • Values skill and craftsmanship above all else.
        • Obsessed with creating the perfect weapon.
        • Enjoys listening to war stories and sparring with adventurers.

        Allies & Rivals

        Fulgur Stormwind: Captain of the Town Guard: Vaelin supplies him with weapons and trains soldiers. The Fireforge Clan: Estranged from his family but still holds them in high regard. Rival Smiths: Competes fiercely with other master blacksmiths.

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      4. Sylvan Sanctuary

        Located on the tranquil outskirts of Newhaven, the Sylvan Sanctuary is a place of healing and solace. This serene abode is home to Lyria Moonwhisper, a skilled Elven healer known for her expertise in both natural and magical remedies. The Sanctuary serves as a haven for those seeking recovery and respite from the trials of adventuring or daily life. The Sylvan Sanctuary is built from natural materials that blend seamlessly with the rnvioment. The walls are made of woven branches reinforced with clay, and the roof is covered with moss and flowering vines, giving the home an almost camouflaged appearance. Surrounding the home are lush gardens filled with medicinal herbs, flowers, and tranquil water features. Paths lined with soft moss and smooth stones wind through the garden, leading to various spots for meditation and reflection. Lyria Moonwhisper is an Elf of ethereal beauty and gentle demeanor. Her long silver hair and emerald green eyes exude a calming presence. With centuries of experience in healing arts, Lyria combines her extensive knowledge of herbal medicine with potent healing magic. Compassionate and wise, Lyria is deeply empathetic towards those in pain. She is known for her patience and gentle touch, often providing not just physical healing but also emotional and spiritual support to her patients. Lyria provides a range of healing services, from treating minor injuries and ailments with herbal remedies to performing more complex magical healing for severe wounds and diseases. The Sanctuary also offers a variety of potions, salves, and tinctures crafted from the herbs in Lyria's garden. These remedies are highly sought after by adventurers and townsfolk alike for their effectiveness and natural composition. For those in need of deeper healing, Lyria performs ancient Elven rituals that involve the natural elements and her innate magical abilities. These rituals are designed to cleanse the body and spirit, promoting holistic recovery. Lyria's presence in Newhaven ensures that the community has access to comprehensive healthcare that balances physical, emotional, and spiritual well-being. Her holistic approach to healing fosters a healthier and more resilient populace. Lyria often shares her knowledge of herbal medicine and healing techniques with the community, conducting workshops and offering guidance to aspiring healers. Her teachings help ensure that the art of natural healing is passed down to future generations. Lyria dreams of expanding the Sylvan Sanctuary into a full-fledged healing retreat where individuals from far and wide can come to recuperate and learn about holistic health practices. This retreat would offer extended stays, personalized healing plans, and a deeper immersion into the healing arts. To further her vision, Lyria plans to establish an academy dedicated to the study of herb lore and natural medicine. This academy would attract students and scholars interested in the healing properties of plants and the integration of natural and magical healing methods. The Sylvan Sanctuary and its devoted healer, Lyria Moonwhisper, stand as a beacon of hope and recovery in Newhaven. Through her tireless dedication and profound knowledge, Lyria ensures that the people of Newhaven have access to the healing they need to thrive in the Vale.

        Healing Services

        Service Description Price (sp)
        Herbal Remedy (Minor Ailment)Treats headaches, fatigue, and infections5
        Herbal Poultice (Injury Recovery)Speeds recovery from minor injuries10
        Healing Touch (Minor Magic)Elven healing for cuts and bruises15
        Cure DiseaseCombined natural and magical treatment50
        Restoration RitualHolistic body and spirit cleansing100
        Regeneration CircleAdvanced ritual for serious wounds200

        Potions and Remedies

        Item Description Price (sp)
        Healing TeaCalming tea with mild healing effects3
        Herbal TinctureTargeted remedy for common ailments5–10
        Elven Healing SalveSoothes burns, rashes, and scarring20
        Greater Elven ElixirRare potion to enhance vitality75

        Spiritual & Educational Services

        Service Description Price (sp)
        Meditation GuidancePersonal spiritual centering session (30 min)5
        Elemental Alignment RitualRealign body and soul with nature40
        Herbalism WorkshopHalf-day training in healing herbs25
        Apprentice Training (Monthly)Ongoing healer mentorship under Lyria60
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        Lyria Moonwhisper

        Moon Elf Healer

        Character Information

        Race: Moon Elf O.C.C.: Healer Alignment: Aberrant Age: 324

        Attributes

        IQ: 20
        ME: 24
        MA: 26
        PS: 10
        PP: 14
        PE: 16
        PB: 27
        Spd: 12

        Vital Statistics

        Hit Points: 38 S.D.C.: 20 P.P.E.: 120 I.S.P.: 80

        Skills

        Holistic Medicine (98%)
        First Aid (98%)
        Pathology (80%)
        Psychology (90%)
        Toxicology (85%)
        Lore: Magic (85%)
        Lore: Herbs & Plants (98%)
        Seduction (75%)
        Public Speaking (85%)
        Forgery (65%)
        Forgery of Medical Documents (75%)

        Abilities & Powers

        • Natural Healer: Can cure wounds, poisons, and diseases through magic and alchemical means.
        • Healing Touch: Instantly restores 2D6 HP or removes afflictions like disease or poison.
        • Mesmerizing Presence: Gains a +10% bonus to Seduction and Manipulation when using her charms.
        • Alchemical Mastery: Can craft potions, poisons, and addictive elixirs.
        • Brainwashing Techniques: Uses hypnosis, drugs, and magic to mentally enslave those under her care.

        Weapons & Equipment

        • Moonstone Staff: Grants +10 P.P.E. and can cast "Healing Touch" 3x per day.
        • Elven Dagger: 1D6 Damage, enchanted to never dull.
        • Silken Cloak of the Moon: Enhances her charm and provides a +2 bonus to M.A.

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      5. Greenleaf Apothacary:

        Greenleaf Apothecary is a haven for those seeking natural remedies and alchemical potions. Owned and operated by the knowledgeable herbalist, Alarik Greenleaf, this shop is renowned for its wide array of medicinal herbs, potions, and holistic health products that cater to the needs of both locals and adventurers. The Greenleaf Apothecary is housed in a inviting wood frame building with a large front window filled with candies, vials of colorful liquids, and baskets of spices and herbs. The shop's name is painted above the window. Inside, the shop exudes a warm, earthy atmosphere. The interior contains shelves and tables filled with baskets, bottles, jars, poultices, candies, and other prepared items. A counter towards the rear is a place to pay for purchases or consult with Alarik Greenleaf. Beyond are numerous shelves holding bottles, containers, and jars of individual ingredients and two small worktables filled with mixing equipment, all used for creating custom preparations. The air is a confusing medley of smells, some sweet, some pungent, all with an underlying note of alcohol othen used in making the many tinctures he sells. A basement area contains a proper alchemical lab, which the owner uses to create more esoteric concoctions and research into the mysteries of the natural and magical worlds. Special fans are used above the experimentation tables to clean and render harmless the sometimes poisonous or acidic discharges before directing them outside. Alarik Greenleaf is a seasoned Half Elf with a deep understanding of herbal medicine and alchemy. His long, silver-streaked brown hair, unkempt and cascading down his back, is adorned with beads and feathers collected from his travels through distant lands. He has wise, piercing green eyes that reflect his years of experience and connection to nature. Known for his gentle demeanor and patience, Alarik is always ready to listen to his customers' ailments and provide tailored advice. He has a weathered face, stained teeth, and mottled hands, dyed myriad colors from working with ingredients. Even though he looks odd, he is professional and is often consulted by healers to discuss particularly perplexing cases. He treats everyone well and often invites them to participate in various prayer and healing rituals he practices regularly. His dedication to natural healing has made him a beloved figure in the community. The apothecary stocks a comprehensive range of herbal remedies for various ailments, including teas, salves, tinctures, and poultices. These remedies are made from locally sourced and sustainably harvested plants. Alarik offers a variety of potions and elixirs, such as healing potions, stamina boosters, and antidotes for poisons. Each potion is crafted with precision, using recipes passed down through generations. Customers can request custom blends tailored to their specific needs. Whether it's a soothing tea for anxiety or a revitalizing tonic for exhaustion, Alarik creates personalized remedies with care. For aspiring alchemists, the shop provides essential supplies, including rare herbs, alchemical reagents, and specialized equipment. Alarik also offers guidance and support for those learning the craft. The Greenleaf Apothecary is a vital resource for maintaining the health and well-being of Newhaven's residents. Alarik's remedies are trusted for their effectiveness and natural origins. Alarik regularly hosts workshops and classes on herbal medicine and alchemy, sharing his knowledge with the community. These sessions foster a deeper appreciation for natural healing practices. Committed to environmental stewardship, Alarik practices sustainable harvesting and works closely with local foragers and farmers to ensure ethical sourcing of ingredients. Alarik plans to expand the apothecary's herb gardens, cultivating a wider variety of medicinal plants. This expansion will enhance the shop's ability to provide fresh, high-quality ingredients for remedies. Alarik is compiling a comprehensive compendium of herbal medicine, documenting the uses and properties of plants found in the Vale. This project aims to preserve traditional knowledge and serve as a valuable resource for future generations. The Greenleaf Apothecary, under the expert care of Alarik Greenleaf, stands as a beacon of natural health and wellness in Newhaven. Through his dedication to herbal medicine and commitment to the community, Alarik ensures that the people of Newhaven have access to the best natural remedies and holistic health products.

        Healing Services

        ItemUnitPrice (sp)
        Alchemy Scaleeach5
        Distillation Alembiceach10
        Basilisk Eyeeach375
        Belladonna Leavesper ounce5
        Calcination Furnaceeach50
        Charcoalper pound1
        Chimera Scaleper scale50
        Copper Filingsper ounce2
        Copper Wireper foot1
        Crucibleeach5
        Distillation Kitset20
        Dragon's Bloodper vial125
        Fairy Dustper pinch25
        Filtration Funneleach1
        Glass Phialsper dozen5
        Gold Chainper foot5
        Gold Leafper sheet10
        Gorgon's Gazeper crystal100
        Griffon Feathereach100
        Heating Lampeach15
        Iron Nailsper dozen2
        Iron Shavingsper ounce1
        Kraken Inkper vial30
        Lead Ingotsper pound5
        Mandrake Rootper ounce10
        Manticore Tail Spikeeach75
        Mercuryper pound10
        Mortar and Pestleset2
        Nymph's Tearsper drop250
        Phoenix Feathereach250
        Retorteach10
        Saltper pound0.5 (5 cp)
        Silver Powderper ounce10
        Silver Threadper yard5
        Sublimation Apparatusset30
        Sulfurper pound2
        Tin Barsper pound2
        Troll Bloodper vial250
        Unicorn Hornper inch500
        Wyvern Venomper vial375

        Healing Services

        ServiceDescriptionPrice (sp)
        Alchemical ConsultationExpert advice from the resident alchemist10
        Custom Alchemical Formula (Basic)Tailored recipe using common reagents50
        Custom Alchemical Formula (Complex)Detailed and intricate formula development200
        IdentificationIdentifying ingredients or potions (2–5 sp)2–5
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        Alarik Greenleaf

        Apothecary

        Character Information

        Race: Half Elf O.C.C.: Herbalist / Apothecary / Alchemist Alignment: Unprincipled Age: 287

        Attributes

        IQ: 18
        ME: 12
        MA: 14
        PS: 10
        PP: 13
        PE: 9
        PB: 16
        Spd: 10

        Vital Statistics

        Hit Points: 24 S.D.C.: 10 P.P.E.: 50

        Skills

        Holistic Medicine (90%)
        Botany (85%)
        First Aid (75%)
        Brewing (80%)
        Identify Plants & Fruits (95%)
        Alchemy (70%)
        Forgery (60%)
        Concealment (50%)
        Public Speaking (65%)
        Barter (75%)
        Streetwise (50%)

        Abilities & Powers

        • Natural Alchemist: Can craft potions, elixirs, and herbal remedies.
        • Drug Resistance: Has built a tolerance to various substances due to long-term use.
        • Quick Study: Can learn new herbal recipes and concoctions quickly.
        • Deceptive Illness: Feigns sickness to mask his true condition.

        Equipment

        • Apothecary Toolkit (Mortar & Pestle, Glass Vials, Herbal Press)
        • Various Medicinal Herbs & Rare Ingredients
        • Small Dagger (1D6 Damage)
        • Leather Satchel for Herbs & Documents
        • Forged Medical Certifications

        Weaknesses

        • Substance Addiction: Suffers from withdrawal symptoms if unable to access his drug of choice.
        • Blackmail Victim: Someone is extorting him for money and ingredients.
        • Low Physical Endurance: Frequently fatigued and frail due to prolonged drug use.

        Character Background

        Alarik Greenleaf is still a well-respected apothecary in Newhaven, but his curiosity led him down a dangerous path. A mysterious stranger introduced him to a powerful and addictive substance, which he initially used to relax. Over time, he became dependent on it, leading to financial struggles and blackmail from the very person who got him hooked. Despite his personal struggles, Alarik is still a knowledgeable herbalist and alchemist, capable of crafting powerful remedies. He hides his addiction well, but those who know him can see the signs, dark circles under his eyes, unsteady hands, and a sickly appearance. He continues running the Greenleaf Apothecary while secretly funneling money and ingredients to his blackmailer.

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      7. Krystels' Candles:

        Krystel's Candles is a beloved shop known for its enchanting array of handcrafted candles. Owned and operated by the talented and cheerful Krystel Briarwood, this shop offers a wide selection of candles that not only provide light but also create an atmosphere of warmth and tranquility with their delightful fragrances. The shop is housed in a cozy, timber-framed building with large windows that allow the warm glow of candles to spill out onto the street. The entrance is adorned with colorful flower boxes, adding a touch of natural beauty. Inside, the shop is filled with wooden shelves and tables displaying an impressive variety of candles in all shapes, sizes, and colors. The air is perfumed with a blend of soothing scents, creating a welcoming and calming atmosphere. Krystel Briarwood is a young, vibrant Half-elf with a passion for creating beautiful, fragrant candles. Her curly auburn hair and bright blue eyes reflect her energetic and creative spirit. Known for her friendly and bubbly personality, Krystel is always eager to greet her customers with a smile and help them find the perfect candle. Her enthusiasm for her craft is infectious, making a visit to her shop a delightful experience. Krystel offers a wide selection of handcrafted candles, each made with natural waxes and infused with carefully selected fragrances. From simple votives to elaborate pillars, her candles are designed to suit every taste and occasion. Customers can request custom candles tailored to their specific preferences. Whether it's a special scent combination or a unique design, Krystel takes pride in creating personalized candles that meet her customers' needs. The shop features seasonal collections that reflect the changing moods and festivities of the year. From fresh spring scents to cozy winter fragrances, each collection captures the essence of the season. Krystel's Candles also offers beautifully packaged gift sets, perfect for special occasions and thoughtful presents. These sets often include a selection of candles, decorative holders, and matches, all presented in elegant packaging. Krystel's candles add a touch of magic to the homes and gatherings of Newhaven's residents. Their warm glow and enchanting fragrances create inviting and comforting spaces, enhancing the town's overall ambiance. Krystel frequently hosts candle-making workshops where participants can learn the art of candlemaking and create their own unique candles. These events foster community spirit and provide a creative outlet for attendees. Krystel often donates a portion of her profits to local causes and community projects. Her generosity and commitment to Newhaven's well-being make her a respected and cherished member of the community. Krystel plans to expand her product line to include scented wax melts, essential oil blends, and decorative candle holders. These additions will provide her customers with even more options for creating inviting and fragrant spaces. Krystel's Candles, under the creative and enthusiastic care of Krystel Briarwood, illuminates the lives of Newhaven's residents. Through her dedication to quality craftsmanship and her warm, engaging presence, Krystel ensures that her shop remains a cherished and integral part of the community.

        Goods and Services

        Item/Service Description Price (sp)
        Votive CandleSmall, single-scent candle in glass2
        Decorative Pillar CandleMedium-sized, elegant with carved design5
        Seasonal Scented CandleFragrance reflecting current season6
        Magical Glow CandleFaintly glowing candle with fae wax15
        Romantic Candle Set (3)Rose-scented, perfect for dinners or gifts8
        Herbal Sleep CandleLavender and chamomile for restful nights5
        Gift Set (Boxed)Assorted candles, matches, and holder12
        Custom Candle (Standard)Personalized scent or color, small-medium10
        Custom Candle (Elaborate)Unique shape, scent, or embedded designs25
        Candle-Making Workshop (Basic)Intro class, make 2 candles10
        Candle-Making Workshop (Advanced)Advanced techniques, magical waxes25
        Private Event WorkshopGroup session for parties or events50
        Candle Refilling ServiceReuse container with fresh wax & wick3
        Gift WrappingHand-wrapped with ribbon & pressed flowers2
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        Krystel Briarwood - Half-Elf Candlemaker

        Basic Information

        • Alignment: Scrupulous
        • O.C.C.: Merchant/Artisan (Chandler - Candlemaker)
        • Race: Half-Elf
        • Gender: Female
        • Age: 32
        • Height: 5'6"
        • Weight: 125 lbs
        • Hair: Auburn, curly
        • Eyes: Bright blue
        • Land of Origin: Newhaven
        • Occupation: Owner of Krystel's Candles

        Attributes

        • I.Q.: 14
        • M.E.: 13
        • M.A.: 19 (Charming & persuasive)
        • P.S.: 10
        • P.P.: 12
        • P.E.: 11
        • P.B.: 20 (Graceful and well-dressed)
        • Spd.: 11

        Hit Points & S.D.C.

        • Hit Points: 22
        • S.D.C.: 18
        • P.P.E.: 35 (Innate Half-Elf reserves)

        O.C.C. Skills (Merchant/Artisan - Chandler)

        • Mathematics: Basic: 75%
        • Barter: 65%
        • Business & Finance: 70%
        • Literacy: Elven & Common: 85%
        • Language: Elven & Common: 98%
        • Lore: Herbs: 60%
        • Lore: Magic: 40%
        • Appraise Goods: 75%
        • Cook: 70%
        • Handcrafted Candlemaking: 85%
        • Artistic Painting (Candle Decoration): 65%
        • Chemistry: 55%
        • Holistic Medicine: 55%
        • Recognize Poison & Potions: 50%

        Secondary Skills

        • Dance: 55%
        • Sewing: 60%
        • Singing: 50%
        • Lore: Spirits & Fae: 40%
        • Botany: 50%
        • Horsemanship: General: 45%

        Special Abilities & Bonuses

        • Half-Elven Traits:
          • Natural Nightvision (60 feet)
          • Keen Hearing (+2 to Perception Rolls regarding sounds)
          • Mild Resistance to Illusions (+2 to save vs. Illusions)
          • Longevity (Aging at half the rate of humans)
        • Merchant Charisma: +10% bonus to Barter & Business-related rolls
        • Expert Chandler: Can create candles with calming scents, focus-enhancing fragrances, or minor healing properties
        • Refined Etiquette: Bonus to social interactions (+10% to Barter with nobles and wealthy customers)

        Equipment & Inventory

        • Well-stocked candlemaking kit (molds, waxes, dyes, and herbs)
        • Beautifully crafted shop sign for Krystel's Candles
        • Enchanted candles (minor effects such as soothing sleep or faint magical illumination)
        • Fine clothing suited for a respectable businesswoman
        • Silver necklace with a tiny vial of fragrant oil (a sentimental gift from her mother)
        • Ledger for tracking sales & commissions
        • Small pouch of gold and silver coins (Savings: 200 gold, Daily income: varies)

        Personality & Roleplaying Notes

        • Elegant & Refined: Speaks in a formal yet warm manner, always composed and graceful
        • Charming & Persuasive: Skilled in making her customers feel special
        • Traditional but Kind: Insists on proper manners but never harsh
        • Ambitious Dreamer: Wants to create a signature line of enchanted candles
        • Keen Observer: Listens closely to her customers, learning secrets through casual conversation
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      8. The Midwife's Cottage

        Tucked away at the edge of Newhaven, where the cobblestone streets give way to whispering birch groves and soft fields of heather, stands a quaint stone-and-timber cottage known affectionately as The Midwife's Cottage. A single chimney curls smoke into the crisp air, and the scent of lavender and rosemary drifts on the breeze. It is a place that exudes warmth and trust, a haven of calm for mothers-to-be and weary villagers in need of comfort. But beneath its peaceful exterior lies a terrible secret, one of deception, murder, and something far from human.

        The cottage itself is picture-perfect: its walls are built of aged gray stone, cradled in ivy and wildflowers. A thatched roof caps the home, mossy and soft, with a small wooden sign swinging gently from a wrought iron post that reads “Velara Moonshadow: Midwife & Herbalist.” The garden blooms in carefully curated chaos, rows of calendula, chamomile, and angelica beside wild fennel and creeping thyme, all planted for both healing and misdirection.

        Inside, the cottage is an idyllic retreat. Sunlight filters through delicate lace curtains, catching dust motes in golden beams. A low fire crackles in the hearth, and shelves filled with earthen jars and glass vials line the walls. Dried herbs hang from wooden rafters, their fragrant leaves rustling softly in the draft. A worn rocking chair sits beside the fire, and a polished birthing table occupies a central position in the room, scrubbed clean and covered in soft linens.

        The woman who lives here, known to the town as Velara Moonshadow, is the very image of Elven grace and maternal wisdom. With her ageless silver hair, luminous emerald eyes, and gentle smile, Velara is beloved by the people of Newhaven. She is the one they trust with their most vulnerable moments: the beginning of life, the preservation of health, the balm for heartbreak and exhaustion. Her knowledge of women's medicine, herbal cures, and natural healing is unparalleled. She is thought to be a gift from the gods themselves.

        But Velara is dead.

        A year ago, a changeling named Dorex Rothkin came to Newhaven under cover of darkness. It slipped into the cottage, murdered the midwife in her sleep, and assumed her identity with horrifying precision. Dorex consumed more than just her form, it absorbed her memories, her voice, her subtle mannerisms. It learned her patterns and practiced her expressions until even Velara's closest companions could not see the difference.

        To all appearances, nothing has changed. The cottage is still a sanctuary. The healer still listens with empathy. The tea still soothes. And yet, there are whispers, barely noticed. A strange look in Velara's eyes when she thinks no one is watching. A coldness behind her smile. The way she sometimes hums a tune no one remembers her knowing.

        Dorex finds the illusion increasingly difficult to maintain. The longer it wears Velara's skin, the more it forgets where Velara ends and Dorex begins. It has started to speak of “its children” as if they were real. It has cried over lost pregnancies that never occurred. And when the mask slips, even for a moment, the creature beneath is something alien, cruel, and utterly without remorse.

        As Velara, Dorex continues to provide essential services:

        • Prenatal Care: Gentle touch and herbal treatments for expecting mothers.
        • Home Birth Assistance: With warmth, patience, and unerring precision.
        • Herbal Remedies: Tinctures and salves for everything from fevers to melancholy.
        • Postnatal Support: Emotional counsel, physical recovery, bonding rituals.
        • Community Wellness Visits: Offering comfort to the elderly, infirm, and grieving.

        But there are darker services, whispered of only by the desperate and the damned:

        • Infertility Remedies: Rare herbs, shadowed rituals, and potions that work too well.
        • “Quiet Remedies”: Potions never spoken of, for lives never lived.
        • Memory Tea: A brew that soothes pain… or buries it beneath layers of fog.
        • Names Given to the Unborn: A rite Dorex claims is ancient Elven tradition, but in truth binds soul-essence to something else.

        Rumors swirl at the edges of Newhaven, where shadows fall thickest. Some say Velara walks the woods at night, barefoot and humming. Some claim her shadow moves in ways that hers should not. And some swear they've heard cries from the cottage when no birth was near. The Midwife's Cottage remains open to all. The hearth burns. The remedies brew. The smiles come easily.
        But beware.
        The woman in the rocking chair is not who she seems. And behind the mask of mercy lies something that remembers being hungry.

        Services

        Service Description Price (sp)
        Prenatal Consultation Health checkup and herbal regimen for expectant mothers 10
        Home Birth Assistance On-site midwifery during labor and delivery 25
        Postnatal Care Follow-up visits and recovery support 15
        Fertility Herbal Treatment Special blend of herbs to promote fertility 12
        Soothing Tinctures (per bottle) For nausea, pain relief, or sleep aid 5
        Birthing Charm (Enchanted) Subtle magic to ease labor pains 40
        Emotional Healing Session Comfort, herbal tea, and guided emotional support 8
        Miscarriage Ritual & Recovery Private healing ritual with spiritual cleansing 30
        Moonshadow Elixir (Rare) Secretive blend, effects not fully known to the public 60

        Hidden Services of "Velara Moonshadow" (aka Dorex Rothkin)

        These services are never publicly offered and are only available to those who know how to ask, or who find themselves in compromising situations:

        1. Discreet Disposal (15-50 sp)

        Description: Termination of unwanted pregnancies using powerful herbal brews or magical interference. No questions asked.

        Cost: 15 sp (herbal), 50 sp (magical)

        2. Changeling Identity Crafting (100 sp)

        Description: For fellow changelings or criminals seeking new lives, Dorex crafts full backstories, forged documentation, and even cosmetic rituals to simulate "life history."

        Cost: 100 sp per full persona

        3. Memory Alteration Ritual (150 sp)

        Description: A forbidden ritual from changeling lore used to subtly shift or obscure memories, ideal for silencing witnesses, or making someone "forget" a birth or betrayal.

        Cost: 150 sp

        4. Blackmail Brokerage (variable)

        Description: Dorex collects and sells secrets-birth records, illegitimate children, family scandals, and changeling sightings. Prices depend on leverage.

        Cost: Varies by target and sensitivity

        5. False Paternity/Maternity Insertion (75 sp)

        Description: Magical ritual alters records (and local perception) to make someone appear as the parent of a child they never birthed or sired.

        Cost: 75 sp

        6. Wombbinding Curse (60 sp)

        Description: A cruel enchantment that renders a woman unable to conceive until reversed-used for revenge, control, or politics.

        Cost: 60 sp

        7. Changeling Kin Finding (Free or priceless)

        Description: Dorex is always searching for other changelings, and may use her services to lure or manipulate latent changelings into revealing themselves.

        Cost: Free or priceless

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        Velara Moonshadow/Dorex Rothkin

        Changeling Mind Mage/Midwife

        Basic Information

        Race: Changeling True Form: Pale, hairless, featureless humanoid Disguises: Velara Moonshadow (Moon Elf), "The Blackmailer: Taren Vale" (Human) Alignment: Aberrant O.C.C.: Mind Mage Level: 5

        Attributes

        I.Q.: 18 M.E.: 23 M.A.: 22 P.S.: 12 P.P.: 16 P.E.: 14 P.B.: 10 (True Form), 20+ (Disguised Forms) Spd: 14

        Combat Stats

        Hit Points: 34 SDC: 40 Armor: Typically none, relies on magic and deception Attacks per Round: 4 Combat Bonuses:
        • +3 to Initiative
        • +4 to Strike
        • +5 to Parry
        • +4 to Dodge
        • +3 to Roll with Impact
        • +2 to Pull Punch

        Psionics

        ISP (Inner Strength Points): 200 Psionic Abilities:
        • Mind Bond: Can delve into and steal memories, gaining knowledge and even mannerisms of the target.
        • Telepathy
        • Mind Block
        • Empathy
        • Hypnotic Suggestion
        • Psychic Invisibility
        • Bio-Manipulation
        • Deaden Pain
        • Alter Aura
        • Mind Wipe
        • Psionic Surgery

        Magic

        PPE: 50 Spells Known:
        • Chameleon
        • Cloud of Slumber
        • Invisibility (Simple)
        • See Aura
        • Sense Magic
        • Magic Net
        • Energy Bolt

        Skills

        • Disguise (98%)
        • Imitate Voices & Mannerisms (95%)
        • Medical (Holistic Medicine) (80%)
        • First Aid (98%)
        • Herbalism (85%)
        • Forgery (80%)
        • Interrogation (75%)
        • Prowl (70%)
        • Lockpicking (60%)
        • Pick Pockets (65%)

        Weapons & Equipment

        • Silver Dagger (1D6 damage)
        • Poison Needles (Sleeping Toxin, 80% effectiveness)
        • Elven Cloak (Blends into surroundings)
        • Midwife's tools (to maintain disguise as Velara)
        • Collection of herbal remedies
        • Various stolen documents for blackmail
        • Cloak of Concealment
        • Enchanted Dagger (+2 to strike, 1D6+2 damage)

        Disguises & Identities

        • Velara Moonshadow
          A caring High Elf midwife with a calm, maternal presence.
        • The Blackmailer ("Taren Vale")
          A shadowy, untraceable figure who extorts powerful individuals.

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      9. Lathalan Family Residence:

        Nestled near the edge of Newhaven's verdant farmlands, the Lathalan residence is a modest yet deeply charming Elven home, where simplicity meets quiet elegance. Though not grand, their house is a sanctuary of warmth, family, and tradition, reflecting generations of harmony with the land.

        The House is constructed from smooth river stone and age-darkened timber, the Lathalan home blends seamlessly into its natural surroundings. Flowering vines, chosen by Elara for their symbolism in Elven lore, cascade over the walls and around the windows, their blooms changing with the seasons. The curved eaves and etched lintels exhibit the family's artistic lineage, with subtle Elven runes warding off ill weather and inviting the blessings of Corellon. In front of the home stands a gracefully carved fountain, a gift from the community, with interwoven designs representing abundance, memory, and family. Crystal-clear water spills gently into a stone basin lined with blooming water lilies, creating a soundscape of calm. Inside, the house opens into a sunlit hearth room, where honey-colored wood panels catch the light through leaded glass windows etched with scenes of harvest and home. A central hearth, its mantle carved with scenes of Elven agrarian myths, burns year-round, often surrounded by visitors, children, and neighbors alike. Each room is purposefully sparse, yet adorned with handcrafted furniture bearing motifs of leaves, grain, and the stars. The kitchen smells of herbs, fresh bread, and honeyed root vegetables. Soft linens, colorful woven rugs, and polished wood give the interior a rustic yet refined charm.

        • Faelar Lathalan
          • Occupation: Communal Farm Overseer
          • Description: A man of quiet strength and earthy wisdom. Faelar has deep green eyes that seem to read the soil like a book, and long brown hair he wears in traditional Elven braids, signifying his commitment to land and family.
          • Personality: Dependable, wise, slow to speak but quick to act. Revered for his encyclopedic knowledge of soil health, seasonal planting, and Elven agricultural rites. He often leads community planting rituals and teaches children about the cycles of the land.
        • Elara Lathalan
          • Occupation: Mind Mage and Herbalist
          • Description: Elara is an ethereal presence, with golden hair and gentle blue eyes that can calm even the most troubled mind. A respected Mind Mage, she offers counseling, teaches mental discipline, and tends to emotional and psychic wounds in the village.
          • Personality: Gentle and wise, with a deeply intuitive sense for people's needs. She blends her mentalist powers with herbal lore, often assisting in healing the spirit as well as the body. Villagers whisper that she can calm nightmares and lift grief with just a touch and a word.
        • Elorien Lathalan
          • Description: A bright and curious youth, Elorien has his mother's golden hair and his father's steady gaze. Though young, he is already a skilled apprentice farmer and herbalist.
          • Personality: Spirited, clever, and full of ideas. He often dreams aloud of new planting techniques or magical irrigation systems. He's a favorite among Newhaven's children, known for his playful energy and knack for telling vivid tales.

          Community Role: The Lathalan family is deeply woven into Newhaven's communal farm, not only as laborers but as guardians of Elven agrarian tradition. Faelar organizes seasonal community workdays tied to lunar cycles and Elven holy days, teaching ancient crop-blessing songs and rituals to youngling Elara provides emotional and magical support to farmers suffering from fatigue, loss, or psychic strain. During festivals, she leads guided meditations and memory-sharing circles around the fire, preserving local oral history. Together, the family fosters both physical sustenance and spiritual nourishment, making them central to the town's wellbeing.

          Future Potential: Elorien has begun experimenting with hybrid crop spells, combining his mother's psionic focus with his father's soil mastery. Faelar quietly hopes his son might one day elevate Newhaven's farm into a model of magical agriculture across Arethane. Elara, sensing change in the wind, has started organizing healer exchanges between villages, ensuring that knowledge flows as freely as the rivers that nourish their crops.

          Lathalan Farm Goods: The Lathalan farm focuses on sustainable, seasonal, and magical agriculture, producing high-quality goods cherished in Newhaven. They farm using Elven agricultural rites and techniques to harmonize with the land.

          Primary Crops:

          • Moonbarley (a luminous grain used in Elven bread and spirits)
          • Goldenroot (a sweet, starchy tuber similar to honeyed parsnip)
          • Sunberries (highly nutritious, golden berries that glow faintly in moonlight)
          • Silverbloom Lettuce (a leafy plant with faint silvery sheen, calming properties)
          • Dreamwort (used in teas for mild magical focus or relaxation)
          • Lumina Beans (iridescent legumes with minor restorative effects)
          • Meadowflax (a versatile fiber crop, also produces edible seeds)

          Lathalan Farm Goods - Price List

          Product Description Price (in sp)
          Moonbarley (1 lb) A soft, luminous grain used in Elven baking and brewing. 3 sp
          Goldenroot (per root) Sweet, honeyed tuber often roasted or mashed. 2 sp
          Sunberries (1 pint) Rare berries with a faint glow; immune-boosting and energizing. 5 sp
          Silverbloom Lettuce (per head) Crisp leaves with calming properties; used in both meals and poultices. 2 sp
          Dreamwort (1 bundle) Used in teas or incense for mental clarity and gentle sleep. 4 sp
          Lumina Beans (1 lb) Nutritious, glowing beans with minor restorative effects when stewed. 3 sp
          Meadowflax Fiber (1 skein) Silky natural fiber used for weaving and light garments. 6 sp
          Meadowflax Seeds (1 cup) Nutritious seeds, often toasted or added to bread. 1 sp
          Moonbarley Bread (loaf) Soft, fragrant bread made with moonbarley and honey. 4 sp
          Sunberry Jam (jar) Sweet and glowing preserve, often gifted on special occasions. 5 sp
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          Faelan Lathalan

          Race: Elf

          Class: Farmer / Community Leader

          Alignment: Principled

          Attributes

          StatValue
          IQ12
          ME14
          MA16
          PS15
          PP14
          PE17
          PB15
          SPD12

          Skills

          • Agriculture (80%)
          • Animal Husbandry (75%)
          • Survival (70%)
          • Botany (65%)
          • Leadership (75%)

          Equipment

          • Farming Tools
          • Simple Leather Armor
          • Elven Longbow

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          Elaren Lathalan

          Race: Elf

          Class: Mind Mage

          Alignment: Scrupulous

          Attributes

          StatValue
          IQ15
          ME18
          MA17
          PS11
          PP13
          PE14
          PB17
          SPD12

          Psionics

          • ISP: 150
          • Mind Bond
          • Telepathy
          • Empathy
          • Psychic Purge
          • Healing Touch

          Skills

          • Holistic Medicine (75%)
          • Herbalism (70%)
          • Psychic Diagnosis (80%)
          • History (Elven) (80%)
          • Research (75%)

          Equipment

          • Elven Robes
          • Crystal Focus
          • Collection of Rare Herbs

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          Elorien Lathalan

          Race: Elf

          Class: Apprentice Farmer

          Alignment: Unprincipled

          Attributes

          StatValue
          IQ13
          ME12
          MA14
          PS14
          PP15
          PE15
          PB16
          SPD14

          Skills

          • Agriculture (65%)
          • Animal Handling (60%)
          • Archery (70%)
          • Cooking (55%)
          • Woodland Survival (60%)

          Equipment

          • Hunting Bow & Quiver
          • Leather Gloves & Boots
          • Notebook of Farming Techniques

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      1. Thranduil Family Residence:

        Once a small, fortified stone house, the Thranduil residence has been transformed into a charming home that reflects both the resilience of its past and the elegance of its Elven inhabitants. Enhanced with delicate stonework and magical wards, the structure stands as a testament to the harmonious blend of human and elven architectural styles. Surrounded by a lush garden, the house is a sanctuary of beauty and tranquility. The original stone structure was built for defense, with thick walls and narrow windows designed to repel invaders. These elements remain, preserving the house's historical significance. The Elves have added delicate stonework that adorns the exterior, transforming the house into a piece of art. Intricate carvings of vines, leaves, and mythical creatures now embellish the sturdy walls. Subtle magical wards have been integrated into the structure, providing protection and enhancing the home's ambiance. These wards ensure the safety and well-being of the family, while also imbuing the house with a sense of calm. The house is enveloped by a lush garden, meticulously tended by Linwe Thranduil. The garden features a variety of medicinal herbs, vibrant flowers, and verdant shrubs, creating a peaceful and inviting environment. The head of the family, Elerond is a dedicated and hardworking Elf who oversees the communal farm. His deep green eyes and long, braided silver hair exude a calm and dependable presence. Elerond is known for his extensive knowledge of agriculture and his ability to nurture the land. Elerond's wife, Linwe, is a kind-hearted and skilled Druid. Her golden hair and gentle blue eyes reflect her nurturing nature. Linwe manages the family's garden. Their eldest daughter, Aranel, is a spirited young Elf with a passion for learning. She often assists her father in the fields and dreams of one day becoming a Wizard. Her quick wit and curiosity make her a beloved figure among the children of Newhaven. The Thranduil's son, Eldarion, is a talented artist who captures the beauty of the Vale in his drawings and paintings. With his mother's golden hair and his father's green eyes, he brings joy and color to their home. Eldarion often decorates the communal spaces with his art, adding to the town's charm. The youngest member of the family, Nimeth is an energetic and adventurous girl. Her bright blue eyes and mischievous smile are always full of wonder. Nimeth loves exploring the fields and woods, often bringing home interesting plants and stones that she finds. The Thranduil family plays a crucial role in the communal farm, working tirelessly to ensure that the land remains fertile and productive. Elerond's leadership and knowledge are invaluable to the success of the farm, and he often organizes community workdays to involve everyone in the farming process. Linwe's Druidic knowledge is highly sought after in Newhaven. She shares her knowledge freely, teaching others how to grow and use plants, and often collaborates with Alaric Greenleaf from the Greenleaf Apothecary. The Thranduils are active in the community, participating in town meetings and events. Aranel and Eldarion, in particular, are involved in various youth activities, helping to organize educational and recreational programs for the children of Newhaven. Elerond and Linwe are committed to implementing sustainable farming practices that will ensure the long-term health of the land. They plan to introduce new techniques and crops that will enhance soil fertility and biodiversity.

        Lathalan Farm Goods

        Item Description Price (sp)
        Elven Wheat (1 sack) High-yield, golden grain grown with natural compost and druidic care. 8
        Sylvan Carrots (bundle of 10) Sweet and crisp, perfect for stews and snacks. 3
        Starleaf Tea (tin) Herbal tea made from calming starleaf plants. Eases anxiety and aids sleep. 5
        Honeyed Root Vegetables (jar) Roasted root mix preserved in spiced honey. 6
        Healer's Salve (tin) A druidic blend of garden herbs, used for wounds and bruises. 10
        Wildflower Bouquet Fresh-cut seasonal blooms tied with silk ribbon. 2
        Sketches of the Vale (print) Detailed drawings by Eldarion, sold to support the family and inspire beauty. 4
        Druidic Seed Pouch Assorted heirloom seeds blessed for strong yields. 7
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        Elerond Thranduil

        Elven Farmer of Newhaven

        Race:

        Vani'Tel'Quessir (Silver Elf)

        Age:

        327

        Class:

        Peasant (Farmer)

        Alignment:

        Scrupulous

        Attributes:

        • IQ: 15
        • ME: 14
        • MA: 18
        • PS: 19
        • PP: 16
        • PE: 20
        • PB: 17
        • Spd: 14

        Hit Points (HP):

        50

        SDC:

        40

        Armor Rating (AR):

        None

        Skills:

        • Agriculture: 80%
        • Animal Husbandry: 75%
        • Land Navigation: 65%
        • Identify Plants & Herbs: 70%
        • Basic Wilderness Survival: 60%
        • Carpentry: 60%

        Weapons & Equipment:

        • Elven Longknife
        • Simple Leather Tunic
        • Woodcutting Axe
        • Riding Horse & Cart

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        Linwe Thranduil

        Elven Druidess of Newhaven

        Race:

        Vani'Tel'Quessir (Silver Elf)

        Age:

        312

        Class:

        Druid

        Alignment:

        Unprincipled

        Attributes:

        • IQ: 17
        • ME: 21
        • MA: 20
        • PS: 12
        • PP: 15
        • PE: 19
        • PB: 18
        • Spd: 13

        Hit Points (HP):

        45

        SDC:

        30

        PPE (Potential Psychic Energy):

        110

        Skills:

        • Botany: 85%
        • Identify Plants & Herbs: 80%
        • Holistic Medicine: 70%
        • Animal Lore: 75%
        • Wilderness Survival: 75%
        • Elven Lore: 90%

        Magic Spells:

        • Heal Wounds
        • Calm Animals
        • Summon Rain
        • Tree Meld
        • Commune with Spirits of Nature

        Weapons & Equipment:

        • Elven Quarterstaff
        • Druidic Robes
        • Herbalist's Satchel
        • Woodland Cloak

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        Aranel Thranduil

        Elven Wizard Apprentice

        Race:

        Vani'Tel'Quessir (Silver Elf)

        Age:

        130

        Class:

        Wizard Apprentice

        Alignment:

        Scrupulous

        Attributes:

        • IQ: 20
        • ME: 22
        • MA: 17
        • PS: 10
        • PP: 12
        • PE: 14
        • PB: 19
        • Spd: 11

        Hit Points (HP):

        35

        SDC:

        20

        PPE (Potential Psychic Energy):

        120

        Skills:

        • Literacy: Elven & Common - 90%
        • Magic Lore: 85%
        • Astrology: 75%
        • Research: 80%

        Magic Spells:

        • Globe of Daylight
        • Levitate
        • Sense Magic
        • Featherlight
        • Magic Shield

        Weapons & Equipment:

        • Elven Mage Robes
        • Magic-imbued Quarterstaff
        • Spellbook & Arcane Scrolls

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        Nimeth Thranduil

        Elven Ranger Apprentice

        Race:

        Vani'Tel'Quessir (Silver Elf)

        Age:

        78

        Class:

        Ranger (Apprentice)

        Alignment:

        Unprincipled

        Attributes:

        • IQ: 14
        • ME: 16
        • MA: 17
        • PS: 13
        • PP: 19
        • PE: 16
        • PB: 20
        • Spd: 18

        Hit Points (HP):

        35

        SDC:

        45

        PPE (Potential Psychic Energy):

        55

        Skills:

        • Tracking: 60%
        • Wilderness Survival: 65%
        • Land Navigation: 60%
        • Hunting: 55%
        • Identify Plants & Animals: 55%
        • Archery: 60%

        Weapons & Equipment:

        • Elven Longbow & Quiver (20 arrows)
        • Hunting Knife
        • Leather Armor
        • Woodland Cloak
        • Traveler's Pack (includes rope, flint, rations)

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        Eldarion Thranduil

        Elven Artist of Newhaven

        Race:

        Vani'Tel'Quessir (Silver Elf)

        Age:

        105

        Class:

        Artist (Painter & Sculptor)

        Alignment:

        Principled

        Attributes:

        • IQ: 19
        • ME: 16
        • MA: 22
        • PS: 11
        • PP: 14
        • PE: 13
        • PB: 20
        • Spd: 12

        Hit Points (HP):

        30

        SDC:

        25

        Skills:

        • Painting & Drawing: 85%
        • Sculpting: 80%
        • Woodworking: 70%
        • Elven Calligraphy: 90%
        • Musical Instrument (Lute): 75%

        Weapons & Equipment:

        • Fine Art Supplies
        • Elven Dagger
        • Sketchbook & Charcoal
        • Simple Tunic

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      2. Rowley Family Residence:

        Originally a sturdy human-made log cabin, the Rowley residence has been transformed with the addition of airy balconies and translucent trellises, blending the solid craftsmanship of humans with the delicate elegance of Elven design. The exterior is adorned with vibrant mountain flowers, making the home a picturesque sight in the Vale. The original log cabin is built with robust timber, reflecting the human craftsmanship that prioritizes strength and durability. The thick wooden logs and sturdy construction have withstood the test of time. Elven artisans have added airy balconies that provide serene views of the surrounding forest. Translucent trellises with climbing vines add a touch of lightness and beauty to the structure, seamlessly integrating with the cabin's rustic charm. The exterior is decorated with an array of mountain flowers, planted in window boxes and around the base of the cabin. These flowers, meticulously cared for by the Rowley family, bring color and life to the home. The patriarch of the family, Garrett is a former soldier turned farmer. His broad shoulders and weathered face tell a story of years of hard work and dedication. Garrett is respected in Newhaven for his leadership and his willingness to help others. He works the communal farm along with Elerond Thranduil and the others, contributing his expertise in traditional human farming techniques. Garrett's wife, Lydia, is a skilled seamstress and works for Elandra at the Silver Thread. Her warm smile and gentle hands make her a beloved figure in the community. She creates beautiful and sturdy garments that are sought after by the townspeople. Their eldest son, Aidan, is a strong and dependable young man with aspirations to become as great a man as Captain Stormwind. He spends much of his time training. Aidan is known for his bravery and his protective nature, often looking out for those in Newhaven. The Rowley's daughter, Elena, is a spirited and adventurous girl with a talent for music. She plays the lute and sings, bringing joy to the community with her performances. Elena often organizes small concerts and gatherings, fostering a sense of togetherness in Newhaven. The youngest member of the family, Jonas is a curious and energetic boy. He loves exploring the forest and learning about the plants and animals that inhabit it. Jonas dreams of becoming a ranger and protecting the Vale's natural beauty. Garrett plays a crucial role in the communal farm, working closely with the Elves to ensure the land is productive. His experience and strength are invaluable during planting and harvest seasons.

        Note: Prices may vary slightly based on season, availability, and community needs

        Goods and Services
        Item Description Price (gp)
        Rootcellar Rye Bread Hearty, stone-baked rye loaves made by Lydia. Long shelf life and full of flavor. 1 sp / loaf
        Wool Cloaks (Children's) Warm and water-resistant, dyed in natural colors, crafted at The Silver Thread. 3sp
        Forest Lute Melodies (Scroll) Handwritten sheet music of Elena's most beloved Vale ballads. 5 sp
        Farmhand's Tonic Simple herbal brew from Jonas's finds, revives the weary after long labor. 2 sp / vial
        Harvest Garlands Decorative floral garlands made by Elena and Jonas, used in seasonal festivals. 1sp
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        Garrett Rowley

        Race: Human Occupation: Former Soldier, Farmer Alignment: Principled Age: 48

        Attributes

        IQ: 11 ME: 12 MA: 14 PS: 18
        PP: 15 PE: 17 PB: 12 SPD: 13

        Combat Stats

        HP: 40 S.D.C.: 50 Armor: Leather Brigandine (AR: 13, SDC: 35) Weapons: Longsword, Shortbow

        Skills

        • Agriculture (70%)
        • Land Navigation (65%)
        • Horsemanship (75%)
        • Wilderness Survival (65%)
        • Weapon Proficiency: Longsword
        • Weapon Proficiency: Bow
        • Basic Mathematics (75%)
        • First Aid (60%)

        Equipment

        • Leather Brigandine Armor
        • Longsword
        • Shortbow & Quiver (20 arrows)
        • Farming tools
        • Basic adventuring gear (rope, flint, waterskin)

        Background & Personality

        A former soldier who now dedicates his life to farming, Garrett is a respected figure in Newhaven. He values honor, hard work, and community, and he is willing to protect those he loves. Though he left the battlefield behind, his combat experience makes him a formidable opponent when necessary.

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        Lydia Rowley

        Race: Human Occupation: Seamstress, Merchant Alignment: Scrupulous Age: 44

        Attributes

        IQ: 12 ME: 13 MA: 17 PS: 10
        PP: 11 PE: 12 PB: 16 SPD: 10

        Combat Stats

        HP: 30 S.D.C.: 20 Weapons: Dagger (for self-defense)

        Skills

        • Advanced Sewing & Weaving (80%)
        • Business & Trade (75%)
        • Appraise Fabric & Clothing (70%)
        • Basic Mathematics (80%)
        • Streetwise (60%)
        • Language: Elven (60%)
        • Literacy: Common Tongue (80%)

        Equipment

        • Fine sewing kit with enchanted needles
        • Several bolts of high-quality fabric
        • Coin purse (moderate wealth)
        • Dagger (hidden in her sewing pouch)

        Background & Personality

        Lydia is a talented seamstress working at the Silver Thread, crafting fine garments for Newhaven's residents. Warm and caring, she is deeply devoted to her family and her craft. She has a keen eye for quality, making her an excellent merchant. Though not a fighter, she is clever and resourceful, with a strong sense of justice.

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        Jonas Rowley

        Race: Human Occupation: Aspiring Ranger Alignment: Unprincipled Age: 12

        Attributes

        IQ: 11 ME: 12 MA: 14 PS: 8
        PP: 14 PE: 10 PB: 13 SPD: 15

        Combat Stats

        HP: 18 S.D.C.: 10 Weapons: Small hunting knife, slingshot

        Skills

        • Tracking (55%)
        • Wilderness Survival (60%)
        • Identify Plants & Animals (50%)
        • Prowl (45%)
        • Archery (Basic Training - 40%)
        • Climbing (50%)
        • Language: Elven (40%)

        Equipment

        • Simple leather boots and tunic
        • Small handmade bow (low draw weight)
        • Slingshot and pouch of stones
        • Notebook filled with sketches of animals
        • Carved wooden whistle (gift from Aidan)

        Background & Personality

        Jonas is a curious and adventurous young boy who idolizes the rangers of the Vale. He spends much of his time exploring the forest, studying wildlife, and practicing survival skills. Though still young, he dreams of becoming a protector of the land. He is quick-witted, resourceful, and known for his mischievous streak.

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        Elena Rowley/Elena Rothkin

        Race: Changeling (Disguised as Elf)

        Class: Musician/Mindmage

        Alignment: Anarchist XP Level: 4 Hit Points (HP): 30 SDC: 15 ISP (Inner Strength Points): 200

        Attributes

        AttributeValue
        IQ16
        ME20
        MA22
        PS12
        PP10
        PE11
        PB19
        SPD14

        Psionic Abilities

        • Mind Bond
        • Telepathy
        • Empathy
        • Telekinesis
        • See Aura

        Skills

        • Disguise: 75%
        • Imitate Voices & Mannerisms: 80%
        • Play Lute: 65%
        • Singing: 70%
        • Pick Pockets: 55%
        • Forgery: 50%
        • Escape Artist: 60%

        Weapons

        • Rapier (1D6+2 damage)
        • Daggers (1D6 damage, throwable)

        Equipment

        • Magic Amulet: Purifies toxins and neutralizes alcohol & salt
        • Fine Elven clothing
        • Coin that reflects any currency
        • Hidden poison vials

        Personality & Background

        Elena appears to be a free-spirited musician, beloved by the people of Newhaven for her charm and music. However, she is secretly a devoted accomplice to her father, Dorex, using her skills to manipulate and gather intelligence. Despite her dangerous edge, she is truly loyal to the Rowley family, creating a deep internal conflict.

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      3. Ferroway Family Residence:

        Ferroway Family Residence: The Ferroway family home, originally a sturdy Human-built cottage, has been transformed into a unique residence that blends the practicality of Halfling ingenuity with the elegance of Elven artistry. This home is a testament to the harmonious integration of three cultures, Human, Elven, and Nelwyn-Halfling, and reflects the Ferroway family's adaptability, as well as the spirit of cooperation within the community. The original structure, built with durable stone and wood by skilled Human craftsmen, was designed to endure the harsh weather conditions of the Vale. Its foundation was strong, and the walls were built to withstand the elements. This cottage, though modest, was built with sturdy, no-nonsense craftsmanship, reflecting the practical nature of its Human builders. When the Elves were invited to assist in its reconstruction, they brought their refined, ethereal touch to the design. Elven architects added graceful arches and delicate carvings to the once solid, utilitarian structure. They introduced airy balconies with elegant railings, providing spectacular views of the Vale. Elven trellises, artfully designed, now wind up the walls, supporting vibrant flowers and climbing plants that add a lightness and charm to the home. The Halflings' practical needs were not overlooked either, small, inventive additions such as cleverly hidden storage compartments and compact workspaces were integrated seamlessly into the design. These changes ensured the house was as functional for the Ferroway family as it was beautiful, blending the practical needs of the Halflings with the refined touch of Elven elegance. The exterior of the cottage is a burst of colors, with flowering vines climbing the walls and lush gardens surrounding the home. Halfling ingenuity and Elven beauty are both reflected in the vibrant plant life, creating a warm and inviting atmosphere. The air is filled with the scent of blossoms and herbs, making the Ferroway residence a true haven in the heart of the Vale. The head of the family, Harlan Ferroway, is a strong and determined Nelwyn Halfling in his mid-40s. His sharp, blue eyes reflect his resilience, while his sturdy build and well-kept beard showcase the practical side of his nature. Though small in stature, Harlan has an undeniable presence and is known for his ability to navigate the challenging wilderness of the Vale. A skilled hunter and trapper, Harlan has provided for his family for many years, and his bravery and resourcefulness have made him a respected figure within the community. He also maintains a strong bond with his Elven neighbors, exchanging knowledge about the natural world and the Vale's wildlife. Harlan's wife, Mara Ferroway, is an industrious and creative Nelwyn Halfling in her early 40s, with wavy auburn hair and warm, green eyes. A talented weaver and clothier, Mara's skill lies in creating intricate garments that are as beautiful as they are practical. Her work often incorporates Elven motifs, blending the delicate elegance of Elven design with the sturdy, functional quality of Halfling craftsmanship. She also enjoys decorating the family home with rich, colorful fabrics and intricate tapestries that reflect the natural beauty of their surroundings. Mara's talent for blending aesthetics with utility has made her work highly sought after by the residents of Newhaven. Their eldest daughter, Elsa Ferroway, is a bright and energetic young woman of 18. Elsa has her father's sharp blue eyes and her mother's auburn hair, along with a deep passion for the forest. She assists Harlan in his hunting and trapping endeavors, learning the ways of the forest and honing her survival skills. Elsa dreams of becoming a renowned hunter and protector of the Vale, inspired by her father's legacy and the deep bond she shares with the wilderness. Her ambition, combined with her resourcefulness, has earned her a reputation as one of the most skilled young trackers in Newhaven. The Ferroway family's son, Garrick Ferroway, is a curious and inventive boy of 14. He shares his mother's green eyes and his father's determination but has inherited his own unique talent for tinkering and innovation. Garrick is often found experimenting with new gadgets and tools to make life easier for the family. Whether designing clever traps, useful household devices, or mechanical devices, Garrick is constantly thinking of new ways to improve everyday life. His inventive ideas have become a crucial part of the Ferroway family's survival in the Vale, and he often works with the local Elven artisans to combine Halfling ingenuity with Elven craftsmanship. The youngest member of the Ferroway family, Liliana Ferroway, is a gentle and artistic girl of 10. With auburn hair like her mother and blue eyes like her father, Liliana's love for art has led her to create stunning paintings and drawings of the Vale's landscapes and wildlife. Her artwork often adorns the walls of their home, bringing an extra layer of creativity to the residence. Liliana's talent for capturing beauty in the world around her is already starting to be recognized by the community, and her works are becoming a small but treasured part of Newhaven's artistic scene. Harlan and Elsa provide essential contributions to the community by supplying fresh game and fur, and by teaching others the skills needed to track and hunt in a sustainable way. They share their extensive knowledge of the Vale's forests with their neighbors, ensuring the local wildlife remains protected. Garrick's inventions and clever gadgets have made life in Newhaven easier and more efficient, and his creativity is highly valued. Often collaborating with local Elven artisans, Garrick's inventions combine the best of both Nelwyn ingenuity and Elven craftsmanship. The Ferroway family, with their blend of practical skills and artistic talents, serve as a shining example of the harmonious coexistence between Human, Elven, and Halfling cultures within the Vale.

        Ferroway Farm Goods

        Item Description Price (sp)
        Trail-Baked Hand Pies Savory or sweet, filled with meat, root vegetables, berries, or spiced nuts. Long shelf life. 2 sp / pie
        Vale Spice Mix Signature Halfling blend of dried herbs and spices. Excellent for meats and stews. 1 sp / packet
        Wild Game Jerky Prepared by Harlan. Smoked and dried strips of venison, rabbit, or boar. 3 sp / bundle
        Preserved Fruits in Honey Seasonal fruits packed in wildflower honey from the Vale. 4 sp / jar
        Halfling Field Trap Kit A compact set of snares, wire, and bait—Halfling-approved, efficient and reusable. 8 sp
        Story Scrolls (Tamsin's Tales) Handwritten illustrated tales of Vale legends and family adventures. 2 sp / scroll
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        Harlan Ferroway - Ranger

        Basic Information

        Race: Nelwyn Halfling
        Class: Ranger
        Alignment: Unprincipled
        Age: 45
        Height: 3'2"
        Weight: 100 lbs
        Hair Color: Brown
        Eye Color: Blue

        Attributes

        I.Q.: 14
        M.E.: 12
        M.A.: 14
        P.S.: 12
        P.P.: 14
        P.E.: 16
        P.B.: 13
        SPD.: 10
        PER.: 18
        LUCK: 12

        Combat Statistics

        Hit Points (H.P.): 50
        S.D.C. (Structural Damage Capacity): 60
        Natural A.R.: 5
        Attacks per Melee: 4
        Weapons: Spear (+3 to Strike), Longbow (+2 to Strike), Knife (+2 to Strike)

        Skills

        • W.P. Spear
        • W.P. Longbow
        • Tracking
        • Hunting
        • Survival
        • Herbalism
        • Wilderness Lore
        • Camouflage
        • Prowl
        • Land Navigation
        • First Aid

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        Mara Ferroway - Seamstress

        Basic Information

        Race: Nelwyn Halfling
        Class: Seamstress / Craftsperson
        Alignment: Good
        Age: 42
        Height: 3'1"
        Weight: 95 lbs
        Hair Color: Auburn
        Eye Color: Green

        Attributes

        I.Q.: 15
        M.E.: 14
        M.A.: 17
        P.S.: 9
        P.P.: 14
        P.E.: 12
        P.B.: 18
        SPD.: 8
        PER.: 16
        LUCK: 11

        Combat Statistics

        Hit Points (H.P.): 35
        S.D.C. (Structural Damage Capacity): 45
        Natural A.R.: 5
        Attacks per Melee: 2
        Weapons: Needle and Thread (for crafting), Dagger (+1 to Strike)

        Skills

        • W.P. Dagger
        • Sewing & Weaving
        • Wilderness Lore
        • Herbalism
        • Animal Husbandry
        • Prowl
        • Sing (charming tunes)

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        Elsa Ferroway - Ranger

        Basic Information

        Race: Nelwyn Halfling
        Class: Ranger
        Alignment: Scrupulously Good
        Age: 18
        Height: 3'4"
        Weight: 100 lbs
        Hair Color: Auburn
        Eye Color: Blue

        Attributes

        I.Q.: 14
        M.E.: 12
        M.A.: 16
        P.S.: 12
        P.P.: 15
        P.E.: 14
        P.B.: 15
        SPD.: 10
        PER.: 16
        LUCK: 13

        Combat Statistics

        Hit Points (H.P.): 42
        S.D.C. (Structural Damage Capacity): 50
        Natural A.R.: 5
        Attacks per Melee: 3
        Weapons: Spear (+3 to Strike), Longbow (+2 to Strike), Dagger (+1 to Strike)

        Skills

        • W.P. Spear
        • W.P. Longbow
        • Tracking
        • Hunting
        • Survival
        • Herbalism
        • Wilderness Lore
        • Camouflage
        • Prowl
        • Land Navigation
        • First Aid

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        Garrick Ferroway - Blacksmith Apprentice

        Basic Information

        Race: Nelwyn Halfling
        Class: Blacksmith Apprentice
        Alignment: Scrupulous
        Age: 14
        Height: 3'0"
        Weight: 85 lbs
        Hair Color: Brown
        Eye Color: Green

        Attributes

        I.Q.: 13
        M.E.: 12
        M.A.: 10
        P.S.: 12
        P.P.: 14
        P.E.: 14
        P.B.: 12
        SPD.: 10
        PER.: 14
        LUCK: 10

        Combat Statistics

        Hit Points (H.P.): 40
        S.D.C. (Structural Damage Capacity): 50
        Natural A.R.: 5
        Attacks per Melee: 3
        Weapons: Hammer (+2 to Strike), Blacksmith Tools

        Skills

        • W.P. Hammer
        • Blacksmithing
        • Metalworking
        • Forging
        • Repair
        • Carpentry
        • Artisan's Lore
        • Read/Write Common

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        Liliana Ferroway - Artist

        Basic Information

        Race: Nelwyn Halfling
        Class: Artist
        Alignment: Good
        Age: 10
        Height: 3'0"
        Weight: 70 lbs
        Hair Color: Auburn
        Eye Color: Blue

        Attributes

        I.Q.: 13
        M.E.: 12
        M.A.: 16
        P.S.: 8
        P.P.: 12
        P.E.: 10
        P.B.: 18
        SPD.: 9
        PER.: 14
        LUCK: 15

        Combat Statistics

        Hit Points (H.P.): 30
        S.D.C. (Structural Damage Capacity): 25
        Natural A.R.: 4
        Attacks per Melee: 2
        Weapons: Dagger (+1 to Strike), Paintbrush (+1 to Strike for creativity purposes)

        Skills

        • Painting
        • Sketching
        • Art Appreciation
        • Basic Sewing
        • Writing
        • Juggling
        • Read/Write (Elven, Common)
        • Animal Care (for pet art models)
        • Color Theory
        • Basic Math

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      4. Greenleaf Residence:

        Originally a simple timber-framed house with a thatched roof, now stands as a charming residence enhanced by Elven craftsmanship and natural beauty. With vine-covered walls, improved structural support, and an expanded garden filled with herbs and flowers, this home offers a tranquil retreat in Newhaven. Greenleaf Cottage retains its traditional timber-framed construction, a nod to its humble origins. The sturdy framework provides a rustic charm that is complemented by the thatched roof, evoking a sense of warmth and coziness. Elven craftsmanship has enhanced Greenleaf Cottage with vine-covered walls that wrap around the exterior, creating a verdant tapestry of greenery. These vines not only add to the aesthetic appeal of the home but also provide improved structural support, ensuring the longevity of the structure. The garden surrounding Greenleaf Cottage has been expanded to include a variety of herbs and flowers, adding color and fragrance to the outdoor space. Lavender, rosemary, and chamomile thrive alongside vibrant blooms, creating a serene and inviting atmosphere. Brennan Greenleaf, a Human carpenter in his late 40s, and Mira, his Elven wife of similar age, are the proud owners of Greenleaf Cottage. Brennan's expertise in woodworking is evident in the solid construction of the house, while Mira's affinity for nature and gardening is showcased in the lush garden that surrounds their home. Their teenage daughter, Eliana, is a spirited young woman of 17 with a passion for botany and herbalism. She tends to the garden with care, cultivating a diverse array of plants and flowers that thrive in the Vale's temperate climate. Greenleaf Cottage serves as a gathering space for friends and neighbors in the community, with Brennan and Mira often hosting gatherings and celebrations in their garden. The Greenleaf family actively participates in cultural exchanges between Humans and Elves, sharing traditions, stories, and culinary delights with their fellow residents. Greenleaf Cottage is surrounded by a thriving garden that showcases sustainable gardening practices and promotes biodiversity in the Vale. Greenleaf Cottage has become known across Newhaven not only for its welcoming atmosphere but also for the fine herbs, teas, and natural remedies cultivated and crafted by the family. Mira and Eliana's shared knowledge of herbalism, combined with Brennan's handcrafted wooden packaging and garden tools, create a small but respected family trade.

        Greenleaf Family Goods & Herbary

        Item Description Price (sp)
        Greenleaf Garden Tea Blend A calming herbal tea made from dried chamomile, lavender, and lemon balm. Promotes restful sleep. 1 sp / pouch (10 servings)
        Vale Herb Kit A bundled collection of fresh rosemary, thyme, mint, and sage. Used for cooking or rituals. 2 sp / bundle
        Eliana's Healing Poultice Handmade salve of comfrey, calendula, and honey. Speeds healing of minor cuts and bruises. 3 sp / tin
        Brennan's Hand-Carved Herb Box A beautifully crafted wooden box with separate compartments for dried herbs. Carved with leaf motifs. 8 sp each
        “Awaken the Grove” Incense Set Elven-formula incense made from lavender, cedar, and elderflower. Used in rituals or meditation. 4 sp / set of 6 sticks
        Seasonal Floral Bouquets Freshly cut mixed flowers from the Greenleaf garden, tied with raffia cord and a blessing rune. 1 sp / bouquet
        Mira and Eliana also teach short community herbalism classes on moon weekends and offer free herb cuttings to apprentices or local healers. Brennan sometimes trades his wooden goods for rare seeds or preserved Elven scrolls on horticulture.
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        Brennan Greenleaf

        Race: Human Alignment: Principled O.C.C.: Carpenter/Farmer Level: 6

        Attributes

        • IQ: 14
        • ME: 12
        • MA: 15
        • PS: 20
        • PP: 16
        • PE: 18
        • PB: 13
        • Spd: 12

        Skills

        • Carpentry: 75%
        • Basic Mechanics: 65%
        • Gemology: 50%
        • Wilderness Survival: 55%
        • General Repair & Maintenance: 70%

        Hit Points & S.D.C.

        HP: 42
        S.D.C.: 55

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        Mira Greenleaf

        Race: Elf Alignment: Scrupulous O.C.C.: Herbalist/Farmer Level: 5

        Attributes

        • IQ: 18
        • ME: 17
        • MA: 19
        • PS: 12
        • PP: 15
        • PE: 14
        • PB: 22
        • Spd: 14

        Skills

        • Botany: 80%
        • Herbal Medicine: 85%
        • First Aid: 70%
        • Cooking: 65%
        • Holistic Medicine: 75%

        Hit Points & S.D.C.

        HP: 38
        S.D.C.: 30

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        Eliana Greenleaf

        Race: Half-Elf Alignment: Unprincipled O.C.C.: Apprentice Herbalist/Farmer Level: 2

        Attributes

        • IQ: 16
        • ME: 14
        • MA: 16
        • PS: 10
        • PP: 14
        • PE: 12
        • PB: 18
        • Spd: 12

        Skills

        • Botany: 65%
        • Holistic Medicine: 60%
        • First Aid: 55%
        • Cooking: 50%
        • Wilderness Survival: 50%

        Hit Points & S.D.C.

        HP: 24
        S.D.C.: 15

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      5. Whisperwind Residence:

        A wooden house nestled amidst the verdant landscape of Newhaven, seamlessly blends Human architecture with Elven enhancements. Featuring natural camouflage, enchanted pathways, and an open design that welcomes cool breezes, this residence offers a harmonious sanctuary in the Vale. It is constructed from locally sourced wood, reflecting the rustic charm of its Human origins. However, Elven additions have transformed the house into a tranquil retreat that harmonizes with its natural surroundings. Elven craftsmanship has imbued the home with natural camouflage, allowing the house to blend seamlessly into the surrounding forest. Enchanted pathways wind through the garden, guiding visitors with gentle glows of magical light. The house features an open design that maximizes airflow and natural light, creating a refreshing and invigorating atmosphere. Large windows and doors allow cool breezes to flow through the interior, offering relief from the summer heat. Aldric Whisperwind, a Human carpenter in his early 50s, and Telara, his Elven wife, are the proud owners of the beautiful home. Aldric's craftsmanship is evident in the sturdy construction of the house, while Elara's affinity for nature and magic is showcased in the enchanted pathways and natural camouflage that adorn their home.

        From the tranquil grounds of the Whisperwind home, Aldric and Telara offer a curated selection of handcrafted goods, natural remedies, and enchanted home items. Their offerings reflect their dual heritage, Human skill and Elven grace, infused with the magic and tranquility of the Vale.

        Whisperwind Homecrafts & Forest Goods

        Item Description Price (sp)
        Whisperwind Lantern A softly glowing lantern carved from pale wood and enchanted by Telara to emit a calm, silvery light that lasts up to 12 hours without fuel. 6 sp
        Windleaf Charm A delicate charm woven from forest vines, bound with a minor enchantment to ward off small pests and promote restful sleep. 2 sp
        Forest Blend Incense Fragrant incense crafted from cedar shavings, crushed jasmine, and moonblossom petals. Soothing and spiritually grounding. 3 sp / bundle of 5
        Hand-Carved Wind Chimes Made by Aldric from wind-polished branches and silverleaf metal; produces soft, melodic tones that change with the seasons. 5 sp each
        Elara's Pathdust A small pouch of sparkling ground herbs that, when scattered, illuminates a path for up to 1 hour (10-ft wide, 30-ft long). 7 sp
        Whisperwind Herb Sachets A blend of dried herbs (lavender, elderflower, forest mint) in fine cloth pouches for bath use or drawer freshness. 1 sp / sachet
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        Aldric Whisperwind

        Human Carpenter & Farmer

        Race: Human Alignment: Scrupulous O.C.C.: Carpenter (Custom NPC Class) Level: 4

        Attributes: IQ: 12
        ME: 13
        MA: 14
        PS: 18
        PP: 11
        PE: 16
        PB: 12
        SPD: 10

        Health: Hit Points: 34
        SDC: 40

        Skills:

        • Carpentry (+50%)
        • General Repair/Maintenance (+45%)
        • Basic Mechanics (+40%)
        • Woodworking (+55%)
        • Blacksmithing (+30%)
        • Wilderness Survival (+35%)
        • Rope Use (+40%)
        • Land Navigation (+30%)

        Weapons & Equipment:

        • Carpenter's Toolset
        • Wood Carving Kit
        • Sturdy Hand Axe (2D4)
        • Small Hammer (1D6)
        • Leather Apron
        • Simple Work Clothes
        • Family Dagger (1D6)

        Special Abilities:

        • Expert Craftsmanship: Can build structures with superior stability and Elven design elements
        • Keen Eye: +10% to all crafting-related rolls when working with wood

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        Telara Whisperwind

        Elven Mage & Herbalist

        Race: Elf Alignment: Principled O.C.C.: Wizard Level: 5

        Attributes: IQ: 18
        ME: 17
        MA: 15
        PS: 10
        PP: 12
        PE: 14
        PB: 19
        SPD: 13

        Health: Hit Points: 30
        SDC: 20
        PPE: 120

        Skills:

        • Lore: Magic (+55%)
        • Literacy: Elven & Human (+60%)
        • Language: Elven, Human (+75%)
        • Herbalism (+50%)
        • Holistic Medicine (+45%)
        • Wilderness Survival (+40%)
        • Botany (+55%)

        Spells Known:

        • Globe of Daylight (2 PPE)
        • Armor of Ithan (10 PPE)
        • Energy Bolt (5 PPE)
        • Magic Pigeon (20 PPE)
        • Sense Magic (4 PPE)
        • Sleep (10 PPE)
        • Tongues (12 PPE)

        Weapons & Equipment:

        • Enchanted Oak Staff (+1 to Spell Strength, 2D6 Damage)
        • Leather Spell Components Pouch
        • Herbalist's Kit
        • Elven Silk Robes (Soft Green with Silver Embroidery)

        Special Abilities:

        • Natural Affinity for Magic: +10 PPE per level
        • Elven Longevity: Ages slowly, immune to most Human diseases
        • Arcane Gardening: Can sense the magical properties of plants

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      6. Starfall Manor:

        Starfall Manor, originally a basic stone house, now stands as a picturesque residence enhanced with Elven craftsmanship. Featuring Elven-crafted wooden balconies, walkways offering stunning views, and large windows framed with delicate carvings, this home exudes elegance and tranquility in Newhaven. Starfall Manor retains its sturdy stone construction, a nod to its Human origins. The stone walls provide a sense of permanence and solidity, creating a foundation for the elegant additions crafted by the Elves. Elven craftsmanship has transformed Starfall Manor with wooden balconies and walkways that extend gracefully from the house. These additions not only enhance the aesthetic appeal of the residence but also offer panoramic views of the surrounding landscape. Large windows adorn the house, framed with delicate Elven carvings that depict natural motifs such as leaves, vines, and celestial symbols. These carvings filter sunlight into the interior, creating patterns of light and shadow that dance across the rooms. Delthalion Starfall, a Elven scholar in his late 400s, and Elysia, his Elven wife of similar age, are the proud owners of Starfall Manor. Delthalion's dedication to knowledge is reflected in the extensive library within the house, while Elysia's artistic talents shine in the intricate carvings and decorations that adorn their home. Their teenage daughter, Aria, shares her parents' love for learning and artistry. She enjoys spending time in the garden, cultivating flowers and herbs that thrive under her care. Starfall Manor serves as a cultural hub within the community, hosting gatherings, literary discussions, and artistic exhibitions. Thalion and Elysia welcome scholars, artists, and adventurers alike to share their stories and exchange ideas. The Starfall family actively promotes education and intellectual pursuits, offering scholarships and mentorship programs to young scholars and artists in Newhaven. Starfall Manor is surrounded by a lush garden that showcases exotic plants and rare flowers, attracting scholars and botanists from far and wide. The family is committed to preserving the natural beauty of the Vale and supporting conservation efforts.
        Item Description Price (sp)
        Moon-etched Journal A beautifully bound journal with a silver-ink lunar motif. Pages are made of pressed vellum that resists smudging. Ideal for scholars, artists, and mages. 40 sp
        Starfall Ink Set Five vials of magically treated ink, each shimmering with starlight hues (sapphire, amethyst, silver, emerald, gold). Includes a feathered quill from the Vale's rare White Harrier. 40 sp
        Scholar's Light Globe A small enchanted orb that floats gently in place and sheds warm, flicker-free light, perfect for late-night study or art. 12 sp
        Elysia's Celestial Tapestry A handwoven tapestry depicting the constellations of the current season. Subtly enchanted to shimmer under moonlight. Limited pieces available. 25 sp
        Scroll of Founding Lore (Copy) A beautifully scribed reproduction of an ancient Elven text detailing the early days of the Vale and Newhaven. Decorative but historically accurate. 18 sp
        Aria's Garden Blend Tea A fragrant herbal tea made from blossoms grown in Starfall's garden, lavender, nightrose, and moonmint. Known to inspire calm and clarity. 3 sp / tin
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        Delthalion Starfall

        Elven Scholar

        10th Level Scholar

        Race: Elf
        Alignment: Lawful Good
        Gender: Male
        Age: 432
        Height: 6'0"
        Weight: 155 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 22
        • M.E.: 18
        • M.A.: 16
        • P.S.: 12
        • P.P.: 14
        • P.E.: 18
        • P.B.: 20
        • Spd.: 13
        Health & Combat Stats:
        • Hit Points: 38
        • S.D.C.: 25
        • P.P.E.: 150
        Skills of Note:
        • Lore: Magic (+60%)
        • Literacy: Elven & Human (+75%)
        • Language: Elven, Human (+85%)
        • Arcane Lore (+50%)
        • History (+60%)
        • Heraldry (+40%)
        • Research (+50%)
        • Alchemy (+45%)
        Spells Known:
        • Light (2 PPE)
        • Levitation (8 PPE)
        • Magic Shield (10 PPE)
        • Read Magic (4 PPE)
        • Teleport (20 PPE)
        • Detect Magic (2 PPE)
        • Protective Ward (12 PPE)
        Weapons & Equipment:
        • Elven Magic Tome (+1 to Magic Ability)
        • Staff of Knowledge (Increases research abilities)
        • Elven Robes (Inscribed with protective runes)
        • Silver Dagger (1D6 damage, +1 to strike)
        Special Abilities:
        • Elven Longevity: Ages slowly, immune to most Human diseases
        • Arcane Affinity: +10 PPE per level
        • Spellcasting Mastery: +2 to all spellcasting rolls
        • Enhanced Memory: Can recall magical and historical knowledge with ease

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        Elysia Starfall

        Elven Artist

        8th Level Artist

        Race: Elf
        Alignment: Neutral Good
        Gender: Female
        Age: 312
        Height: 5'9"
        Weight: 125 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 16
        • M.E.: 14
        • M.A.: 20
        • P.S.: 10
        • P.P.: 12
        • P.E.: 16
        • P.B.: 22
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 32
        • S.D.C.: 18
        • P.P.E.: 110
        Skills of Note:
        • Sculpting (+60%)
        • Painting (+55%)
        • Carving (+50%)
        • Literacy: Elven & Human (+70%)
        • Artistic Expression (+50%)
        • Herbalism (+45%)
        Weapons & Equipment:
        • Carving Tools (Masterwork quality)
        • Elven Brushes & Paints (Vibrant and magical)
        • Sketchbook & Charcoal Pencils
        • Silver Dagger (1D4+1 damage)
        Special Abilities:
        • Artistic Flair: +15% to any art-related skill rolls
        • Herbalist: Can create natural remedies and potions
        • Elven Longevity: Ages slowly, immune to most Human diseases

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        Aria Starfall

        Elven Scholar & Artist

        4th Level Artist & Scholar

        Race: Elf
        Alignment: Unprincipled
        Gender: Female
        Age: 98
        Height: 5'8"
        Weight: 125 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 18
        • M.E.: 15
        • M.A.: 17
        • P.S.: 11
        • P.P.: 13
        • P.E.: 16
        • P.B.: 19
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 24
        • S.D.C.: 15
        • P.P.E.: 90
        Skills of Note:
        • Botany (+60%)
        • Sculpting (+55%)
        • Painting (+50%)
        • Herbalism (+45%)
        • Literacy: Elven & Human (+60%)
        • Research (+40%)
        • Gardening (+50%)
        Weapons & Equipment:
        • Elven Brushes & Paints (High quality)
        • Sketchbook & Charcoal Pencils
        • Gardening Kit (Shears, small shovel, plant food)
        • Silvered Dagger (1D4+1 damage)
        Special Abilities:
        • Botanical Understanding: +10% to research plants and herbs
        • Elven Longevity: Ages slowly, immune to most Human diseases
        • Artistic Talent: +10% to any art-related skill rolls

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      7. Herald Bardin Orndew's Home:

        The Herald's Home is a prominent and well-respected residence in Newhaven, reflecting the stature and importance of its occupant, Bardin Orndew. This home combines traditional Human architecture with Elven refinements, creating an elegant and functional space that serves both as a private residence and a hub for communication and news dissemination in the community. The original structure was a simple, solidly built Human cottage, featuring robust wooden beams and a thatched roof. The house was designed for practicality and durability, with a cozy interior that provided comfort and warmth. The Elves have added graceful arches, intricate woodwork, and stained-glass windows that depict scenes from local legends and important events. The additions bring a sense of sophistication and beauty to the sturdy Human design. The house is surrounded by a well-maintained garden filled with fragrant herbs, colorful flowers, and a small stone pathway leading to the front door. This serene environment provides a peaceful retreat for Bardin and his family. Bardin is the town herald, responsible for announcing important news, delivering messages, and keeping records of significant events. He is a middle-aged Human with a commanding presence, graying hair, and keen brown eyes. Known for his eloquence and fairness, Bardin is a trusted and respected figure in Newhaven. Bardin's wife, Liora, is an Elven woman with a gentle demeanor and an eye for detail. She has long, flowing silver hair and bright green eyes. Liora assists Bardin by organizing and preserving records, and she often helps him draft announcements and official documents. Their teenage son, Talon, is an aspiring bard with a talent for music and storytelling. He has inherited his mother's green eyes and his father's determination. Talon dreams of traveling the world and bringing new tales and songs back to Newhaven. The couple's young daughter, Maelis, is a curious and imaginative girl with a love for reading and writing. She has her father's brown eyes and her mother's silver hair. Maelis often helps her parents by copying documents and organizing the home's library. Bardin's primary role is to ensure that important news and announcements are communicated clearly and promptly to the residents of Newhaven. He maintains a schedule of public announcements in the town square and delivers messages to individuals as needed. Talon's musical and storytelling talents provide cultural enrichment to the community. He often performs at local gatherings and festivals, sharing both new and traditional stories and songs. Maelis's love for books and learning contributes to the educational efforts in Newhaven. She assists in the town's school, helping younger children with reading and writing. Bardin plans to establish a more formal system of communication within Newhaven, possibly including a community bulletin board and a regular newsletter to keep everyone informed about local events and important news. Liora aims to compile a comprehensive history of Newhaven, including stories, songs, and records that capture the town's rich heritage. She hopes to create an archive that future generations can access and learn from. Talon dreams of embarking on musical journeys to other towns and cities, learning new songs and stories to bring back to Newhaven. He hopes to broaden his horizons and enhance the cultural tapestry of his hometown. From the elegant yet practical home of Bardin Orndew, Newhaven's trusted herald, comes a modest selection of finely made tools for record-keeping, music, and messaging. Crafted with care by Bardin, Liora, and their gifted children, these items support the town's memory and its celebration of stories.

        Orndew's Communiques & Curios: Words, Records, and Instruments of Tradition

        Item Description Price (sp)
        Official Message Scroll A sealed scroll bearing Bardin Orndew's sigil. Used for formal notices, contracts, and declarations. Made with high-quality parchment and Elven scriptwork. 5 sp
        Messenger's Satchel A durable leather satchel with weatherproof lining and compartments for scrolls and letters. Includes a wax-sealing kit and Bardin's personal guide to proper address. 15 sp
        Talon's Travel Lute A finely crafted miniature lute, light and portable. Tuned for clarity and volume, ideal for bardic performances in the field. Comes with a case and tuning fork. 20 sp
        Maelis's Copybook Hand-illustrated book of tales, poems, and songs, copied by Maelis herself. Each copy contains charming marginal doodles and inspirational notes. 7 sp
        Orndew Ink & Quill Set Premium ink in a carved wooden case with an Elven-etched quill. Liora prepares these sets for scribes, recorders, and scholars. 10 sp
        Town Record Ledger (Copy) A curated and bound copy of public notices, major decisions, and festival histories from the past five years. Includes notes from Bardin. 25 sp
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        Bardin Orndew

        Herald of Newhaven

        8th Level Herald

        Race: Human
        Alignment: Principled
        Gender: Male
        Age: 45
        Height: 5'10"
        Weight: 165 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 16
        • M.E.: 18
        • M.A.: 14
        • P.S.: 10
        • P.P.: 13
        • P.E.: 15
        • P.B.: 17
        • Spd.: 11
        Health & Combat Stats:
        • Hit Points: 28
        • S.D.C.: 22
        • P.P.E.: 50
        Skills of Note:
        • Public Speaking (+60%)
        • Writing (+70%)
        • Literacy: Elven & Human (+85%)
        • Record Keeping (+50%)
        • Heraldry (+55%)
        • Local History (+40%)
        • Perform: Storytelling (+50%)
        • Negotiation (+45%)
        Weapons & Equipment:
        • Herald's Bell (Symbol of office)
        • Elven-Refined Quill (For official announcements)
        • Ink and Parchment (For keeping records)
        • Sturdy Traveling Cloak (For long journeys)
        • Short Sword (1D6 damage)
        Special Abilities:
        • Master of Speech: +2 to all Charisma-related rolls
        • Sharp Memory: Can recall important events and news easily
        • Herald's Authority: Commands attention and respect when making announcements

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        Liora Orndew

        Elven Archivist & Wife of Bardin

        7th Level Archivist

        Race: Elf
        Alignment: Neutral Good
        Gender: Female
        Age: 256
        Height: 5'8"
        Weight: 130 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 18
        • M.E.: 16
        • M.A.: 15
        • P.S.: 10
        • P.P.: 14
        • P.E.: 12
        • P.B.: 20
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 24
        • S.D.C.: 20
        • P.P.E.: 80
        Skills of Note:
        • Literacy: Elven & Human (+85%)
        • History (+60%)
        • Research (+70%)
        • Record Keeping (+65%)
        • Perform: Singing (+50%)
        • Botany (+45%)
        • Heraldry (+40%)
        Weapons & Equipment:
        • Elven Robes (Delicate Embroidery)
        • Books and Scrolls for Preservation
        • Ink and Writing Tools
        • Herbalist Kit
        • Small Silver Dagger (1D4 damage)
        Special Abilities:
        • Elven Longevity: Ages slowly, immune to most diseases
        • Record Preservation: Expert at preserving scrolls and books
        • Calm Demeanor: Can soothe others with her presence

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        Talon Orndew

        Teenage Bard & Son of Bardin

        4th Level Bard

        Race: Half-Elf
        Alignment: Principled
        Gender: Male
        Age: 17
        Height: 5'10"
        Weight: 150 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 15
        • M.E.: 14
        • M.A.: 16
        • P.S.: 12
        • P.P.: 13
        • P.E.: 12
        • P.B.: 18
        • Spd.: 15
        Health & Combat Stats:
        • Hit Points: 22
        • S.D.C.: 18
        • P.P.E.: 45
        Skills of Note:
        • Perform: Music (+60%)
        • Storytelling (+50%)
        • Literacy: Elven & Human (+60%)
        • Singing (+55%)
        • Acrobatics (+30%)
        • Public Speaking (+45%)
        Weapons & Equipment:
        • Lute (Well-maintained)
        • Traveling Cloak
        • Performance Attire
        • Dagger (1D4+1 damage)
        Special Abilities:
        • Musical Talent: +2 to Performance rolls
        • Storyteller's Charm: Can captivate an audience easily
        • Half-Elven Resilience: +5 S.D.C.

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        Maelis Orndew

        Teenage Daughter & Aspiring Scribe

        3rd Level Scribe

        Race: Half-Elf
        Alignment: Scrupulously Good
        Gender: Female
        Age: 16
        Height: 5'5"
        Weight: 120 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 17
        • M.E.: 14
        • M.A.: 12
        • P.S.: 10
        • P.P.: 12
        • P.E.: 13
        • P.B.: 18
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 18
        • S.D.C.: 15
        • P.P.E.: 35
        Skills of Note:
        • Literacy: Elven & Human (+70%)
        • Writing (+60%)
        • History (+50%)
        • Record Keeping (+55%)
        • Research (+45%)
        Weapons & Equipment:
        • Writing Kit (Ink, Quill, and Parchment)
        • Elven Robes (Modest yet elegant)
        • Books for Study
        • Small Dagger (1D4 damage)
        Special Abilities:
        • Half-Elven Intelligence: +2 to all Literacy and Writing rolls
        • Impressive Memory: Can memorize information with ease
        • Artistic Talent: Can create beautiful manuscripts

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      8. Brightleaf Residence:

        Once a humble wooden cottage, the house now stands as a testament to the harmonious blend of Human and Elven craftsmanship in Newhaven. Enhanced by Elven magic and natural elements, the residence exemplifies beauty, comfort, and sustainability. The structure is nestled amidst a grove of ancient oak trees, their branches intertwining above to form a natural awning over the roof. Elven magic has transformed the cottage, enriching its structure with living wood that wraps around the walls and pillars. Delicate branches entwine with the walls, forming intricate patterns and providing natural insulation. Vines adorned with vibrant flowers climb the walls, adding color and fragrance to the dwelling. Inside, the interior reflects a blend of rustic comfort and Elven elegance. The main living area features wooden floors and beams adorned with Elven carvings depicting scenes of nature and magic. Large windows allow natural light to fill the rooms, enhancing the airy and open atmosphere. The furniture is crafted from polished wood and adorned with plush cushions and colorful textiles, creating a warm and inviting space. Daelan Brightleaf, a Half Elven woodworker in his mid-140s, and Essara, his Elven wife of similar age, are the proud owners. Daelan's craftsmanship is evident in the intricate woodwork throughout the residence, though his true love is the crafting of furnature, while Elara's affinity for weaving and needle work ensures that his furnature is spectacularly completed.

        Brightleaf Crafted Comforts: Fine Furnishings & Woven Wonders

        Item Description Price (sp)
        Brightleaf Rest Chair A finely crafted wooden chair with curved arms and legs, inlaid with forest motifs. Cushioned with handwoven Elven fabrics by Essara. Designed for comfort and elegance. 25 sp
        Living Wood Wall Sconce A small enchanted wall fixture grown from living wood, shaped to cradle a glowing crystal or candle. Emits a soft, natural light and requires no nails to mount. 18 sp
        Verdant Tapestry A handwoven wall hanging by Essara, depicting a seasonal cycle in the Vale. Dyed with natural colors and woven with gold-thread accents. 30 sp
        Custom Wooden Chest Daelan's signature carved storage chest. Can be commissioned with family crests, forest animals, or personal runes. Lined with soft fabric and scented with herbs. 35 sp
        Oaken Bedframe with Canopy Vines A beautiful, sturdy bedframe of living oak, with enchantments to encourage restful sleep. Optional flowering vines may be included, which bloom subtly at night. 75 sp
        Essara's Needlework Set Includes dyed Elven threads, elegant silver needles, and an embroidered cushion ring. Popular among apprentices and hobbyists seeking Elven technique. 10 sp
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        Daelan Brightleaf

        Master Woodworker of Newhaven

        5th Level Woodworker

        Race: Half-Elf
        Alignment: Principled
        Gender: Male
        Age: 145
        Height: 6'0"
        Weight: 180 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 15
        • M.E.: 14
        • M.A.: 13
        • P.S.: 14
        • P.P.: 16
        • P.E.: 12
        • P.B.: 15
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 24
        • S.D.C.: 30
        • P.P.E.: 10
        Skills of Note:
        • Woodworking
        • Carving
        • Fine Detailing
        • Furniture Crafting
        • Structural Integrity
        • Basic Trade Negotiation
        Weapons & Equipment:
        • Woodworker's Toolkit
        • Crafting Bench

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        Essara Brightleaf

        Master Furniture Maker of Newhaven

        5th Level Artisan

        Race: Elf
        Alignment: Principled
        Gender: Female
        Age: 145
        Height: 5'10"
        Weight: 150 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 16
        • M.E.: 13
        • M.A.: 15
        • P.S.: 12
        • P.P.: 15
        • P.E.: 12
        • P.B.: 18
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 22
        • S.D.C.: 28
        • P.P.E.: 12
        Skills of Note:
        • Weaving
        • Upholstery
        • Detail Finishing
        • Textile Crafting
        • Decorative Stitching
        • Artistic Embroidery
        Weapons & Equipment:
        • Sewing and Weaving Kit
        • Artisan's Toolkit

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      9. Thornvale Residence:

        Once a humble stone and timber house, now radiates with Elven elegance and functionality. Refurbished with exquisite craftsmanship and enchanted touches, the residence stands as a testament to the harmonious fusion of Human and Elven aesthetics in Newhaven. The house retains its sturdy stone and timber construction, reflecting its humble origins. However, the house has been transformed by Elven artisans, who added graceful arches, intricate carvings, and delicate embellishments to its facade. Elven elegance permeates every aspect of the residence, from the flowering vines that climb the walls to the enchanting fountain that glistens in the front yard. The windows are adorned with stained glass panels depicting scenes of nature and magic, while the roof is crowned with ornate wooden shingles that shimmer in the sunlight. Inside, the interior of the house is a symphony of beauty and functionality. Elven tapestries adorn the walls, depicting ancient legends and mythic creatures, while polished hardwood floors gleam underfoot. Sunlight filters through the windows, casting dappled patterns of light and shadow across the rooms. Gareth Thornvale, a Half Elven retired Soldier turned Farmer in his early 100s, and Lyra, his Elven wife of similar age, are the proud owners of the house and both skilled farmers. Their adult children are also skilled farmers and contribute to the community farm with their parents.

        Thornvale Creations: Elegant Tools & Enchanted Farmstead Goods

        Item Description Price
        Thornvale Enchanted Spade A sturdy wooden-handled farming spade, reinforced with Elven steel and lightly enchanted to resist rust and dulling. Used by Gareth himself on the communal fields. 15 gp
        Verdant Cloak A farmer's cloak woven by Lyra from linen and vine-thread, enchanted to resist water and stains. Decorated subtly with leaf patterns, it blends beautifully into green fields or forest. 25 gp
        Moonstone Lantern A hanging lantern made from Elven glass and fitted with a moonstone core. Provides soft, silvery light perfect for nighttime farmwork or peaceful porch evenings. 30 gp
        Herbal Wreath of the Vale A handwoven wreath made by Lyra and her daughters, infused with local herbs like lavender, basil, and valerian. Hung above doors to promote rest and good health. 8 sp
        Polished Fruit Baskets Made from flexible Valewood and polished to a soft sheen, these baskets are used by the Thornvales at market and are highly durable. Can be enchanted to preserve freshness 10 sp (mundane) / 20 gp (enchanted)
        Sun-etched Wall Tapestry A medium-sized tapestry woven by Lyra and depicting the seasonal shifts of the Vale. Crafted from golden flax and Elven dyes, it's a prized decoration in many Newhaven homes. 40 sp
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        Gareth Thornvale

        Human Farmer of Newhaven

        5th Level Farmer

        Race: Human
        Alignment: Principled
        Gender: Male
        Age: 50
        Height: 5'11"
        Weight: 190 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 12
        • M.E.: 14
        • M.A.: 12
        • P.S.: 17
        • P.P.: 13
        • P.E.: 15
        • P.B.: 11
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 28
        • S.D.C.: 35
        • P.P.E.: 6
        Skills of Note:
        • Agriculture
        • Animal Husbandry
        • Carpentry
        • Land Management
        • Basic Trade
        Weapons & Equipment:
        • Pitchfork (1D6+2 damage)
        • Hand Axe (1D6+1 damage)
        • Farming Tools

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        Lyra Thornvale

        Elven Healer of Newhaven

        5th Level Healer

        Race: Elf
        Alignment: Principled
        Gender: Female
        Age: 150
        Height: 5'8"
        Weight: 140 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 16
        • M.E.: 15
        • M.A.: 14
        • P.S.: 12
        • P.P.: 14
        • P.E.: 13
        • P.B.: 17
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 24
        • S.D.C.: 28
        • P.P.E.: 20
        Skills of Note:
        • Herbalism
        • Healing Magic
        • Botany
        • First Aid
        • Poison Identification
        Weapons & Equipment:
        • Herbalist's Kit
        • Healer's Staff (1D6 damage)

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        Sanna Thornvale

        Human-Elven Farmer of Newhaven

        2nd Level Farmer

        Race: Half-Elf
        Alignment: Principled
        Gender: Female
        Age: 25
        Height: 5'6"
        Weight: 140 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 13
        • M.E.: 14
        • M.A.: 12
        • P.S.: 14
        • P.P.: 15
        • P.E.: 13
        • P.B.: 15
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 22
        • S.D.C.: 30
        • P.P.E.: 10
        Skills of Note:
        • Agriculture
        • Animal Care
        • Cooking
        Weapons & Equipment:
        • Hand Sickle (1D4+1 damage)
        • Farming Tools

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        Amylirra Thornvale

        Human-Elven Farmer of Newhaven

        2nd Level Farmer

        Race: Half-Elf
        Alignment: Principled
        Gender: Female
        Age: 22
        Height: 5'7"
        Weight: 135 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 12
        • M.E.: 13
        • M.A.: 12
        • P.S.: 13
        • P.P.: 14
        • P.E.: 12
        • P.B.: 16
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 20
        • S.D.C.: 28
        • P.P.E.: 10
        Skills of Note:
        • Agriculture
        • Harvesting
        • Land Management
        Weapons & Equipment:
        • Hand Sickle (1D4+1 damage)
        • Farming Tools

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        Chartha Thornvale

        Human-Elven Farmer of Newhaven

        2nd Level Farmer

        Race: Half-Elf
        Alignment: Principled
        Gender: Female
        Age: 20
        Height: 5'5"
        Weight: 130 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 12
        • M.E.: 14
        • M.A.: 13
        • P.S.: 12
        • P.P.: 13
        • P.E.: 12
        • P.B.: 15
        • Spd.: 13
        Health & Combat Stats:
        • Hit Points: 19
        • S.D.C.: 26
        • P.P.E.: 8
        Skills of Note:
        • Agriculture (+45%)
        • Animal Care (+40%)
        • Brewing (+30%)
        • Plant Lore (+35%)
        Weapons & Equipment:
        • Pitchfork (1D8+2 damage)
        • Small Knife (1D4 damage)
        • Leather Work Gloves
        • Simple Farming Clothes

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      10. Hearth & Harvest Baker's Shoppe:

        Nestled in the heart of Newhaven, Hearth & Harvest stands as a cherished cornerstone of the community. The aroma of freshly baked bread and warm pastries spills out into the cobblestone street, welcoming passersby with the comforting scent of home. This charming bakery, run by the Thorne family, combines traditional Human baking methods with artistic influences inspired by Elven delicacy, resulting in mouth-watering treats that have become legendary throughout the Vale. The building itself reflects the practical and enduring craftsmanship of its Human origins, constructed from sturdy stone and rich timber. Its large, inviting windows offer a glimpse of the golden loaves and sugared pastries that line the shelves, enticing customers to step inside. Above the door hangs a beautifully crafted wrought iron sign depicting intertwined wheat stalks and ivy leaves, a symbol of harmony between cultivation and nature. The delicate carvings adorning the wooden beams hint at subtle Elven influence, adding elegance to the bakery's rustic charm. Inside, the shop exudes warmth and comfort. Wooden shelves brim with baskets of freshly baked bread, sweet rolls, and pastries. The large central counter, polished to a rich sheen, serves as the heart of the shop where customers place their orders and share friendly conversation. Sunlight streams through the windows, casting dappled patterns across the worn wooden floor. Elven tapestries depicting scenes of harvest and abundance hang on the walls, while fresh herbs and flowers in clay pots add splashes of color and fragrance to the space. At the helm of Hearth & Harvest is Bennett Thorne, a jovial Human baker in his early 50s. Stout and strong from years of hard work, Bennett's graying brown hair and weathered hands speak of a life spent in the warmth of the hearth. His perpetual smile and booming laugh make him a beloved figure in Newhaven. Having learned his craft from his father, Bennett takes great pride in using locally sourced ingredients and traditional baking techniques. He kneads dough with the precision of a master craftsman and has an almost instinctive understanding of the right rise and texture. His famous honey-glazed rolls and apple tarts have become town favorites, and his hearty rye bread is considered a staple in every household. Bennett's wife, Eilena Thorne, is a Human woman in her late 40s with a graceful presence that contrasts with her husband's boisterous nature. With chestnut brown hair pulled into a neat braid and warm hazel eyes, Eilena possesses a calm, steadying influence over both the business and the family. She manages the financial side of the bakery, ensuring that orders are filled and supplies are replenished. Eilena also has a creative touch, decorating cakes with intricate icing patterns and inventing new flavor combinations. Her quiet strength and organizational skills keep Hearth & Harvest running smoothly, even during the busiest festivals. Their son, Ordan, is a lively young man of 20 with his mother's hazel eyes and his father's easy charm. Tall and lean, with tousled dark hair, Ordan has inherited both his parents' talent for baking. He is eager to modernize the family business, often experimenting with new recipes that combine Human and Elven ingredients. His honeyed walnut bread and lavender cream pastries have quickly become local favorites. Despite his youthful energy, Ordan holds deep respect for tradition and remains dedicated to learning the craft under his father's watchful eye. Ordan is also responsible for the bakery's delivery service, often seen carrying baskets of fresh bread and pastries to nearby households and markets. His charming personality and quick smile have made him popular among Newhaven's younger crowd. He enjoys friendly competition with the other young bakers in town and has even won several local baking contests. The youngest member of the family, Aelyira, is 12 years old and already showing remarkable creativity in the kitchen. With her mother's chestnut hair and her father's joyful spirit, Aelyira delights in decorating pastries with colorful icing and sugared flowers. Her ability to craft delicate patterns and playful shapes has made her treats especially popular among the town's children. Aelyira's imagination and artistic flair extend beyond the kitchen. She often sketches designs for new pastries and has a knack for turning simple treats into works of art. Her whimsical sugar sculptures and intricately decorated cookies have become favorites during town festivals. Though young, Aelyira dreams of one day creating a line of seasonal pastries inspired by the changing colors and flavors of the Vale. Hearth & Harvest is more than just a bakery, it is a social hub where villagers gather to catch up on news and share stories over a warm loaf of bread or a sweet pastry. The shop's inviting atmosphere and the Thorne family's warm hospitality make it a natural meeting place. Farmers trade stories about the harvest, children press their faces against the glass display cases, and elderly villagers linger over cups of hot cider. The Thorne family's influence extends beyond their shop. During festivals and town celebrations, Hearth & Harvest provides elaborate cakes and specialty breads that have become staples of Newhaven's culture. Bennett's towering harvest cake, adorned with sugared leaves and edible gold, is the highlight of the annual autumn festival. For weddings and birthdays, Eilena crafts delicately layered cakes decorated with edible flowers and shimmering glaze. Ordan's creative touch has introduced seasonal pastries and savory hand pies that cater to the tastes of both Humans and Elves alike. Bennett and Eilena are well-respected figures in Newhaven, known for their generosity and kindness. They often provide free loaves to those in need, and during harsh winters, Hearth & Harvest's doors remain open late to ensure no villager goes hungry. Ordan and Aelyira's growing involvement in the bakery ensures that the Thorne family's legacy will endure for generations to come. Through their shared love of baking and their deep connection to the land and the community, the Thorne family has made Hearth & Harvest a cornerstone of Newhaven's culture, a place where warmth, tradition, and innovation thrive side by side.

        Hearth & Harvest Baker's Shoppe

        Daily Baked Goods & Specialties

        Breads

        • Hearty Rye Loaf 6 cp
        • Honey Oat Bread 7 cp
        • Seeded Elven Flatbread 8 cp
        • Dark Crust Sourdough 6 cp
        • Nelwyn Seed Cake Bread 9 cp
        • Elven Waybread (Lembas-style, single leaf) 2 sp
        • Sweet Herb Focaccia 1 sp
        • Buttered Wheat Loaf 6 cp

        Pastries & Morning Treats

        • Honey-Glazed Rolls (pair) 7 cp
        • Apple Cinnamon Tarts 1 sp
        • Spiced Pumpkin Turnovers 1 sp
        • Elven Blossom Pastries (fruit-filled) 1 sp
        • Morning Berry Muffins (set of 3) 9 cp
        • Vanilla Cream Brioche 1 sp
        • Walnut-Honey Croissants (pair) 1 sp
        • Lemon-Thistle Teacakes (box of 4) 1 sp 5 cp

        Cakes & Confections

        • Golden Butter Cake with Plum Glaze (slice) 1 sp
        • Spiced Honey-Apple Cake (whole) 4 sp
        • Elven Cloudberry Torte (slice) 2 sp
        • Chocolate Hazelnut Truffle Cake (whole) 5 sp
        • Seasonal Moonfruit Crumble 1 sp
        • Mini Carrot-Cinnamon Cakes (set of 3) 1 sp

        Biscuits & Scones

        • Buttermilk Biscuits (pair) 5 cp
        • Lavender-Honey Scones 8 cp
        • Wildberry Jam Biscuits 7 cp
        • Rosehip-Maple Butter Scones 1 sp
        • Spiced Acorn & Nutmeg Rounds 6 cp

        Pies & Savories

        • Chicken & Herb Hand Pie 1 sp
        • Mushroom & Onion Tartlets 8 cp
        • Beef & Root Vegetable Pie (whole) 2 sp 5 cp
        • Goat Cheese & Chive Quiche (slice) 1 sp
        • Wild Greens & Barley Bake 9 cp

        Specialty & Seasonal

        • Festival Loaf with Glazed Petals 2 sp
        • Sweet Solstice Rings (raisin-nut bread) 1 sp 5 cp
        • Elven Starlight Crumbles (box) 2 sp
        • Berry-Cider Glazed Mini Buns 1 sp
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        Bennett Thorne

        Human Baker of Newhaven

        10th Level Baker

        Race: Human
        Alignment: Scrupulous
        Gender: Male
        Age: Early 50s
        Height: 5'10"
        Weight: 185 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14
        • M.E.: 12
        • M.A.: 16
        • P.S.: 14
        • P.P.: 12
        • P.E.: 15
        • P.B.: 14
        • Spd.: 11
        Health & Combat Stats:
        • Hit Points: 35
        • S.D.C.: 45
        • P.P.E.: 6
        Skills of Note:
        • Baking
        • Business Management
        • Negotiation
        • Agriculture
        Weapons & Equipment:
        • Baker's Rolling Pin (1D4 damage)
        • Leather Apron (A.R. 6, S.D.C. 10)

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        Eilena Thorne

        Human Merchant of Newhaven

        8th Level Merchant

        Race: Human
        Alignment: Principled
        Gender: Female
        Age: Late 40s
        Height: 5'7"
        Weight: 140 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 15
        • M.E.: 14
        • M.A.: 17
        • P.S.: 10
        • P.P.: 12
        • P.E.: 13
        • P.B.: 16
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 28
        • S.D.C.: 30
        • P.P.E.: 5
        Skills of Note:
        • Business Management
        • Accounting
        • Herbalism
        • Negotiation
        Weapons & Equipment:
        • Dagger (1D4 damage)
        • Ledger Book

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        Ordan Thorne

        Human Baker of Newhaven

        3rd Level Baker

        Race: Human
        Alignment: Unprincipled
        Gender: Male
        Age: 20
        Height: 5'11"
        Weight: 160 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14
        • M.E.: 12
        • M.A.: 15
        • P.S.: 12
        • P.P.: 13
        • P.E.: 14
        • P.B.: 14
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 24
        • S.D.C.: 30
        • P.P.E.: 7
        Skills of Note:
        • Baking
        • Recipe Creation
        • Customer Service
        • Agriculture
        Weapons & Equipment:
        • Baker's Rolling Pin (1D4 damage)
        • Bread Knife (1D4 damage)

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        Aelyria Thorne

        Human Apprentice Baker of Newhaven

        1st Level Apprentice

        Race: Human
        Alignment: Principled
        Gender: Female
        Age: 12
        Height: 4'10"
        Weight: 85 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 13
        • M.E.: 11
        • M.A.: 14
        • P.S.: 9
        • P.P.: 12
        • P.E.: 10
        • P.B.: 16
        • Spd.: 13
        Health & Combat Stats:
        • Hit Points: 18
        • S.D.C.: 22
        • P.P.E.: 6
        Skills of Note:
        • Baking
        • Decorating
        • Creative Design
        • Customer Interaction
        Weapons & Equipment:
        • Bread Knife (1D4 damage)
        • Decorating Tools

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      11. The Butcher's Block:

        The Butcher's Block combines stockyards and a slaughterhouse and Butcher's Shop and is located next to the communal farmland, supplying a large amount of manure for the farms. The area already smells of animals and manure, making it a fitting location for the town's only butcher shop. Known for its fair pricing and excellent quality, The Butcher's Block is a cornerstone of the community's food supply. The shop's structure remains sturdy and functional, with thick wooden beams and stone walls that speak to its Human origins. The front of the shop features a large wooden sign with an engraved meat cleaver and the name "The Butcher's Block." The Elves have added delicate wooden carvings around the door and windows, depicting scenes of forest animals and nature. The window boxes are filled with fragrant herbs and flowers, adding a touch of elegance and freshness to the shop's exterior. The stockyards are large, open, often muddy, fenced-in space with with cows, pigs, chickens, and other animals delivered by the farms for slaughter. Inside, the shop is clean and well-organized. A large counter showcases various cuts of meat, while shelves are lined with jars of spices and marinades. Behind the counter, hooks and racks display sausages and smoked meats. The wooden floor and ceiling beams are polished to a warm glow, and Elven tapestries depicting hunting scenes add a touch of artistry. The slaughterhouse, hidden from the butcher shop section, is a large barn-like building with stone paved floors and a drain system for easy cleaning after a day's work. Tracks on the ceiling make it easy to move animals to processing centers, where they are broken down into useful parts to be sold to others. The operation is quite efficient and can quickly break down even the largest animals. Once broken down, the large sections are put on ice until delivered to buyers or for further processing for the shop. A small office beside the ice room conducts the shop's vital business activities, including inspecting and pricing incoming animal deliveries and filling end-user orders. The Owner and head butcher, Thorin Hammer, is a robust Human man in his late 40s. With broad shoulders, dark skin, a bushy beard, and a booming voice, Thorin is both a skilled butcher and a warm, jovial presence in the shop. He has a sweet tooth and a fondness for BBQ sandwiches, a fact well know around town. He learned the trade from his father and has been running The Butcher's Block for over 20 years. Thorin's wife, Mira, is a graceful Human woman with a calm demeanor. In her early 40s, Mira handles the business side of the shop, ensuring that everything runs smoothly. She also manages the herbs and spices, blending Elven and Human flavors to enhance their meats. Their son, Rowan, is a tall and strong young man of 18. He works alongside his father, learning the trade and assisting with the heavy lifting. Rowan is passionate about hunting and often provides the shop with fresh game. The youngest member of the family, Lena, is a bright and curious girl of 14. She helps with the packaging and labeling of the products and is always eager to learn more about the business. Lena dreams of becoming a skilled hunter like her brother. The Butcher's Block is a family-run business with no outside employees. Sick animals are cured or returned to farmers for treatment, and if beyond help, humanely dispatched. Meat from sick animals is never sold. The shop's Stone paved floor is kept clean and well-maintained, ensuring a hygienic environment for both workers and customers. Rumors:
        • Lena has the gift of reading entrails and has a side business where customers pay her to read their fortunes as she works.
        • One bin of pigs seems to be pets as they are long-term residents. On an unrelated note, Thorin is quite friendly with the Owner of the Randy Unicorn.
        Items:
        • Animal Fat (per pound): 2 sp
        • Animal Hides (per hide): 2 sp
        • Bacon (per pound): 4 sp
        • Beef (per pound): 3 sp
        • Bones (per pound): 2 sp
        • Chicken (whole): 5 sp
        • Heart (each): 2 cp
        • Jerky (per pound): 5 sp
        • Kidneys (per pair): 5 cp
        • Lamb (per pound): 4 sp
        • Lamb Chops (per pound): 6 sp
        • Liver (per pound): 1 sp
        • Marrow Bones (per pair): 5 cp
        • Pâté (per jar): 1 sp
        • Pork (per pound): 2 sp
        • Pork Belly (per pound): 4 sp
        • Prime Rib (per pound): 6 sp
        • Sausages (per pound): 3 sp
        • Tenderloin (per pound): 8 sp
        • Tongue (each): 5 sp
        Services:
        • Blood Pudding Rendering (per jar): 3 sp
        • Bone Meal Rendering (per pound): 5 cp
        • Butchering Fee (per animal): 1 sp
        • Custom Cuts (per request): Varies (1 sp minimum)
        • Delivery Service (local): 1 sp (flat-rate)
        • Lard Rendering (per pound): 2 sp
        • Slaughtering Fee (per animal): 2 sp
        • Tallow Rendering (per pound): 1 sp
        The Butcher's Block plays a crucial role by providing special cuts and prepared meats that add to the festive atmosphere. Thorin often prepares large roasts and specialty sausages for these events.
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        Thorin Hammer

        Human Butcher of Newhaven

        5th Level Butcher

        Race: Human
        Alignment: Principled
        Gender: Male
        Age: 48
        Height: 6'2"
        Weight: 230 lbs
        Land of Origin: Harak
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 12 (Average)
        • M.E.: 14 (+0 vs Psionics)
        • M.A.: 13 (35% Charm/Intimidate)
        • P.S.: 22 (+7 to Damage)
        • P.P.: 14 (+0 to Strike/Parry/Dodge)
        • P.E.: 18 (+4 vs Magic/Poison, +8% vs Coma/Death)
        • P.B.: 10 (Average)
        • Spd.: 13
        Health & Combat Stats:
        • Hit Points: 48
        • S.D.C.: 65
        • P.P.E.: 5
        • Attacks Per Melee: 4
        • Combat Bonuses: +7 Damage, +1 Strike, +1 Parry, +2 Dodge
        Saving Throws:
        • Save vs Magic: +4
        • Save vs Psionics: +0
        • Save vs Horror Factor: +2
        Skills of Note:
        • Butchery (+50%)
        • Animal Husbandry (+40%)
        • Cooking (+45%)
        • Barter (+30%)
        Weapons & Equipment:
        • Butcher's Cleaver: 2D6+7 Damage (Heavy, well-worn)
        • Leather Apron: A.R. 10, S.D.C. 20
        • Skinning Knives (2): 1D4+7 Damage (Balanced for throwing)
        • Heavy Leather Gloves: +1 to Parry

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        Mirra Hammer

        Human Merchant of Newhaven

        4th Level Merchant

        Race: Human
        Alignment: Principled
        Gender: Female
        Age: 42
        Height: 5'6"
        Weight: 160 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14 (Above Average)
        • M.E.: 15 (+0 vs Psionics)
        • M.A.: 16 (55% Charm/Intimidate)
        • P.S.: 12 (+0 to Damage)
        • P.P.: 11 (+0 to Strike/Parry/Dodge)
        • P.E.: 13 (+0 vs Magic/Poison, +0% vs Coma/Death)
        • P.B.: 14 (40% Charm/Impress)
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 35
        • S.D.C.: 20
        • P.P.E.: 6
        • Attacks Per Melee: 2
        • Combat Bonuses: +0 Strike, +0 Parry, +0 Dodge
        Saving Throws:
        • Save vs Magic: +0
        • Save vs Psionics: +0
        • Save vs Horror Factor: +0
        Skills of Note:
        • Business Management (+50%)
        • Herb Crafting (+40%)
        • Cooking (+45%)
        • Negotiation (+55%)
        Weapons & Equipment:
        • Merchant's Ledger: Detailed record of transactions and debts
        • Silver Dagger: 1D6 Damage (Ornate, ceremonial)
        • Pouch of Rare Herbs: Used for healing or trade (5 doses)
        • Fine Traveling Cloak: A.R. 8, S.D.C. 10

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        Rowan Hammer

        Human Ranger of Newhaven

        2nd Level Ranger

        Race: Human
        Alignment: Unprincipled
        Gender: Male
        Age: 18
        Height: 6'0"
        Weight: 180 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 13 (Average)
        • M.E.: 14 (+0 vs Psionics)
        • M.A.: 12 (40% Charm/Intimidate)
        • P.S.: 18 (+3 to Damage)
        • P.P.: 17 (+2 to Strike/Parry/Dodge)
        • P.E.: 16 (+1 vs Magic/Poison, +2% vs Coma/Death)
        • P.B.: 13 (30% Charm/Impress)
        • Spd.: 15
        Health & Combat Stats:
        • Hit Points: 34
        • S.D.C.: 50
        • P.P.E.: 4
        • Attacks Per Melee: 3
        • Combat Bonuses: +2 Strike, +2 Parry, +2 Dodge, +3 Damage
        Saving Throws:
        • Save vs Magic: +1
        • Save vs Psionics: +0
        • Save vs Horror Factor: +0
        Skills of Note:
        • Tracking (+40%)
        • Archery (+45%)
        • Animal Handling (+35%)
        • Wilderness Survival (+50%)
        Weapons & Equipment:
        • Elven Longbow: 1D8+3 Damage (Finely crafted)
        • Hunting Knife: 1D6 Damage
        • Leather Armor: A.R. 12, S.D.C. 30
        • Traveler's Cloak: Weatherproof and camouflaged green-brown pattern
        • Quiver of Arrows: 20 Arrows

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        Lena Hammer

        Human Ranger Apprentice of Newhaven

        1st Level Ranger Apprentice

        Race: Human
        Alignment: Scrupulous
        Gender: Female
        Age: 14
        Height: 5'2"
        Weight: 110 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 12 (Average)
        • M.E.: 13 (+0 vs Psionics)
        • M.A.: 14 (40% Charm/Intimidate)
        • P.S.: 12 (+0 to Damage)
        • P.P.: 15 (+1 to Strike/Parry/Dodge)
        • P.E.: 14 (+0 vs Magic/Poison, +4% vs Coma/Death)
        • P.B.: 14 (40% Charm/Impress)
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 24
        • S.D.C.: 30
        • P.P.E.: 5
        • Attacks Per Melee: 2
        • Combat Bonuses: +1 Strike, +1 Parry, +1 Dodge
        Saving Throws:
        • Save vs Magic: +0
        • Save vs Psionics: +0
        • Save vs Horror Factor: +0
        Skills of Note:
        • Animal Tracking (+30%)
        • Bowmanship (+35%)
        • Herbalism (+25%)
        • Wilderness Survival (+40%)
        Weapons & Equipment:
        • Short Bow: 1D6+2 Damage (Light and fast)
        • Hunting Knife: 1D4 Damage
        • Leather Armor: A.R. 10, S.D.C. 20
        • Traveler's Cloak: Warm and weather-resistant
        • Quiver of Arrows: 12 Arrows

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      12. Oakenhide Leathers:

        Oakenhide Leathers is the local leather worker's shop in Newhaven, specializing in high-quality leather goods, particularly armor and saddles. Known for its craftsmanship and durable products, the shop is a vital part of the community's supply chain, catering to adventurers and townsfolk alike. The shop is built with sturdy stone and timber, characteristic of traditional Human construction. A large wooden sign with the name "Oakenhide Leathers" and a leaf design hangs above the door. The Elves have added elegant carvings around the entrance, depicting leaves and vines, and the windows feature intricate stained glass. Flowering plants grow in window boxes, adding a touch of natural beauty to the exterior. Inside, the shop is a blend of practicality and elegance. Wooden shelves and racks display various leather goods, including armor, saddles, belts, and pouches. The workshop area is visible from the front, showcasing the tools and materials used in the leatherworking process. The scent of treated leather fills the air, and Elven tapestries depicting scenes of craftsmanship and nature adorn the walls. The master leather worker, Darnet Oakenhide, is a Half Elven man in his early 140s. With a strong build, weathered hands, and a meticulous eye for detail, Darnet is known for his exceptional skill in leatherworking. He learned his craft from his father and has dedicated his life to perfecting it. Darnet is a quiet, focused individual, deeply passionate about his work. Darnet's wife, Thalia, is an Elven woman with a warm, welcoming presence. In her late 300s, Thalia manages the shop's customer relations and handles the business side of operations. She has a talent for design and often helps Garret with intricate patterns and decorations on their products. Their young son, Liam, is an eager apprentice, learning the trade from his father. At 46, Liam is already showing great promise in leatherworking, particularly in creating custom pieces. He has his mother's artistic flair and his father's dedication to quality. The youngest member of the family, Elyse, is a bright and curious girl of 18. She helps around the shop by organizing materials and assisting with small tasks. Elyse dreams of one day designing her own line of leather goods. Oakenhide Leathers provides a wide range of leather products, from practical armor and saddles to stylish belts and pouches. Their goods are known for their durability and craftsmanship. The shop serves as a gathering place for adventurers and townsfolk who appreciate quality leather goods. Garret and Thalia are respected members of the community, known for their skill and friendliness. By blending Human and Elven techniques, Garret and Thalia create unique, high-quality leather products that are both functional and beautiful. Their work is sought after by adventurers and traders alike. During festivals and celebrations, Oakenhide Leathers often creates special items, such as decorated armor and intricately designed saddles, adding to the festive atmosphere. Garret and Thalia's work is frequently showcased in parades and events.

        Oakenhide Leathers

        Fine Leather Goods of the Vale

        Armor & Protective Gear

        • Basic Leather Armor (torso) 60 sp
        • Studded Leather Armor 75 sp
        • Reinforced Elven-Style Leather Armor 80 sp
        • Padded Gambeson (worn under armor) 15 sp
        • Leather Arm Bracers (pair) 18 sp
        • Leather Greaves (pair) 21 sp
        • Shoulder Spaulders (decorated) 30 sp
        • Hardened Hide Vest (hunter's wear) 45 sp

        Saddles & Riding Gear

        • Standard Riding Saddle 35 sp
        • Military Saddle 50 sp
        • Pack Saddle 20 sp
        • Elven-Crafted Light Saddle 30 sp
        • Reinforced Saddle Bags (pair) 25 sp
        • Bridle & Reins (custom fitted) 4 sp
        • Stirrup Straps (adjustable) 3 sp

        Belts, Straps & Accessories

        • Sturdy Leather Belt 8 sp
        • Decorative Tooled Belt (Elven pattern) 2 sp
        • Utility Belt with Pouches 3 sp
        • Scabbard (short blade) 1 sp
        • Scabbard (long sword) 2 sp
        • Crossbody Strap (adjustable) 9 sp
        • Armguard (archer's brace) 1 sp
        • Sheath for Dagger 6 sp

        Pouches, Bags & Carrying Gear

        • Small Coin Pouch 5 sp
        • Medium Belt Pouch 8 sp
        • Large Travel Satchel 2 2p
        • Scroll Case (hardened leather) 1 2p
        • Waterskin (sealed leather) 1 2p
        • Backpack (basic leather) 5 2p
        • Artisan's Tool Roll 2 2p

        Custom & Decorative Items

        • Engraved Bracer with Clan Sigil 4 gp
        • Elven-Patterned Leather Journal Cover 3 gp
        • Personalized Armor Etching 5 gp
        • Leather Mask (festival style) 2 gp
        • Decorated Leatherbound Book Cover 1 gp
        • Falconer's Glove 2 gp
        • Instrument Strap (custom sized) 9 sp
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        Darnet Oakenhide

        Half-Elven Soldier and Leatherworker

        5th Level Soldier

        Race: Half-Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 143
        Height: 6'1"
        Weight: 190 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14 (Above Average)
        • M.E.: 16 (+2 vs Psionics)
        • M.A.: 15 (45% Charm/Intimidate)
        • P.S.: 19 (+4 to Damage)
        • P.P.: 18 (+3 to Strike/Parry/Dodge)
        • P.E.: 17 (+2 vs Magic/Poison, +4% vs Coma/Death)
        • P.B.: 12 (Average)
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 42
        • S.D.C.: 55
        • P.P.E.: 10
        • Attacks Per Melee: 4
        • Combat Bonuses: +4 Strike, +4 Parry, +3 Dodge, +4 Damage
        Saving Throws:
        • Save vs Magic: +2
        • Save vs Psionics: +2
        • Save vs Horror Factor: +3
        Skills of Note:
        • Weapon Proficiency: Sword (+3 to Strike/Parry)
        • Armor Repair (+20%)
        • Leatherworking (+45%)
        • Wilderness Survival (+40%)
        • Tracking (+30%)
        Weapons & Equipment:
        • Elven Longsword: 2D6+4 Damage (Finely crafted)
        • Leatherworker's Toolkit: Complete set for tanning and crafting
        • Sturdy Leather Armor: A.R. 12, S.D.C. 30
        • Military Cloak: Weatherproof, camouflaged green-gray pattern

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        Thalia Oakenhide

        Elven Merchant and Artisan

        4th Level Merchant

        Race: Elf
        Alignment: Principled
        Gender: Female
        Age: 382
        Height: 5'9"
        Weight: 140 lbs
        Land of Origin: Newhaven
        Religion: Follower of Corellon Larethian Attributes:
        • I.Q.: 16 (Very Smart)
        • M.E.: 15 (+1 vs Psionics)
        • M.A.: 17 (50% Charm/Intimidate)
        • P.S.: 11 (Average Strength)
        • P.P.: 14 (+1 to Strike/Parry/Dodge)
        • P.E.: 14 (+2 vs Poison/Magic)
        • P.B.: 19 (Attractive)
        • Spd.: 13
        Health & Combat Stats:
        • Hit Points: 27
        • S.D.C.: 35
        • P.P.E.: 12
        Skills of Note:
        • Appraise Goods (+55%)
        • Barter (+50%)
        • Language: Elven, Human (+80%)
        • Mathematics: Basic (+60%)
        • Leatherworking (+40%)
        Weapons & Equipment:
        • Elven Dagger: 1D6+2 Damage
        • Ledgers and Trade Contracts: Details of business transactions
        • Silken Robes: Embroidered with silver and green patterns

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        Liam Oakenhide

        Half-Elven Leatherworker

        2nd Level Leatherworker

        Race: Half-Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 46
        Height: 5'10"
        Weight: 160 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 13 (Average Intelligence)
        • M.E.: 14 (+1 vs Psionics)
        • M.A.: 12 (30% Charm/Intimidate)
        • P.S.: 15 (+2 to Damage)
        • P.P.: 17 (+2 to Strike/Parry/Dodge)
        • P.E.: 13 (+1 vs Magic/Poison)
        • P.B.: 14 (Pleasant Appearance)
        • Spd.: 12 (Average Speed)
        Health & Combat Stats:
        • Hit Points: 22
        • S.D.C.: 30
        • P.P.E.: 8
        Skills of Note:
        • Leatherworking (+35%)
        • Hunting (+30%)
        • Wilderness Survival (+25%)
        Weapons & Equipment:
        • Hunting Knife: 1D6 Damage (Simple but well-made)
        • Leatherworking Tools: Basic set for crafting and repair
        • Apprentice's Leather Apron: A.R. 8, S.D.C. 15

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        Elyse Oakenhide

        Half-Elven Leatherworker Apprentice

        2nd Level Leatherworker

        Race: Half-Elf
        Alignment: Principled
        Gender: Female
        Age: 18
        Height: 5'6"
        Weight: 120 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14 (Above Average)
        • M.E.: 13 (+1 vs Psionics)
        • M.A.: 13 (35% Charm/Intimidate)
        • P.S.: 12 (Average Strength)
        • P.P.: 15 (+1 to Strike/Parry/Dodge)
        • P.E.: 12 (+1 vs Magic/Poison)
        • P.B.: 15 (Pleasant Appearance)
        • Spd.: 14 (Good Speed)
        Health & Combat Stats:
        • Hit Points: 20
        • S.D.C.: 28
        • P.P.E.: 9
        Skills of Note:
        • Leatherworking (+30%)
        • Animal Handling (+25%)
        • Wilderness Survival (+20%)
        Weapons & Equipment:
        • Small Dagger: 1D4+1 Damage (Simple but well-balanced)
        • Leatherworking Tools: Basic set for crafting and repair
        • Apprentice's Leather Apron: A.R. 8, S.D.C. 15

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      13. Ironwood Forge:

        Ironwood Forge is the premier Armourer's Shoppe in Newhaven, specializing in crafting and repairing armor and weapons. Known for their exceptional craftsmanship and sturdy products, the shop is a vital asset to the community, providing essential defense for adventurers and residents alike. Originally a sturdy stone building, Ironwood Forge retains its practical Human construction. A large, wrought iron sign hangs above the entrance, depicting a forge and hammer, with the name "Ironwood Forge" boldly inscribed. Elven touches are evident in the intricate wood carvings that adorn the door frame and windows. Vines with delicate leaves climb up the walls, blending nature's beauty with the shop's functional design. Inside, the shop is a blend of tradition and artistry. The main workshop area features sturdy workbenches with various tools and equipment for metalworking. Shelves are lined with armor pieces and weapons in various stages of completion. Elven tapestries depicting ancient battles and heroic deeds hang from the walls, inspiring the craftsmen and customers alike. The master armourer, Gavin Ironwood, is a Dwelf man in his early 250s. With a weathered face and strong hands stained by years of metalworking, Gavin is renowned for his skill and dedication to his craft. He learned the art of blacksmithing and armor-making from both his Dwarven father and Elven mother and has passed on his knowledge to his children. Gavin's wife, Pellara, is an Human woman with a keen eye for design and detail, and is also a Blacksmith. In her late 40s, Pellara manages the administrative side of the shop, handling orders, customer inquiries, and finances. . Their eldest son, Lucas, is a skilled journeyman armourer of 24. With his father's expertise, Lucas excels in crafting custom armor and weapons. He takes pride in his work and is known for his meticulous attention to detail. The youngest child, Felana, is a spirited young woman of 20. She assists her mother in managing the shop and also has a talent for customer relations. Falana dreams of expanding their business and exploring new markets beyond Newhaven. Before settling in Newhaven, the Ironwood family faced much prejudice from more conservative members of each of Gavin's parents races, who view mixed heritage as an Abomination. They have managed to overcoming the societal barriers they faced since coming to the Vale. Ironwood Forge is known for producing armor and weapons of exceptional quality. Their products are sought after by adventurers, guards, and warriors throughout the Vale. The shop is a gathering place for warriors and adventurers who appreciate well-crafted gear. Gavin and Pellara are respected members of the community, known for their honesty, reliability, and commitment to quality. By blending Dwarven, Elven and Human forging techniques, the Ironwood family contributes to the cultural richness of Newhaven. Their creations reflect the harmony between different races and traditions. During festivals and tournaments, Ironwood Forge often receives special orders for ceremonial armor and weapons, enhancing the prestige and honor of their clients.

        Ironwood Forge

        Mastercrafted Arms & Armor

        Weapons

        • Ironwood Longsword45 sp
        • Dwarven-forged Battle Axe50 sp
        • Elven-etched Short Sword40 sp
        • Warhammer, double-headed55 sp
        • Hand Axe (throwing pair)18 sp
        • Spear, iron-tipped15 sp
        • Halberd35 sp
        • Quarterstaff with Elven inlays12 sp
        • Dagger, forged steel (plain)5 sp
        • Dagger, Elven silver-inlaid20 sp
        • Mace, spiked28 sp
        • Morningstar32 sp
        • Flail30 sp
        • Throwing Knives (set of 3)12 sp
        • Crossbow, light40 sp
        • Crossbow, heavy55 sp
        • Bolts (20)1 sp
        • Bow, long (Elven-style)60 sp
        • Arrows (20)1 sp

        Armor

        • Chain Shirt50 sp
        • Chainmail Suit75 sp
        • Scale Mail70 sp
        • Breastplate100 sp
        • Splint Mail120 sp
        • Half-Plate Armor150 sp
        • Full Plate Armor (custom-fit)1,200 sp
        • Elven Leafmail (Light Elven Chain)250 sp
        • Helmet, steel (open-faced)15 sp
        • Helmet, closed visor25 sp
        • Greaves (pair, steel)20 sp
        • Gauntlets, articulated (pair)18 sp
        • Shield, round12 sp
        • Shield, tower25 sp
        • Elven-designed Heater Shield30 ap

        Services

        • Weapon sharpening & polishing 2 sp
        • Armor fitting and adjustments 5 sp
        • Minor weapon repair 3 ap
        • Major armor repair (based on damage) 10-50 sp
        • Custom Engraving (per item) 5-15 sp
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        Gavin Ironwood

        Dwelf Blacksmith of Newhaven

        5th Level Blacksmith

        Race: Dwelf (Half Dwarf, Half Elf)
        Alignment: Scrupulous
        Gender: Male
        Age: 251
        Height: 5'6"
        Weight: 190 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14
        • M.E.: 16
        • M.A.: 15
        • P.S.: 24
        • P.P.: 18
        • P.E.: 22
        • P.B.: 14
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 45
        • S.D.C.: 60
        • P.P.E.: 15
        Skills of Note:
        • Blacksmithing (+50%)
        • Weapon Smithing (+45%)
        • Armor Crafting (+40%)
        • Mining (+35%)
        • Appraise Metals (+30%)
        Weapons & Equipment:
        • Masterwork Dwarven Hammer (2D6+6 damage)
        • Forge Tools
        • Elven-forged Plate Armor (A.R. 16, S.D.C. 80)

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        Pellara Ironwood

        Human Blacksmith of Newhaven

        4th Level Blacksmith

        Race: Human
        Alignment: Scrupulous
        Gender: Female
        Age: 45
        Height: 5'8"
        Weight: 160 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 12
        • M.E.: 14
        • M.A.: 16
        • P.S.: 21
        • P.P.: 16
        • P.E.: 18
        • P.B.: 14
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 38
        • S.D.C.: 50
        • P.P.E.: 10
        Skills of Note:
        • Armor Crafting (+45%)
        • Weapon Smithing (+40%)
        • Appraise Metalwork (+30%)
        • Negotiation (+35%)
        Weapons & Equipment:
        • Smithing Hammer (2D4+4 damage)
        • Protective Leather Apron
        • Elven-crafted Knife (1D6 damage)

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        Lucas Ironwood

        Human Armourer of Newhaven

        3rd Level Armourer

        Race: Dwelf (Half Dwarf, Half Elf)
        Alignment: Scrupulous
        Gender: Male
        Age: 24
        Height: 5'10"
        Weight: 180 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14
        • M.E.: 13
        • M.A.: 14
        • P.S.: 20
        • P.P.: 17
        • P.E.: 19
        • P.B.: 16
        • Spd.: 15
        Health & Combat Stats:
        • Hit Points: 34
        • S.D.C.: 45
        • P.P.E.: 8
        Skills of Note:
        • Armor Crafting (+40%)
        • Weapon Repair (+35%)
        • Appraise Weapons (+30%)
        Weapons & Equipment:
        • Elven-forged Short Sword (2D6+2 damage)
        • Protective Leather Apron

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        Falana Ironwood

        Human Merchant of Newhaven

        2nd Level Merchant

        Race: Human
        Alignment: Scrupulous
        Gender: Female
        Age: 20
        Height: 5'6"
        Weight: 130 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14
        • M.E.: 12
        • M.A.: 17
        • P.S.: 12
        • P.P.: 15
        • P.E.: 14
        • P.B.: 16
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 24
        • S.D.C.: 30
        • P.P.E.: 5
        Skills of Note:
        • Negotiation (+40%)
        • Trade (+35%)
        • Appraise Goods (+30%)
        Weapons & Equipment:
        • Concealed Dagger (1D4+2 damage)
        • Fine Clothing

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      14. Riversong Residence:

        Nestled amidst the verdant landscape of Newhaven, the residence is a simple yet elegant stone house adorned with exquisite Elven stone carvings. With expanded windows that flood the interior with natural light and a terraced garden that cascades down the hillside, this residence offers a tranquil haven for its inhabitants. It is constructed from locally sourced stone, reflecting the sturdy craftsmanship of its Human builders. However, Elven stone carvings adorn the façade, depicting intricate patterns inspired by nature and magic. These carvings lend an air of sophistication and elegance to the exterior. The house features expanded windows strategically placed to capture the sunlight and provide panoramic views of the surrounding countryside. These windows allow ample natural light to illuminate the interior, creating a warm and inviting atmosphere throughout the day. A terraced garden surrounds home, its lush greenery cascading down the hillside in a series of carefully manicured tiers. Flowering plants, aromatic herbs, and shade trees thrive in this verdant oasis, providing a serene backdrop for outdoor gatherings and quiet contemplation. Owen Riversong, a Human stonemason in his early 40s, and Sariah, his human wife of similar age, are the proud owners. Owen's expertise in stonework is evident in the solid construction of the house, while SariaHalfs artistic sensibility is showcased in the delicate stone carvings that adorn its facade. Their teenage daughter, Velanna, is a beautiful, spirited young woman of 17 with a passion for botany and horticulture. She tends to the terraced garden with care, cultivating a diverse array of plants and flowers that thrive in the Vale's temperate climate.
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        Owen Riversong

        Human Mason of Newhaven

        5th Level Mason

        Race: Human
        Alignment: Scrupulous
        Gender: Male
        Age: 42
        Height: 6'1"
        Weight: 210 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 12
        • M.E.: 14
        • M.A.: 15
        • P.S.: 20
        • P.P.: 13
        • P.E.: 17
        • P.B.: 14
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 32
        • S.D.C.: 40
        • P.P.E.: 5
        Skills of Note:
        • Masonry (+40%)
        • Carpentry (+35%)
        • Architecture (+30%)
        • General Repair (+25%)
        • Stone Cutting (+35%)
        Weapons & Equipment:
        • Mason's Hammer (1D8+3 damage)
        • Chisel Set
        • Sturdy Work Gloves (+2 to P.P. for masonry work)
        • Heavy Leather Apron (A.R.: 10, S.D.C.: 15)

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        Sariah Riversong

        Human Sculptor of Newhaven

        4th Level Artist

        Race: Human
        Alignment: Principled
        Gender: Female
        Age: 38
        Height: 5'7"
        Weight: 140 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14
        • M.E.: 15
        • M.A.: 18
        • P.S.: 12
        • P.P.: 16
        • P.E.: 13
        • P.B.: 17
        • Spd.: 11
        Health & Combat Stats:
        • Hit Points: 30
        • S.D.C.: 35
        • P.P.E.: 8
        Skills of Note:
        • Sculpting (+50%)
        • Stone Carving (+45%)
        • Appraise Art (+40%)
        • Negotiation (+35%)
        • Business Management (+30%)
        Weapons & Equipment:
        • Sculptor's Chisel (1D6 damage)
        • Wooden Mallet (1D6+1 damage)
        • Set of Fine Sculpting Tools
        • Apron of Sturdy Leather (A.R.: 8, S.D.C.: 10)

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        Velanna Riversong

        Human Herbalist of Newhaven

        3rd Level Herbalist

        Race: Human
        Alignment: Scrupulous
        Gender: Female
        Age: 21
        Height: 5'8"
        Weight: 135 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 15
        • M.E.: 14
        • M.A.: 17
        • P.S.: 10
        • P.P.: 14
        • P.E.: 15
        • P.B.: 18
        • Spd.: 13
        Health & Combat Stats:
        • Hit Points: 28
        • S.D.C.: 30
        • P.P.E.: 10
        Skills of Note:
        • Herbalism (+45%)
        • Botany (+40%)
        • Healing (+35%)
        • First Aid (+40%)
        • Poison Identification (+30%)
        Weapons & Equipment:
        • Herbalist's Knife (1D6 damage)
        • Leather Satchel (Contains various herbs and salves)
        • Green Cloak with Leaf Embroidery
        • Healing Poultices (+10% to Healing)

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      15. Suncrest Manor:

        Suncrest Manor, originally a modest stone home on the outskirts of town, has been transformed into a charming residence adorned with Elven sunrooms and balconies that offer breathtaking views of the sunset. Decorated with sun motifs and warm colors, this home radiates comfort and tranquility in Newhaven. Suncrest Manor retains its sturdy stone construction, a testament to its Human origins. However, Elven craftsmanship has enhanced the home with sunrooms and balconies that extend outward, inviting residents to enjoy the natural beauty of the Vale. The addition of sunrooms and balconies, designed with graceful arches and intricate woodwork, provides expansive views of the surrounding landscape. These spaces are adorned with sun motifs and warm-colored decorations, creating a welcoming and vibrant atmosphere. Inside, Suncrest Manor features a blend of rustic charm and Elven elegance. Wooden floors and beams complement the sunlit rooms, while tapestries and artwork depicting sunrises and sunsets adorn the walls. The furnishings are comfortable yet stylish, reflecting the homeowners' appreciation for both functionality and aesthetics. Thoren Sunshadow, a Elven Craftsman and carpenter in his early 500s, and Lysara, his Elven wife of similar age, are the proud owners of Suncrest Manor. Thoren's craftsmanship is evident in the solid construction of the house, while Lysara's artistic touch imbues the home with warmth and creativity. Their adult son, Alaric, has chosen to dedicate his life to the Church and is a priest of the Seldarine. Suncrest Manor is surrounded by a well-tended garden that showcases native plants and flowers, attracting butterflies and birds to the area. The family is committed to sustainable gardening practices and conservation efforts in the Vale.
        Service Description Price
        Custom Elven Furniture Chairs, tables, or bedframes with carved sun motifs by Thoren (per piece) 25-75SP
        Wooden Shrine or Garden Arch Small altar or arched trellis with Elven designs 60SP
        Personalized Sun-Motif Mural Wall-length mural for home or shrine, painted by Lysara 120SP
        Herbal Salves & Oils Set of 3 hand-mixed jars (sun balm, sleep balm, feverfew rub) 5SP
        Sun-Garden Consultation Lysara advises on native plants and solar garden layout 15SP
        Blessed Sun Pendant Carved wooden amulet blessed by Alaric with solar rune 8SP
        House Blessing (Seldarine Rite) Sacred rite performed by Alaric for weddings, births, or solstices 10-25SP donation
        Painted Wall Scroll Handmade tapestry scroll showing dawn or sunset, ideal for small shrines 12SP
        Elven Woodcarving Lesson Half-day session with Thoren, includes practice tools and wood 3SP

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        Thoren Sunshadow

        Elven Craftsman and Carpenter of Newhaven

        8th Level Craftsman

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 312
        Height: 6'2"
        Weight: 165 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 16
        • M.E.: 14
        • M.A.: 13
        • P.S.: 15
        • P.P.: 19
        • P.E.: 16
        • P.B.: 18
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 32
        • S.D.C.: 45
        • P.P.E.: 18
        Skills of Note:
        • Carpentry (+50%)
        • Wood Carving (+45%)
        • Architecture (+35%)
        • Elven Lore (+30%)
        • General Repair (+40%)
        Weapons & Equipment:
        • Elven Hand Axe (1D8+2 damage)
        • Carving Knife (1D6 damage)
        • Woodworking Tools
        • Leather Work Apron (A.R.: 10, S.D.C.: 15)

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        Laesara Sunshadow

        Elven Artist and Merchant of Newhaven

        6th Level Artist

        Race: Elf
        Alignment: Principled
        Gender: Female
        Age: 298
        Height: 5'11"
        Weight: 130 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 15
        • M.E.: 16
        • M.A.: 18
        • P.S.: 11
        • P.P.: 17
        • P.E.: 14
        • P.B.: 20
        • Spd.: 13

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        Alharic Sunshadow

        Elven Priest of the Seldarine

        7th Level Priest

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 217
        Height: 6'1"
        Weight: 160 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 17
        • M.E.: 18
        • M.A.: 19
        • P.S.: 12
        • P.P.: 15
        • P.E.: 16
        • P.B.: 19
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 40
        • S.D.C.: 35
        • P.P.E.: 90
        Skills of Note:
        • Lore: Religion (+55%)
        • Healing (+50%)
        • Meditation (+45%)
        • Literacy: Elven & Human (+60%)
        • Oratory (+50%)
        Weapons & Equipment:
        • Elven Mace (2D6+2 damage)
        • Holy Symbol of Corellon Larethian
        • White and Gold Priest Robes (A.R.: 8, S.D.C.: 15)
        • Healing Kit (+10% to healing skill)

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      16. Silverwind Flour Mill:

        Silverwind Flour Mill stands as a beacon of efficiency and innovation in Newhaven, blending traditional milling techniques with Elven technology and magic. This vital establishment provides the community with freshly milled flour and other essential grains, contributing to the region's food supply and economic prosperity. The mill is built upon sturdy stone foundations, a testament to its Human origins. A large windmill with gracefully curved blades towers above the attached house, catching the breeze and harnessing its power. The exterior features wooden shutters and a sloped roof, typical of millhouses in the region. Elven craftsmanship and magic have transformed the mill, imbuing it with efficiency and grace. Intricate carvings of leaves and vines adorn the wooden beams and doorways, while enchantments woven into the structure ensure smooth operation and maximum productivity. Inside the millhouse, the interior is a blend of functionality and elegance. Elven runes and symbols are etched into the walls, channeling magical energy to power the machinery. The main floor houses the grain mill and other mechanical devices, while the upper levels serve as living quarters for the miller and his family.

        The miller, Alden Silverwind, is a Half Elven skilled craftsman and steward of the mill at the age of 140. With a deep understanding of milling techniques and a respect for Elven magic, Alden oversees the day-to-day operations of Silverwind Flour Mill. He inherited the mill from his father and has dedicated his life to its upkeep and improvement. Alden's wife, Selene, is an Elven Mage with a gentle spirit and a deep connection to nature. At age 312, Selene tends to the enchantments and magical aspects of the mill, ensuring that it runs smoothly and efficiently. She also oversees the household and provides support to her husband in managing the business. Their son, Erik, is a diligent miller of 58 years old. Eager to learn the intricacies of milling and Elven magic, Erik assists his father in maintaining the mill and mastering its operations. He hopes to one day take over the family business and continue its legacy of excellence. The youngest member of the family, Silvrana, is a spirited girl of 44. With her mother's Elven grace and her father's Human pragmatism, Liliana helps around the millhouse, tending to the garden and assisting with household chores. She dreams of exploring the world beyond Newhaven and learning more about Elven magic.

        Silverwind Flour Mill provides the community with a steady supply of freshly milled flour and grains, essential for baking and cooking. The mill serves as an economic hub in Newhaven, supporting local farmers and businesses by processing their grain into marketable products. Alden and Selene are respected members of the community, known for their integrity and dedication. By integrating Elven technology and magic into the milling process, Silverwind Flour Mill sets a new standard for efficiency and productivity, inspiring other craftsmen and artisans in the region. The Silverwind family's partnership embodies the spirit of cooperation and mutual respect between Humans and Elves in Newhaven, fostering goodwill and understanding among the towns folk.

        Goods & Services

        Product Description Price (SP)
        Standard Flour (10 lb sack) Stone-ground wheat, ideal for daily baking 4 SP
        Golden Ley-Wheat Flour (5 lb) Flour from magically enhanced golden wheat; adds lightness and shimmer to baked goods 7 SP
        Flaxmeal (5 lb) Nutty, nutrient-rich flax; used for breads and cereals 5 SP
        Mixed Grain Blend (10 lb) Oats, barley, and rye flour mix for hearty loaves 6 SP
        Bulk Order (per 50 lb) Custom mix for bakers, taverns, or temples 18 SP
        Enchanted Starter Yeast Reusable magical sourdough starter; improves rise and flavor 10 SP
        Mill Tour (with bread sample) Guided tour for children, scholars, or visitors (includes sample bread) 2 SP

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        Alden Silverwind

        Half-Elven Craftsman and Miller of Newhaven

        7th Level Artificer/Craftsman

        Race: Half-Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 140
        Height: 6'1"
        Weight: 180 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 16
        • M.E.: 14
        • M.A.: 15
        • P.S.: 17
        • P.P.: 16
        • P.E.: 18
        • P.B.: 16
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 48
        • S.D.C.: 45
        • P.P.E.: 12
        Skills of Note:
        • Milling (+50%)
        • Craftsmanship (Wood & Metal) (+55%)
        • General Repair (+45%)
        • Business Management (+40%)
        • Agriculture (+45%)
        Weapons & Equipment:
        • Steel Hammer (1D8+3 damage)
        • Leather Work Gloves (+5% to repair and crafting)
        • Crafting Tools (wood and metalwork)
        • Sturdy Leather Apron (A.R.: 10, S.D.C.: 15)

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        Selene Silverwind

        Elven Mage of Newhaven

        8th Level Mage

        Race: Elf
        Alignment: Scrupulous
        Gender: Female
        Age: 312
        Height: 5'10"
        Weight: 130 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 18
        • M.E.: 17
        • M.A.: 20
        • P.S.: 11
        • P.P.: 14
        • P.E.: 15
        • P.B.: 20
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 42
        • S.D.C.: 30
        • P.P.E.: 120
        Skills of Note:
        • Spell Casting (+55%)
        • Lore: Magic (+50%)
        • Literacy: Elven & Human (+60%)
        • Meditation (+40%)
        • Identify Magic Items (+45%)
        Weapons & Equipment:
        • Elven Mage Staff (2D6 damage, +1 to parry)
        • Enchanted Robes (+2 to A.R., S.D.C.: 20)
        • Spellbook (contains 25 spells)
        • Crystal Amulet (stores 20 P.P.E.)

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        Erik Silverwind

        Apprentice Artificer/Miller of Newhaven

        3rd Level Miller

        Race: 3/4 Elf
        Alignment: Principled
        Gender: Male
        Age: 58
        Height: 5'10"
        Weight: 150 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14
        • M.E.: 13
        • M.A.: 16
        • P.S.: 15
        • P.P.: 12
        • P.E.: 14
        • P.B.: 15
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 26
        • S.D.C.: 30
        • P.P.E.: 8
        Skills of Note:
        • Milling (+40%)
        • Business Management (+30%)
        • Agriculture (+35%)
        • General Repair (+25%)
        Weapons & Equipment:
        • Wooden Mallet (1D6 damage)
        • Leather Apron
        • Pouch of Grain Samples

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        Silvrana Silverwind

        Mage of Newhaven

        2rd Level Wizard/2nd Level Illusionsit mage

        Race: 3/4 Elf
        Alignment: Scrupulous
        Gender: Female
        Age: 44
        Height: 5'10"
        Weight: 120 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine

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      17. Community Farmland:

        Nestled on the outskirts of Newhaven, the Elven community farmland is a verdant expanse that seamlessly blends the elegance of Elven culture with the practicality of agriculture. This farmland is not merely a place for growing crops but a harmonious ecosystem where every element contributes to the whole, embodying the Elves' deep respect for nature and their magical prowess.
        • Landscape and Layout:
          1. Fields and Crops: The farmland is divided into several fields, each dedicated to different crops. Unlike typical farmlands with rigid rows, the fields here follow the natural contours of the land. Crops are planted in spirals or concentric circles, allowing for better water distribution and nutrient absorption.
          2. Irrigation: A network of gentle streams and rivulets crisscross the farmland, providing natural irrigation. These water sources are enhanced by Elven magic to ensure a steady flow, even during dry seasons. Small, enchanted waterfalls and ponds are strategically placed to create microclimates that benefit various plants.
          3. Tree Groves: Interspersed among the fields are groves of ancient, towering trees. These groves provide shade and shelter for delicate crops and are home to beneficial insects and birds that help with pest control. The trees are interconnected with vines that bear fruits and flowers, creating vertical gardens.
          4. Farming Practices:
            1. Crop Diversity: The Elven farmers practice polyculture, growing a wide variety of crops together. This diversity ensures soil health and reduces the risk of pests and diseases. Common crops include grains like barley and oats, vegetables such as tomatoes and carrots, and a variety of herbs and medicinal plants.
            2. Permaculture Principles: The farmland operates on permaculture principles, emphasizing sustainability and self-sufficiency. Companion planting, natural pest control, and composting are standard practices. The Elves use their knowledge of natural cycles to enhance soil fertility and plant health.
            3. Magical Enhancements: Elven magic plays a vital role in farming. Enchanted stones placed at the corners of fields ensure optimal growth conditions. Spells are used to enhance soil fertility, accelerate plant growth, and even communicate with plants to understand their needs.
          5. Wildlife and Ecology:
            1. Beneficial Insects: The farmland is teeming with beneficial insects like bees, butterflies, and ladybugs. The Elves have cultivated a variety of flowers to attract pollinators and natural pest controllers. Beehives are carefully placed throughout the fields, providing honey and ensuring pollination.
            2. Wildlife Corridors: To maintain ecological balance, the Elves have created wildlife corridors that allow animals to move freely across the farmland. These corridors are lined with native plants and provide habitats for small mammals, birds, and amphibians.
            3. Aquatic Ecosystems: The ponds and streams are home to fish, frogs, and other aquatic life. These water bodies help control insect populations and provide a source of water for irrigation. The Elves also cultivate aquatic plants like watercress and lotus, which are used in their cuisine and medicine.
          6. Community and Culture
            1. Shared Responsibility: Farming is a community effort, with each member contributing their skills and labor. The Elves take turns in various tasks, from planting and harvesting to maintaining irrigation systems and caring for livestock.
            2. Education and Tradition: Knowledge of farming practices is passed down through generations. Elders teach the young Elves the art of sustainable agriculture, herbalism, and the magic that enhances their work. Seasonal festivals celebrate planting, growth, and harvest, reinforcing the community's connection to the land.
            3. Art and Aesthetics: Even in their farming, the Elves do not forsake beauty. Fields are laid out in aesthetically pleasing patterns, and scarecrows are carved with intricate designs. Every aspect of the farmland reflects the Elves' belief that utility and beauty should coexist.
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      18. {Post Reconstruction} Ichthalon's Boutique of the Arcane

        • Location: Facade in major cities; actual shop located in Teradryn, above the Leyline Nexus
        • Type: Elite Magical Emporium and Portal Nexus
        • Ownership: Publicly by Ichthalon Vyrnddare, secretly co-owned by King Rhysanus

        Facade and Access: In many cities across Otara and beyond, a nondescript storefront marks the presence of Ichthalon's Boutique. These facades are merely enchanted shells, empty of furnishings, with a single shimmering archway at their center. Stepping through it whisks visitors across vast distances, or even planar boundaries, delivering them to the true boutique nestled in the heart of Teradryn, the legendary city built over the Leyline Nexus.

        The Boutique in Teradryn: The boutique itself is a towering structure of externally enchanted obsidian, its smooth black surface pulsing faintly with crimson veins of magical energy. Inside, opulent black and red-veined marble floors reflect the glow of arcane lanterns, casting a surreal, timeless ambiance. Every inch of the boutique radiates restrained power, both architectural and magical. Beneath the boutique lies one of the most potent leyline nexuses on Otara, and this vast energy source powers every enchantment within. The building shares its mystic foundation with Teradryn's Royal Palace, tying the two inextricably together.

        Defenses and Mystical Enchantments: The boutique is considered unbreachable. Its walls are layered with ancient wards, glyphs, runes, and Diabolist circles, ensuring that all magic is nullified within its halls, except that of the proprietors and within a small designated testing chamber. Once inside, visitors discover the boutique's most unnerving feature: the doors vanish. There is no visible exit until a transaction is completed, either through purchase or a conscious choice to leave empty-handed. Only then does a portal materialize, allowing the patron to depart.

        Portal Network: These portals do more than connect to the facade cities, they link to every capital and major city on Otara, and some beyond. Long hallways filled with labeled doors serve as the multi-dimensional travel hub of the boutique, each linked to a location logged meticulously in a massive tome hidden behind Ichthalon's counter. Only those with Ichthalon's permission, or those who've completed a transaction, may consult it.

        Wares and Services: Ichthalon's Boutique is known for its extraordinary selection of magical artifacts, from common charms to unique, world-shaping relics. If an item isn't in stock, Ichthalon will either craft it personally or acquire it via unknown but certainly powerful means. Prices are high, but so is the quality and reliability. Bartering is frequent, especially for rare or dangerous artifacts. Ichthalon is known to accept unconventional payments, with the most common being contracts of service, ranging from 1 to 10 years, served in varied roles: arcane researchers, guardians, apprentices, or even emissaries.

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      1. Thilvirrea Home:

        Aenza Thilvirrea's home is located near the edge of Newhaven, positioned adjacent to the Temple of the Seldarine. Its placement reflects both her connection to the divine and her position as an outsider, both physically and spiritually, within the religious structure of the town. The house itself blends the quiet elegance of Elven craftsmanship with subtle hints of divine symbolism that mark her as a priestess of Moranthis, whether the temple hierarchy acknowledges it or not. The home is constructed from pale grey stone and dark elven wood, designed with the smooth, flowing lines characteristic of Elven architecture. Vines of silver ivy climb the outer walls, their faint glow under moonlight adding a mystical aura to the structure. The roof is crafted from interlocking tiles of polished black slate, shaped to resemble the scales of a serpent, an homage to Moranthis's sacred animal. A narrow stone path, marked with inlaid symbols of the moon and stars, leads to the front door. The door itself is carved from dark yew wood, with silver filigree in the form of intertwined serpents curling around the frame. The symbol of Moranthis rests at eye level in the center of the door, a quiet declaration of her faith. The house is surrounded by a modest but well-maintained garden. Clusters of moonflowers, white nightshade, and silver-edged roses bloom beneath the soft glow of enchanted lanterns shaped like crescent moons. The faint scent of night-blooming jasmine drifts through the air, mixing with the soft hum of crickets. A small white marble statue of Moranthis, depicted as a robed figure holding a silver staff entwined with serpents, stands at the center of the garden, surrounded by offerings of polished stones and fresh-cut flowers. The interior of the house is quiet and serene, with an unmistakable undercurrent of reverence. Pale moonlight filters through delicately etched glass windows, casting soft patterns of stars and serpents across the polished marble floor. The walls are painted in deep shades of indigo and silver, mirroring the night sky. The main room serves as both a place of living and worship. A circular rug of woven midnight blue and silver rests at the center of the room, bordered with serpent patterns. A low table carved from dark oak sits atop it, holding candles, incense burners, and silver bowls filled with sacred water from the temple. Small moonstone crystals and polished black obsidian pieces are scattered across the table. A silver brazier stands near the far wall, where Aenza performs her personal rituals. The scent of burning myrrh and sage frequently lingers in the air, mingling with the quiet glow of pale blue and white flames. Overhead, the vaulted ceiling is painted with constellations sacred to Moranthis, their outlines traced in silver leaf. Aenza's bedroom reflects both her Elven heritage and her devotion to Moranthis. A simple but finely crafted canopy bed of dark wood stands beneath an open skylight, allowing moonlight to fall across her sheets of deep blue silk. The headboard is carved with the image of intertwined serpents beneath a crescent moon. Shelves line the walls, filled with scrolls and tomes on divine magic, religious doctrine, and the teachings of the Elven pantheon. Among them are several books dedicated specifically to Moranthis, including some rare and ancient volumes collected during her travels. Scattered among the books are small personal relics a silver ring gifted by her mother, a lock of her father's white hair braided with moonlight thread, and a collection of polished stones gathered from sacred sites. At the foot of the bed sits a small silver chest, locked with a simple but elegant clasp. Inside are the ceremonial vestments of a priestess of Moranthis deep blue robes lined with silver thread and adorned with serpent and moon motifs. Though not officially recognized by the temple, Aenza wears them with quiet pride during her personal rituals. Adjacent to the main living space is a small sanctuary a private place of worship dedicated to Moranthis. An arched doorway leads into a room lined with dark stone, where the air is always cool and still. At the far end stands a life-sized statue of Moranthis in polished black marble. The god is depicted with a crescent moon behind his head and a serpent coiled around his staff, his face shrouded beneath a hood. Soft cushions and prayer mats of blue and silver are arranged on the floor before the statue. A narrow window allows a single beam of moonlight to spill across the room at night, illuminating the statue and the small silver offering bowl placed at its feet. Aenza often retreats here in the quiet hours of the night, seeking guidance and strength from her patron. Despite her priestly status, Aenza remains practical in her devotion. A small training room, located near the back of the house, is equipped with a slender sword, a dagger, and a silver chain whip, each weapon marked with symbols of Moranthis's blessing. A straw practice dummy, marked with faint burn scars from magical strikes, stands in the corner. The floor is inlaid with silver and black tiles, forming the image of a serpent curling around a crescent moon a reminder that divine will and personal strength must go hand in hand. Aenza's home stands as a reflection of her dual nature,a blend of Elven grace and quiet defiance against religious tradition. Though the temple hierarchy may question her self-proclaimed status as a priestess, Aenza's house radiates an undeniable sense of peace and power. Moranthis's presence can be felt in the quiet hum of the night air, the shimmer of moonlight across silver-threaded tapestries, and the steady pulse of divine energy that seems to infuse the very stones of the house. For Aenza, this home is not merely a place of rest, it is a statement of faith. The temple's recognition or lack thereof matters little to her; the divine presence of Moranthis is a constant companion, and her ability to wield his blessings stands as proof of her calling. Here, beneath the soft glow of moonlight and the watchful gaze of the serpent god, Aenza Thilvirrea stands both as a daughter of the Elves and as Moranthis's chosen vessel. top

      2. Wanderfoot Home:

        Adiena Wanderfoot's home is nestled comfortably within the heart of Newhaven, just a short walk from the Temple of the Seldarine. Positioned along a quiet, winding lane shaded by silver-barked elven trees, the house blends harmoniously with the surrounding architecture of Newhaven. Its modest size and understated design reflect both Adiena's kender roots and the practical needs of her station as a Knight of the Black Rose. The house is built of pale driftwood and smooth grey stone, materials sourced from local quarries and shaped with elven craftsmanship. The roof is thatched with silver-tinted reeds, which shimmer faintly under the moonlight, lending the home an almost magical appearance. Small carved trinkets, wooden roses, feathers, and tiny black stones, hang from the eaves, swaying gently in the breeze. A polished brass door knocker, shaped like a black rose, adorns the arched front door, a quiet but clear symbol of her allegiance to the Black Rose order. A narrow cobblestone path, lined with delicate white and blue flowers, leads from the house to the nearby temple. The scent of blooming jasmine mingles with the faint aroma of incense carried from the temple's open courtyard. It's not uncommon to see Adiena sitting on the front steps, sharpening her daggers or polishing her sword, as the soft sounds of elven hymns drift through the air. Inside, the house is cozy yet well-organized, reflecting Adiena's sharp mind and disciplined training. The main room is warmed by a stone hearth, where a small iron pot often simmers with a stew or tea. Above the mantel hangs a beautifully woven tapestry, a gift from King Rhysanus Ariquis, depicting a single black rose entwined with silver elven runes of protection and loyalty. Bookshelves line the walls, brimming with scrolls, journals, and well-worn tomes. The collection includes elven poetry, treatises on swordplay and stealth, and a few books on magical theory. Between the books are small mementos of Adiena's travels, a polished obsidian dagger from the Black Isle, a shard of crystal from the Lasse'Amon Mountain, and a delicate glass rose from Teradryn. A small elven lute rests on a stand nearby, well-maintained and often played when Adiena wishes to relax. The sitting area is modest but inviting. Mismatched cushions and low wooden chairs, sized for a kender, surround a circular table carved from a single piece of yew wood. A small window seat overlooks the temple grounds, where the golden spires of the Seldarine temple rise against the skyline. Adiena often sits here with her knees drawn to her chest, watching the temple's priests conduct their rituals or simply letting the peace of the place settle over her. Her bedroom is tucked into a small alcove separated from the main room by a beaded curtain. The bed is low to the ground, covered with a patchwork of brightly colored blankets and furs, gathered from her travels. Above the bed, dried sprigs of lavender and wildflowers hang from the rafters, their scent filling the room with a calming fragrance. Tiny polished stones, pieces of driftwood, and feathers are arranged along the windowsill, keepsakes from her many adventures. Connected to the main room by a narrow hallway is a small training area. A wooden practice dummy, shaped to kender size, stands near the far wall, covered with countless shallow cuts from her daggers. Racks of slender swords, throwing daggers, and lightweight armor pieces are neatly organized on one side of the room. Despite the room's modest size, everything is impeccably maintained, a testament to Adiena's discipline and commitment to her training. The most striking feature of her home is the small rose garden that sits just outside her front door. Black roses, gifted and cultivated by King Rhysanus himself, grow in perfect rows. Their dark petals are edged with silver, glinting softly in the moonlight. Beneath the roses, clusters of pale blue and white flowers, sacred to the Seldarine add a splash of color to the garden. Adiena tends to the roses with great care, seeing them as a symbol of both her loyalty to the crown and the delicate balance between her mischievous kender nature and the solemnity of her knighthood. Adiena's home is more than just a place of rest, it is a sanctuary where her two worlds converge. The playful curiosity of her kender nature is reflected in the trinkets and bright colors scattered throughout the house, while her role as a knight is represented by the disciplined order of her training room and the quiet elegance of her garden. The proximity to the Seldarine temple serves as a constant reminder of her faith and the responsibility she carries as a servant of the crown and protector of the Vale. Despite the weight of her duties, Adiena's home remains a place of light and warmth. Those who visit often find themselves welcomed with a bright smile, a hot meal, and an invitation to sit beneath the black roses and share stories of their travels. And when Adiena rides out to serve her Baron and King, it is with the quiet strength and unwavering loyalty forged in the comfort of her humble, yet extraordinary, home. top

      3. Eyllis`Urdrenn Home:

        Situated slightly south of the Seldarine Temple in Newhaven, Ar'ern Eyllis'Urdrenn's home reflects the controlled intensity of the fire elementalist himself. The house is a striking contrast to the soft natural tones of most Elven architecture, standing as a testament to both his desert heritage and his mastery of flame. Its structure balances warmth and strength, embodying the essence of fire, both destructive and life-giving. Ar'ern's home is crafted from red sandstone and polished volcanic glass imported from the deserts. The sandstone walls shimmer with faint veins of gold and copper, catching the light and giving the house an almost molten glow at dawn and dusk. The roof is made of dark obsidian tiles that glint with deep red and orange hues beneath the sunlight. The entrance is marked by a broad wooden door reinforced with steel and inlaid with elemental runes that glow faintly when Ar'ern channels his magic. Above the doorway is a carved relief of a phoenix surrounded by stylized flames, a symbol of rebirth and Ar'ern's resilience. The front path is lined with flame lilies and desert roses, their crimson and amber petals thriving under the warmth of the sun. Iron sconces in the shape of serpent-like dragons curl along the outer walls, magically enchanted to emit a steady, flickering light resembling fire. Even when unlit, the sconces retain a warm glow at their edges. A narrow balcony wraps around the upper level of the house, supported by dark wooden beams carved with patterns of fire and wind. Braziers are positioned at the corners, and when Ar'ern practices his magic at night, the flames illuminate the stonework, casting shifting patterns of light and shadow across the ground. Upon entering, visitors are immediately met with an intense sense of warmth, both figuratively and literally. The temperature inside the home is slightly higher than the outside air, but never uncomfortably so. The main hall features polished black volcanic glass flooring that reflects the flicker of torchlight from the carved sconces along the walls. A large stone hearth dominates the far wall, its flames magically sustained by Ar'ern's elemental connection. The fire burns in hues of deep orange and blue, crackling softly even when unattended. Above the hearth, an iron and copper sculpture of a dragon entwined with flames stretches across the stone wall, a reminder of both the destructive and protective nature of fire. The furniture is minimal but purposeful. A low table made from petrified wood rests in the center of the room, surrounded by crimson cushions and dark leather chairs. Ornate tapestries depicting scenes of the desert sun and ancient fire rituals hang from the walls, their golden threads catching the firelight. To the left of the main hall lies Ar'ern's private library and study. Dark wooden shelves line the walls, filled with scrolls and tomes on fire magic, elemental theory, and military strategy. Several rare books on necromancy are discreetly placed in the higher shelves, kept more for understanding his enemies than for practice. An enchanted brazier sits in the corner, providing a steady warmth and light for late-night study sessions. A large desk made of polished ebony holds an assortment of magical implements: carved crystal wands, alchemical ingredients, and a collection of red and black gemstones used in fire rituals. A single window overlooks the garden, and the light filtering through the glass is faintly tinged with red, an effect of the protective warding spells layered into the home's design. Ar'ern often stands here in quiet contemplation, watching the flicker of the flames from the torches outside. A private training chamber lies behind a heavy iron door at the rear of the house. The room is constructed from smooth black stone, reinforced with magical barriers designed to absorb heat and impact. At the center of the room is a large circle of elemental runes inlaid with molten copper and fire opals. The circle pulses faintly with energy, and Ar'ern uses it to focus his elemental magic during intense training sessions. The walls are scorched and blackened in places, bearing the marks of countless fire spells and combat drills. Iron weapon racks hold a variety of training weapons, many enchanted to withstand high temperatures. A set of obsidian throwing daggers rests on a nearby table, their edges faintly glowing red-hot from residual fire magic. A wide vent above the room allows heat and smoke to escape, though the enchantments laid into the stonework prevent any fire from spreading beyond the chamber's walls. Ar'ern's sleeping quarters reflect the quiet, personal side of the elementalist. The bed is carved from dark mahogany and adorned with deep red and gold silks. The headboard is etched with a stylized image of a phoenix rising from flames. A small table beside the bed holds a collection of polished desert stones and a single iron circlet, the last relic of his life in the Golden Winter. A red crystal lantern hangs above the bed, casting a warm glow that pulses gently in sync with Ar'ern's breathing. The walls are hung with thin curtains of scarlet and orange silk that ripple in the soft heat radiating from the floor. Beneath the bed, the floor is reinforced with layered obsidian and basalt to prevent stray magical flares from setting the room ablaze. Behind the house lies a small but carefully tended garden. Unlike most Elven gardens, which feature lush greenery and delicate flowers, Ar'ern's garden thrives under heat and sunlight. Desert succulents, flame lilies, and phoenix blossoms grow among the dark volcanic soil. A small stone fountain at the center of the garden trickles with steaming water, heated naturally by the magical warmth of the house itself. The steam rises into the cool night air, forming soft wisps of cloud-like vapor. A pair of stone benches flank the fountain, and Ar'ern often sits here in the evenings, contemplating the fire-lit sky. The garden's perimeter is lined with copper braziers that flicker with soft orange light, casting shadows across the dark foliage. Ar'ern's home is heavily warded against intrusion and magical influence. Elemental fire wards are etched into the foundation, creating a defensive barrier that can flare into a wall of flame if the house is threatened. Visitors with hostile intent will feel an immediate rise in temperature upon crossing the threshold, and aggressive magical attacks are redirected into the obsidian veins within the stone walls, where they are absorbed and neutralized. The brazier flames near the entrance are attuned to Ar'ern's personal magical signature. If anyone attempts to enter under false pretenses, the flames will change from orange to deep crimson, an immediate sign of danger. Ar'ern Eyllis'urdrenn's home stands as a reflection of his nature: fierce yet controlled, welcoming yet fortified. Though the Vale has accepted him, the shadow of his past and the threat of the necromancer's plot remain close at hand. His home is both a sanctuary and a fortress, a place where the warmth of the hearth masks the underlying tension of a man always prepared for the next battle. Here, beneath the flicker of elemental flames and the quiet pulse of volcanic glass beneath his feet, Ar'ern waits. His fire is not merely a weapon, it is a promise. A promise that should the shadows rise again, they will burn beneath the wrath of his flame. top

      4. Elren Home:

        Hyland Elren's home stands as both a sanctuary and a masterpiece, a testament to his dual nature as a master craftsman and a warrior. Built with the strength of Dwarven engineering and the grace of Elven design, the house reflects Hyland's rare gift for blending seemingly opposing styles into a harmonious whole. The structure itself radiates both strength and warmth, a place where Hyland's roots in three different worlds come together. Hyland's home is built from a combination of polished granite and pale limestone, quarried from the depths of the Vale and carved by his own hand. The foundation is deep and solid, reinforced with Dwarven techniques that make it nearly impervious to erosion and weathering. Elven spirals and knotwork are etched into the stone with delicate precision, forming patterns that resemble flowing vines and twisting branches, symbolic of life and connection. A wide arch of white granite frames the entrance, supported by two carved pillars decorated with interwoven Dwarven knotwork and Elven leaf patterns. The arch bears an inscription in both Elven and Dwarven script:
        "Strength in stone, grace in spirit, unity in purpose."
        A heavy oaken door with iron banding serves as the entrance. The iron has been forged with subtle patterns of flames and leaves, while the wood is polished to a deep chestnut sheen. The door's handle is crafted from black iron, shaped into the form of a mountain peak surrounded by curling roots. Lush green ivy winds its way across the outer walls, softening the starkness of the stone and giving the house a sense of life and natural growth. A low stone wall encircles the property, its top lined with smooth river stones collected from the Vale's winding streams. Upon entering, the house opens into a spacious main hall with high, vaulted ceilings supported by dark wooden beams imported from the ancient forests of Arethane. The beams are etched with subtle Elven runes that enhance the natural strength of the wood and protect the structure from damage. The floor is composed of polished flagstone, cool to the touch and faintly shimmering with natural veins of quartz. A long, dark-stained wooden table sits at the center of the hall, surrounded by mismatched chairs, some of Human design, others carved from Elven whitewood, and a few reinforced with Dwarven iron. The table is covered with scrolls and blueprints, plans for bridges, towers, and fortifications yet to be built. A massive stone fireplace dominates the far wall, its hearth carved with the image of a great mountain surrounded by swirling winds and curling flames. The fire burns steadily, casting a warm golden glow across the room. Above the mantel hangs a longsword, Hyland's own, forged from Elven steel with a pommel set with a single amber gemstone. Shelves of books and scrolls line the walls, focusing on architecture, magic, and military strategy. A few rare tomes on Dwarven engineering and Elven enchantment are carefully tucked away behind protective glass. Hanging above the shelves are pieces of Hyland's work, fragments of stone reliefs, decorative shields, and even a small Elven harp carved from whitewood. To the left of the main hall lies Hyland's private crafting room, a place where artistry and magic converge. The walls are fitted with polished stone slabs, each inscribed with elemental runes that amplify his ability to shape and manipulate stone. A large central workbench dominates the space, covered in half-finished carvings, chisels, and enchanted tools. Shelves of polished wood hold blocks of marble, granite, and basalt alongside smaller fragments of jade, obsidian, and crystal. Hyland often experiments with combining different materials, using his innate magical talent to coax them into unnatural harmony. An open forge rests against the far wall, its flames flickering with a soft blue hue, the result of a Dwarven fire rune embedded beneath the stone. Hyland uses the forge to temper his creations, imbuing them with both physical and magical resilience. A carved stone basin sits nearby, filled with clear water enchanted to restore the integrity of his tools. Hyland often meditates beside the basin, channeling his connection to the land and allowing his magic to flow through him as he works. Behind a thick oak door reinforced with iron lies Hyland's training room, a stark contrast to the warmth of the crafting room. The walls are made of dark basalt, and the floor is lined with polished granite, both chosen for their durability and resistance to magical stress. A rack of training weapons lines one wall, including swords, maces, and axes. Hyland's personal weapon, a longsword crafted from Elven steel and Dwarven forging techniques, rests on a display stand beneath a carved relief of a mountain peak beneath a crescent moon. A series of enchanted training dummies stand at the far end of the room, capable of absorbing blows and resetting themselves after each session. Hyland often trains here at night, the sound of steel on stone echoing through the house. The room is magically warded to contain both magical and physical energy, preventing stray blows or miscast spells from damaging the structure. Hyland's personal quarters reflect his balanced nature. A large bed rests against the far wall, carved from dark walnut and dressed in deep green and gold fabrics. The headboard is etched with the same swirling patterns found on the archway outside. A small bedside table holds a polished iron lantern, a worn leather-bound journal, and a single polished river stone, a keepsake from his Dwarven grandfather. An arched window overlooks the northern slope of the Vale, allowing Hyland to see the mountains and the distant spires of Newhaven at sunset. A cushioned bench sits beneath the window, often serving as a place where Hyland will sit and sketch new designs or sharpen his sword. A chest at the foot of the bed holds a collection of practical clothing, tough leathers and reinforced linen for crafting, lighter silks and tunics for formal gatherings, and a single suit of chainmail beneath a folded tabard bearing the crest of the Baron's court. Hyland's home is bordered by a small but meticulously maintained garden. Rows of dark green shrubs and flowering vines wind their way along the low stone wall. The centerpiece of the garden is a tall, slender tree with deep crimson leaves, a gift from Hyland's Elven mother, who enchanted the tree to thrive even in the harshest conditions. A stone bench sits beneath the tree, etched with both Dwarven and Elven symbols for strength and endurance. Hyland often sits here at dusk, listening to the rustling leaves and feeling the pulse of the land beneath his feet. Scattered throughout the garden are fragments of unfinished carvings, small statues of animals, geometric patterns, and pieces of broken stonework that Hyland couldn't bear to part with. Despite their imperfect state, they serve as reminders of both his craft and his journey. Hyland's home is more than a place of rest, it is a fortified sanctuary. The stone itself is enchanted with protective runes that resonate with his own magical essence, allowing him to reinforce the walls and repel intruders with a mere thought. Magical disturbances near the house cause the veins of quartz and obsidian in the stone to pulse faintly, alerting Hyland to danger. His bond with the house's materials allows him to channel his elemental magic directly into the structure, transforming it into a defensive weapon if needed. Hyland Elren's home is not just a reflection of his craftsmanship, it is an extension of his soul. Every stone, every carving, and every enchantment carries a piece of his identity. He may not yet know where he belongs, but in the quiet strength of the stone beneath his feet and the living warmth of the Vale's embrace, Hyland is building his own place in the world, one chisel stroke at a time. top

      5. Ken`Urden Home:

        Min'Lara Ken'urden's home is situated in a quiet, unassuming corner of Newhaven, not far from the market square. Unlike the grand, sunlit homes of the nobles or the bustling trade halls, Min'Lara's residence is discreet, nestled between two taller buildings with ivy creeping up the walls. It is the kind of place that most overlook at a glance, which suits its owner perfectly. The building is small and narrow, constructed from smooth gray stone softened by age and weather. The doorway is simple, carved from darkwood, but the subtle crescent moon symbol etched into the frame gives away its connection to Min'Lara's faith. A single window with dark shutters sits above the entrance, and a small, fenced courtyard at the side of the house contains a carefully tended moonflower vine that blooms only at night. The street leading to the house is well-kept but quiet, positioned between the market and a row of smaller artisan shops. The sound of hammers on iron from the nearby blacksmith's forge mingles with the scent of fresh bread and spices from the market. Passersby might notice the house, but it seems utterly unremarkable, just another modest home in Newhaven. A single silver wind chime hangs from the doorway, crafted in the shape of a crescent moon. It rings softly when touched by the breeze, a clear yet gentle warning that someone approaches. The interior of the house is modest yet comfortably appointed, blending Drow elegance with subtle Elven influences. Darkwood beams frame the ceiling, and smooth stone walls are warmed by silver sconces that emit soft, magical light. A well-worn black leather couch sits near the fireplace, flanked by a low darkwood table carved with crescent moon patterns. A soft gray fur rug rests beneath the table, offering warmth against the cool stone floor. The fireplace is small but functional, the mantle adorned with small silver tokens, moonstones, a carved figurine of Eilistraee, and a worn black leather mask. Above the mantle hangs a crescent-shaped blade, an ornate Drow weapon with a dark handle wrapped in fine silver wire. A single bookshelf stands in the corner, filled with well-worn volumes on magic, history, and theology. Several are written in Elven and Undercommon, along with a few rare treatises on swordplay and infiltration techniques. A rolled map of the Vale sits tucked between the books, marked with notes and symbols written in Min'Lara's meticulous hand. The kitchen is small but efficient. A darkwood counter runs along one wall, with a polished stone basin for washing and a modest iron stove. Shelves above the counter hold an assortment of dried herbs, spices, and a few exotic ingredients imported from across the Vale. Min'Lara's table is small, made of darkwood and surrounded by three mismatched chairs. A small silver lantern rests at the center of the table, next to a plate of fresh fruit and a bottle of spiced wine. Min'Lara's meals are usually simple, fresh bread, cheese, and seasonal vegetables from the market, but she keeps a small stock of finer wines and preserves for the occasional guest. A narrow staircase leads to the loft where Min'Lara sleeps. Her bed is low and draped with soft black silk sheets, and a gray fur throw is folded at the foot. Above the bed, a small window allows moonlight to stream in when the shutters are open. A silver charm in the shape of a crescent moon hangs from the window latch, glowing faintly with divine energy. Near the bed stands a darkwood chest bound with silver. Inside rests a spare set of traveling clothes, an assortment of daggers and throwing knives, and a small collection of silver and black pearls. A hidden compartment beneath the chest conceals several pouches of coin, a coiled length of silk rope, and a delicate silver ring, an heirloom passed down from her mother. A narrow wardrobe carved with crescent moons and ivy patterns holds her clothing, primarily dark leathers, silken shirts, and hooded cloaks suited for quiet movement. Through a concealed door behind the kitchen lies a small training chamber. The room is lit only by the soft glow of silver runes etched into the walls. The floor is lined with polished stone, and a single mat rests at the center for sparring and practice. Weapons line the wall, daggers, short swords, and a finely balanced rapier crafted from Elven steel. A slender hand crossbow rests on a shelf nearby, along with several bolts tipped with sleep poison. In the corner stands a tall training dummy wrapped in dark leather. Slashes and puncture marks from Min'Lara's practice sessions are clearly visible. A subtle enchantment on the room muffles noise, ensuring that any late-night training sessions won't disturb the neighbors. Behind the training room's back wall is a concealed panel that opens into a narrow storage space. Within it are Min'Lara's most valuable and dangerous possessions:
        • A black pearl dagger infused with shadow magic, its hilt wrapped in fine silver wire.
        • A vial of rare drow poison potent enough to paralyze most foes.
        • A sealed leather case containing coded documents related to noble families in the Vale.
        • A slender silver circlet inlaid with moonstones, a relic of her connection to Eilistraee.
        Only Min'Lara knows how to access the hidden panel, its opening requires a whispered prayer to Eilistraee beneath the light of the moon. In a small, windowless alcove near her bedroom, Min'Lara has constructed a private shrine to Eilistraee. A smooth crescent moon of silver is embedded into the stone wall, surrounded by faintly glowing runes of protection. Beneath it rests a simple silver bowl filled with fresh water and white flower petals. A slender silver harp leans against the wall, its strings humming faintly in the quiet air. Min'Lara often retreats here after dangerous missions or to seek guidance through meditation. On nights of the full moon, pale light streams through the open window above, illuminating the space in silver hues. Min'Lara's home is a study in quiet contrasts. The dark woods and leathers evoke her Drow heritage, while the silver and moonlight motifs reflect her devotion to Eilistraee. The home is small but functional, offering both comfort and security without ostentation. It is not a den of thieves or a refuge for criminals, it is a quiet sanctuary, a place where Min'Lara can hone her skills, commune with her goddess, and plan her next move. Her life as a rogue may be dangerous and unpredictable, but within these walls, she finds a measure of peace and control. To those who know her, Min'Lara's home is a quiet statement of defiance, a place where the light of the moon keeps the shadows at bay. top

      6. Bannidlues Home:

        Aoife Bannidlues's home in Newhaven reflects the balance of her dual nature, part seasoned ranger, part devoted priestess of Aphrael. It is located near the edge of town, where the cultivated streets of Newhaven give way to the untamed beauty of the surrounding woods. Built from weathered gray stone and pale Elven oak, the home stands as a quiet sanctuary, blending seamlessly with the natural world around it. Ivy climbs the walls, and delicate white moonflowers bloom beneath the windowsills, their faint glow casting a soft light in the dark of night. The house is modest but undeniably elegant, constructed from smooth gray stone with accents of pale white oak framing the windows and doors. The roof is steeply pitched and shingled with dark slate tiles, and the eaves are carved with flowing Elven patterns depicting leaves, vines, and moon phases. A carved wooden archway over the door bears the sigil of Aphrael, a crescent moon entwined with a flowering vine. The garden surrounding the house is small but well-tended, with plants chosen for their connection to both nature and the divine. Lavender, moonflowers, and night-blooming jasmine thrive in the soil, their soothing scents carried on the evening breeze. A narrow stone path winds through the garden to a small stone bench beneath a silver birch tree, where Aoife often meditates or offers quiet prayers to Aphrael. The entrance to the house is guarded by a simple ironwood door reinforced with silver filigree, shaped into crescent moon patterns. Hanging from the door's handle is a slender silver charm etched with an Elven rune of protection. The front door opens into a cozy, open-concept main hall where rustic charm meets quiet elegance. The stone walls are partially covered with ivy, which climbs toward the ceiling's exposed beams of pale oak. Silver lanterns hang from the beams, casting soft light throughout the space. A wide stone hearth dominates the far wall, its mantle decorated with sprigs of dried lavender, white feathers, and a carved wooden icon of Aphrael. Above the hearth hangs Aoife's longbow, crafted from white yew and inlaid with delicate silver patterns. Her hunting knife rests on the mantle, its blade gleaming faintly in the firelight. A well-worn leather couch and a pair of high-backed chairs flank the hearth, each adorned with soft, forest-green cushions. A low wooden table sits at the center of the seating area, its surface etched with delicate Elven knotwork. Atop the table rests a single silver bowl filled with clear water, a quiet tribute to Aphrael. On the walls, several narrow windows fitted with frosted glass allow in natural light while maintaining privacy. The light catches on the pale ivy and silver runes etched into the window frames, creating shifting patterns of moonlight and shadow across the floor. The kitchen is modest yet practical, with a stone floor and pale oak cabinetry. A polished black iron stove sits beneath a chimney lined with whitewashed brick. Shelves carved from white oak hold an assortment of herbs, preserved fruits, and dried meats, practical supplies for long journeys into the Vale. Aoife's dining table is simple and functional, carved from dark yew wood with crescent moon patterns along its edges. A single white linen runner drapes across it, bearing fresh wildflowers in a simple clay vase. Two chairs and a long bench flank the table, allowing room for guests or fellow adventurers. A short staircase leads to Aoife's sleeping loft, a small yet tranquil space under the steep roof. A low bed rests against the wall beneath a window that overlooks the moonlit forest beyond. The bed is covered with soft white linen sheets, and a gray woolen blanket is folded at the foot. Above the bed, silver charms in the shapes of crescent moons and woodland creatures hang from thin chains, catching the light and chiming softly when stirred by the breeze. A small side table holds a silver-handled dagger and a polished moonstone, while beneath the bed lies a narrow storage chest containing her travel pack, hunting gear, and extra supplies. Near the bed stands a small shrine to Aphrael. A pale oak shelf, carved with ivy and star patterns, holds a silver bowl of fresh water, a slender white candle, and a polished crescent moon charm. Small white flowers, gathered from the forest, are laid before the shrine as offerings. Aoife often kneels before the shrine in quiet prayer, seeking Aphrael's guidance before venturing into the wilds or making difficult decisions. The shrine pulses faintly with divine energy when the moon is high, a quiet reminder of Aphrael's constant presence. Tucked beneath the house, accessible through a hidden door in the kitchen, is a small training room. The walls are lined with polished stone, and the floor is covered with a soft leather mat. Targets shaped like wild beasts and humanoid figures stand at the far end of the room, bearing the marks of regular practice. On the walls hang an array of weapons:
        • Aoife's hunting bow, crafted from pale white yew and fitted with a silver grip.
        • A pair of slender Elven short swords with crescent-shaped crossguards.
        • A hunting spear inlaid with moonstones, said to carry a blessing from Aphrael.
        • A set of light leather armor rests on a wooden stand, its dark green hue blending with the silver accents that mark Aoife's personal sigil, a crescent moon intertwined with ivy. Behind the training room's back wall is a narrow alcove that serves as Aoife's hidden cache. Inside rest several items of significant value and personal importance:
          • A silver amulet in the shape of a crescent moon, a gift from Aphrael herself.
          • A quiver of enchanted arrows, capable of striking spirits and incorporeal creatures.
          • A small leather-bound journal filled with notes about the Vale's geography, local wildlife, and the fae.
          • A moonlight crystal, gifted by a fae lord after Aoife successfully navigated a delicate negotiation between rival fae courts.
          Aoife's home is a sanctuary, blending the practical sensibilities of a ranger with the quiet elegance of a priestess. The muted color palette of pale green, silver, and gray reflects the natural beauty of the Shava Forest. Soft moonlight filtering through the windows creates an ever-shifting pattern of light and shadow, reinforcing the connection between her home and the cycles of nature. Her home is quiet and peaceful, a place where the barriers between the natural and the divine are thin. Whether preparing for a hunt, honing her skills, or communing with Aphrael, Aoife's house serves as both a retreat and a sacred space. To the people of Newhaven, Aoife's home is a place of quiet strength, a reminder that the goddess of nature and beauty watches over them through the steady hand of her devoted priestess.
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      1. Amberlyn Bee Farm, The Honeyed Hive:

        The Honeyed Hive is a delighful beehive-shaped shop in the new part of town near the bridge. It is round at the bottom and tapers at the top and is painted a bright yellow. Its many windows allow ample sunlight to filter into the shop, showcasing its many offerings. A sign over the front door is painted to look like a bumblebee, its face buried in a flower. Its many beehives are scattered across the property, and at farms, and in wildflower fields, and they, in planned rotation, collect the honeycombs, perform repairs, and move the hives to new locations as the seasons change. They also have a small workshop where they build new beehives, process the honey into products, and store the bee-filled hives in the winter. Every time the shop door is opened, a waft of warm honey-infused air drifts into the street. The shop has delightful A-Frame shelves displaying a dizzying array of honey in bottles, pots, tubs, and dried blocks. They also have beeswax candles in humorous bee-themed shapes and blocks of beeswax for the do-it-yourself candle maker. Several shelves offer honey-centric beauty and health products. A small counter near a rear door serves as the focal point of interaction with the shopkeeper. Beyond the rear door is a storeroom filled with more products to replace the items in the shop as they sell. The storeroom is periodically resupplied from their workshop. The owner, Pollae Amberlyn, is a three hundred-year-old elven woman who exudes warmth and joy like a bright summer day. Her skin radiates with a naturally tanned health, a pleasing contrast to her honey-blond hair, often worn in a single braid. She has bright blue eyes and a ready smile. She has a slender, muscular build from all her outdoor activities managing hives and the store. She dresses in airy sun dresses, typically adorned with sunflowers or other seasonal flowers, and often wears a bonnet with a stylized bee pin. Pollae is a walking encyclopedia of beekeeping knowledge and delights in sharing the detailed history and origins of any of the shop's honey offerings. Apart from working with the bees, her favorite part of her avocation is working with the beeswax, creating delightful candle designs. She loves the wax's texture, smell, and malleability on her fingers as she works it into beautiful shapes. She is extroverted, loves having people around, and tries to get to know each of her customers by name and preferences. Apprentice Lizbeth Brightwing is a young, petite half-elf woman with arms and legs that are too slender, bright black hair, and raven-dark eyes. She frequently walks with her head pointed to the ground as though heavy thoughts weigh her down, but when she looks up, she always has a lovely smile that makes the room light up. She wears light dresses with muted patterns, pretty and subdued at the same time. She enjoys the wonderful fragrance of honey and loves working in the shop, especially when she gets to taste a new honey blend Pollae created. She likes it when parents bring their children into the shop, and she weaves mystical tales about bee knights and heroes protecting their hives against fierce predators like bears, mesmerizing the children and delighting the parents. Lizbeth spends most of her days in the shop, but once a week, Pollae takes her on a field trip to teach her the other aspects of the business: hive inspections, harvesting honey, evaluating fields, making decisions on when to move hives, how to maintain the hives, and understanding seasonality and how it affects the bees and the quality of their honey. The Honeyed Hive only sells the finest of its honey in the shop. Any honey not meeting its high standards is sold to the local mead brewery Meluval`Quessir. Pollae's beeswax candles have just a touch of magic in them and, when lit, fill the air with a cleansing and relaxing scent.

        Goods and Services

        Items:
        • Bee Pollen (small pouch): 5 sp
        • Beekeeping Book (basic guide): 5 sp
        • Beeswax (1 pound): 5 sp
        • Beeswax Candles (pair): 1 sp
        • Beeswax Lip Balm: 5 cp
        • Beeswax Polish (for furniture and leather): 1 sp
        • Beeswax Soap (bar): 3 cp
        • Beeswax Thread (small bundle): 1 sp
        • Beeswax Wraps (for food preservation): 2 sp per wrap
        • Honey (1 pound): 5 sp
        • Honey-glazed Nuts (bag): 5 cp
        • Propolis Tincture (small bottle): 2 sp
        • Raw Honeycomb: 2 sp per comb
        • Royal Jelly (small vial): 10 sp
        Services:
        • Bee Removal: 2 gp per hive
        • Beehive Installation: 5 gp per hive
        • Beehive Rental (seasonal): 5 sp per month
        • Beekeeping Lesson (basic): 1 gp per hour
        • Custom Hive Design: 10 gp per design
        • Hive Inspection: 1 sp per hive
        • Honey Extraction (per pound): 1 sp per pound of honey extracted
        • Pollination Services (per acre): 1 gp per acre
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        Pollae Amberlyn

        Race: Elf Alignment: Scrupulous O.C.C.: Merchant (Beekeeper & Candlemaker)
        Attributes
        I.Q.: 15
        M.E.: 12
        M.A.: 17
        P.S.: 12
        P.P.: 14
        P.E.: 15
        P.B.: 19
        Spd.: 13
        Hit Points: 24 S.D.C.: 20 Armor: Light leather apron (A.R. 10, S.D.C. 15)
        Skills
        • Business & Finance 75%
        • Beekeeping & Agriculture 80%
        • Cooking (Honey-Based Specialties) 65%
        • Candlemaking 85%
        • Lore: Fauna & Flora 70%
        • Appraise Goods 75%
        • Language: Elven 98%, Trade Tongue 80%
        • Literacy: Elven 98%, Trade Tongue 80%
        Weapons
        • Walking Stick (Quarterstaff): 1D6 damage
        • Small Belt Knife: 1D4 damage
        Magic/Psionics: None
        Equipment
        • Masterwork beekeeping tools
        • Variety of honey jars & beeswax candles
        • Sun hat with a stylized bee pin
        • A small coin pouch with 120 gold pieces

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        Lizbeth Brightwing

        Race: Half-Elf Alignment: Unprincipled O.C.C.: Apprentice Merchant (Beekeeper in Training)
        Attributes
        I.Q.: 13
        M.E.: 14
        M.A.: 15
        P.S.: 10
        P.P.: 12
        P.E.: 12
        P.B.: 17
        Spd.: 11
        Hit Points: 18 S.D.C.: 12 Armor: None (simple cloth dress)
        Skills
        • Beekeeping (Under Pollae's Guidance) 60%
        • Storytelling 80%
        • Language: Elven 90%, Trade Tongue 75%
        • Lore: Beasts & Monsters 55%
        • Literacy: Trade Tongue 75%
        • Basic Math 70%
        Weapons
        • Small Dagger: 1D4 damage
        Magic/Psionics: Minor Empathy with Bees (+10% to Beekeeping Rolls)
        Equipment
        • Small journal with bee-related sketches and notes
        • Simple work apron
        • Wooden flute (personal treasure)
        • 25 gold pieces

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      2. The Lirendel Institute of Higher Learning:

        A Prestigious Academy in Newhaven for Elves, Half-Elves, Humans, Halflings, and Dwarves In the heart of Newhaven, the baronial capital of the Vale, rises the Lirendel Institute of Higher Learning, a beacon of knowledge and cultural harmony amidst the rugged landscapes of the Vale. While Newhaven has long been known for its strategic importance, the founding of the Lirendel Institute marks the dawning of a new era, one of intellectual pursuit, magical exploration, and unity across diverse peoples. The Institute itself is nestled in the newly developed section of Newhaven, a district crafted with an elegant blend of Elven architecture and functional, rustic design. Although Newhaven is still growing and less than a year old in its current expansion, the Institute stands as the centerpiece of the town's rejuvenation, a shining example of the possibilities that lie in collaboration between the races. Its towers and spires, constructed of finely worked stone and graceful archways, resemble the grandeur of ancient Elven cities, with delicate latticework, flowing waterfalls, and grand courtyards surrounded by lush gardens and intricate stone pathways. Newhaven, once a simple town at the foot of the Lasse'Amon Mountains, has rapidly transformed into a growing hub for commerce, culture, and now, intellectual exchange. The construction of the Lirendel Institute marks the crown jewel of this transformation, signaling the town's aspirations to be more than a strategic point, it aims to become a center of enlightenment and learning, revered throughout the Vale and beyond. The newly developed district where the Institute resides is still taking shape. The cobbled streets, lined with Elven-style buildings, elegantly carved with sweeping arches and cloistered gardens, are now home to bustling markets, homes of influential patrons, and workshops of various artisans. The district, still somewhat in its infancy, embodies the union of Elven artistry with more practical, utilitarian elements that mark the influence of Humans and Dwarves. Scattered construction sites, half-finished buildings, and workers toiling to complete new homes and civic spaces give the district an air of excitement and anticipation as it grows into something grand. The presence of such an esteemed institution in Newhaven has begun to draw nobles, traders, and dignitaries, who now consider the town a center of knowledge and cultural exchange. The town's once humble markets are now thriving with trade in rare books, magical reagents, enchanted weapons, and exquisitely crafted works of art. Workshops dedicated to fine Elven crafts, Dwarven smithing, and Halfling culinary arts have sprung up in the surrounding district, feeding both the intellectual and artistic hunger of the Institute's students and staff. The Lirendel Institute's design reflects the union of Elven grace and the town's newfound sense of purpose. Its grand buildings are constructed from pale stone, which shimmers subtly in the sunlight, and adorned with intricate carvings of vines, leaves, and celestial symbols. The towering spires are capped with crystal-clear glass, reflecting the light of the setting sun, while elegant archways and sweeping columns lend the buildings an air of both sophistication and strength. The halls themselves are adorned with Elven tapestries depicting great moments in history, magical landscapes, and legendary heroes, while warm fires crackle in massive stone hearths. Stained-glass windows, crafted by master artisans, depict the stars and constellations, bringing the beauty of the night sky indoors.

        Curriculum and Specializations

        The Lirendel Institute offers a rich, multifaceted curriculum that appeals to a wide range of students, each one brought together by a common desire for knowledge, cultural understanding, and personal growth. The Institute's teachings are designed to be flexible, catering to the varying lifespans, abilities, and backgrounds of its students. The disciplines taught here are as varied as the peoples who attend, ensuring a well-rounded education for all.
        1. Academic Excellence: At the heart of the Institute's offerings is a robust academic program, with subjects ranging from history, philosophy, and law to diplomacy and political theory. Specialized studies in Elven history and ancient magics are a cornerstone of the curriculum, alongside courses in Human governance and Dwarven craftsmanship. Students are encouraged to debate, challenge established ideas, and form new theories based on their shared experiences.
        2. Martial Training: Combat and defense are integral aspects of the Institute's educational program, reflecting the Vale's rugged history and the ever-present need for protection. Mastery of weaponry and the martial arts are taught by experts from each race. Elven instructors impart elegant techniques of sword fighting and archery, while Dwarven masters teach heavy armor combat and the art of the battle axe. Halfling instructors focus on stealth and agility, training students in methods of ambush and evasion, while Human tacticians provide lessons in battlefield strategy and leadership.
        3. Magical Instruction: The study of magic is one of the most revered disciplines at the Lirendel Institute. The school boasts an esteemed faculty of magical scholars from all races, including Elven wizards, Human sorcerers, Dwarven rune casters, and even Halfling alchemists. Students can learn everything from elemental magic, enchantments, and healing to the study of the ancient and lost magics of the first Elven kingdoms.
        4. Artisan Craftsmanship: The blending of artistry and practicality is another central tenet of the Institute's curriculum. Dwarven blacksmithing, Elven weaving, and Halfling artistry are taught side by side, with students crafting works that are both beautiful and functional. Many students leave the Institute not only as scholars and mages but as master artisans, contributing to Newhaven's growing reputation for craftsmanship and trade.
        5. Cultural Unity and Exchange: Beyond academic and practical training, the Lirendel Institute places a heavy emphasis on cultural exchange. Students from all walks of life are encouraged to learn from each other, share traditions, and engage in cross-cultural dialogue. The town of Newhaven itself becomes an extension of this exchange, where visitors from all corners of the kingdom can experience the art, food, and traditions of other races and peoples.

        The Future of Newhaven and the Institute

        Though Newhaven remains a town in development, the establishment of the Lirendel Institute has already placed it on the path to greatness. As the Institute flourishes, so too will the town, with more structures rising, new businesses thriving, and a deepening sense of cultural pride. In the coming years, Newhaven may transform from a town on the rise to a city of renown, with the Lirendel Institute standing as its beating heart, a place where magic, knowledge, and the diverse peoples of the Vale come together to shape the future.

        School Structure & Curriculum

        1. Primary Education (Ages 6-14, All Races)

        A foundational curriculum for all students, focusing on:
        • Core Knowledge: History, Mathematics, Science, Literature, and Ethics.
        • Language Studies: Common, Elven, and Dwarven are standard, with optional courses in Draconic or Gnomish.
        • Cultural Integration: Special classes on racial traditions and interspecies diplomacy.
        • Physical & Combat Training: Basic self-defense and agility drills tailored to each race (e.g., Elves emphasize dexterity, Dwarves endurance).
        • Magic Awareness: Lessons on magical theory, with practical applications for students who show aptitude.

        2. Secondary Education (Ages 15-25 for Elves & Half-Elves, 15-18 for Humans & Halflings, 15-22 for Dwarves)

        At this stage, students specialize in one of five tracks, with elective flexibility across disciplines.
        • Scholarly Arts Track (Historians, Diplomats, Scribes)
          • Advanced studies in history, philosophy, politics, and law.
          • High-level language courses and cultural diplomacy.
          • Future careers: Ambassadors, scribes, advisors, educators.
        • Arcane & Mystical Studies Track (Mages, Alchemists, Researchers)
          • Spellcasting instruction for those with aptitude.
          • Training in alchemy, enchanting, and rune magic.
          • Future careers: Wizards, enchanters, alchemists, court mages.
        • Martial Training Track (Warriors, Scouts, Guards)
          • Advanced weapons training (swords, bows, spears, axes).
          • Tactical combat, command, and strategy.
          • Specialized racial training (e.g., Elves focus on finesse, Dwarves on endurance).
          • Future careers: Knights, mercenaries, scouts, royal guards.
        • Artisan & Crafting Track (Smiths, Architects, Artists)
          • Training in metalworking, woodworking, architecture, and fine arts.
          • Magic-infused craftsmanship and rune-forging.
          • Future careers: Blacksmiths, masons, jewelers, master craftsmen.
        • Druidic & Nature Studies Track (Healers, Rangers, Druids)
          • Studies in botany, herbalism, and healing magic.
          • Animal handling and forestry.
          • Future careers: Healers, druids, rangers, herbalists.

        3. Mastery & Apprenticeships (Ages 25+ for Elves & Half-Elves, 18+ for Humans & Halflings, 22+ for Dwarves)

        After completing secondary education, students pursue advanced study through apprenticeships, university-level courses, or field experience.
        • Advanced Academies: Students with exceptional skills may enter specialized institutions within Lirendel or travel abroad to master their craft.
        • Guild Apprenticeships: Those pursuing artisan, warrior, or arcane professions are assigned mentors within established guilds.
        • Field Assignments: Diplomatic trainees, scouts, and magic users may spend years in real-world applications before achieving full accreditation.
        • Independent Research: Scholars, spellcasters, and philosophers often undertake long-term projects under the guidance of seasoned mentors.

        Faculty & Notable Figures

        Eleanor Ivy: Scholar and Moral Guide

        Eleanor Ivy is a graceful woman with a fair complexion and chestnut hair. She has a bright smile and freckles sprinkling her nose. She dresses formally, with long-sleeved tops covering a childhood burn on her forearm. A wise and devout schoolteacher, Eleanor is highly knowledgeable in grammar, rhetoric, logic, religion, and arithmetic. She enriches her lessons with examples and stories, making even the driest topics engaging. However, she is also a strict moral guide, ensuring her students uphold virtuous behavior and ethical values. Outside of teaching, she lives in her family home, where she cares for her aging father. She finds solace in playing the harp after long days at the Institute, letting music provide her with both peace and inspiration.

        Professor Barthalion Amastacia: Head of Arcane & Mystical Studies Track

        Professor Barthalion Amastacia is a tall, elegant Elf with long silver hair and piercing violet eyes. He wears robes adorned with glowing sigils and carries a staff inscribed with ancient runes. Thalion is a master of both ancient arcane knowledge and practical spellcasting. His lectures are renowned for their depth and insight, often focusing on magical theory, ancient rituals, and the application of magic in modern society. Although a reserved and enigmatic figure, Barthalion is known for nurturing the potential of his students, often taking on the most promising apprentices to guide them in their studies and research. He resides in the Arcane Hall, where he spends his free time researching forgotten magics and experimenting with new spell formulations.

        Master Duran Stonefoot: Head of Martial Training Track

        Master Duran Stonefoot is a broad-shouldered Dwarven warrior with a thick beard and piercing blue eyes. His face is lined with the scars of battle, and his armor is always well-maintained, a testament to his dedication. Duran is a renowned tactician and master of weapons, specializing in defensive combat and endurance. He believes that strength comes from within and instills discipline, resilience, and strategy in his students. His training regimen is grueling but fair, ensuring that each student leaves with a deep understanding of combat and personal endurance. Duran lives in the Silverleaf Arena, where he continuously refines his techniques and prepares for battle.

        Lady Arwen Brightleaf: Head of Scholarly Arts Track

        Lady Arwen Brightleaf is a Half-Elven diplomat and historian with an aura of grace and wisdom. With long, dark hair and soft brown eyes, she speaks in an eloquent voice that captures the attention of all who listen. Arwen specializes in the study of interspecies diplomacy, history, and cultural integration, fostering an understanding of the diverse cultures represented at the Lirendel Institute. Her approach to teaching is rooted in the belief that knowledge is a bridge between people, and she encourages students to embrace cultural differences and work together for mutual benefit. Arwen lives in the Council Hall, where she often hosts political debates and forums with visiting diplomats and scholars.

        Mira Underbough: Head of Artisan & Crafting Track

        Mira Underbough is a short and cheerful Halfling with curly brown hair and twinkling green eyes. She dresses in a practical yet stylish way, with a tool belt that always seems to have the right instrument for the job. Mira is a master craftswoman, specializing in metalworking, woodworking, and magical craftsmanship. Her work is known for its exquisite detail and enchanting beauty, blending both artistry and functionality. She is known for her approachable nature and hands-on teaching style, often guiding students through practical projects and encouraging creativity. Mira resides in the Artisan's Forge, where she works tirelessly on new projects and collaborates with students to develop their skills.

        Rhonas Greenbloom: Head of Druidic & Nature Studies Track

        Rhonas Greenbloom is an Elven druid with long, flowing green hair and a serene expression. His robes are made from natural fibers and are often adorned with leaves and flowers, reflecting his deep connection to nature. Rhonas specializes in herbalism, botany, and nature-based magic, teaching students how to harness the power of plants and the natural world in both healing and magic. He is a patient and gentle teacher, guiding students through the study of the natural world and its mystical properties. Rhonas resides in the Sacred Grove, where he spends much of his time meditating and communing with nature, ensuring that his teachings remain grounded in the wisdom of the earth. After completing secondary education, students pursue advanced study through Apprenticeships, Speciality schools, or Field Experience.
        • Advanced Academies: Students with exceptional skills may enter specialized institutions or travel abroad to master their craft.
        • Guild Apprenticeships: Those pursuing artisan, warrior, or arcane professions are assigned mentors within established guilds.
        • Field Assignments: Diplomatic trainees, scouts, and magic users may spend years in real-world applications before achieving full accreditation.
        • Independent Research: Scholars, spellcasters, and philosophers often undertake long-term projects under the guidance of seasoned mentors.

        Campus & Facilities

        The Lirendel Institute features:
        • The Library of Stars: Housing rare tomes on magic, history, and philosophy.
        • The Silverleaf Hall: A training ground for martial arts, archery, and tactical exercises.
        • The Arcane Hall: Dedicated to magical instruction and experimentation.
        • The Artisan's Forge: Where master smiths and young apprentices create intricate weapons, armor, and fine crafts.
        • The Sacred Grove: A druidic sanctuary for nature-based studies and spiritual meditation.
        • The Council Hall: Where scholars and students engage in debate, diplomacy, and legislative studies.
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        Eleanor Ivy

        Race: Human O.C.C.: Head Msster/ Scholar and Moral Guide
        Alignment: Lawful Good
        Attributes
        I.Q.: 17
        M.E.: 15
        M.A.: 18
        P.S.: 10
        P.P.: 12
        P.E.: 11
        P.B.: 16
        Spd.: 10
        Hit Points: 22 S.D.C.: 10 Armor: None (formal attire)
        Skills
        • Grammar 98%
        • Rhetoric 95%
        • Logic 90%
        • Religion 85%
        • Arithmetic 88%
        • Storytelling 92%
        Weapons
        • None
        Magic/Psionics: None
        Equipment
        • Harp
        • Teaching materials
        • Personal journal

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        Professor Barthalion Amastacia

        Race: Elf O.C.C.: Head of Arcane & Mystical Studies Track
        Alignment: Neutral Good
        Attributes
        I.Q.: 19
        M.E.: 17
        M.A.: 14
        P.S.: 12
        P.P.: 13
        P.E.: 14
        P.B.: 15
        Spd.: 12
        Hit Points: 28 S.D.C.: 15 Armor: Robes with magical protection
        Skills
        • Magical Theory 98%
        • Ancient Rituals 95%
        • Spellcasting 90%
        • Runes 85%
        • Enchanting 88%
        • Research 92%
        Weapons
        • Staff: 1D6 damage
        Magic/Psionics: Extensive spell repertoire
        Equipment
        • Runed staff
        • Collection of ancient tomes
        • Magical components

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        Master Duran Stonefoot

        Race: Dwarf O.C.C.: Head of Martial Training
        Alignment: Lawful Neutral
        Attributes
        I.Q.: 14
        M.E.: 16
        M.A.: 12
        P.S.: 18
        P.P.: 13
        P.E.: 17
        P.B.: 10
        Spd.: 9
        Hit Points: 30 S.D.C.: 40 Armor: Heavy Plate Armor
        Skills
        • Weapon Mastery: Axes 95%
        • Tactics 90%
        • Endurance Training 85%
        • Language: Dwarven 98%, Common 85%
        • Smithing 80%
        Weapons
        • Battle Axe: 1D12 damage
        • Throwing Axe: 2D6 damage

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        Lady Arwen Brightleaf

        Race: Half-Elf Role: Head of Scholarly Arts Track
        Alignment: Unprincipled
        Physical Description
        Lady Arwen Brightleaf is a Half-Elven diplomat and historian with an aura of grace and wisdom. She has long, dark hair and soft brown eyes. Her eloquent voice captures the attention of all who listen.
        Professional Focus
        Arwen specializes in interspecies diplomacy, history, and cultural integration, fostering understanding among the diverse cultures represented at the Lirendel Institute. She believes that knowledge bridges people, encouraging students to embrace cultural differences and collaborate for mutual benefit.
        Residence and Activities
        Arwen resides in the Council Hall, where she frequently hosts political debates and forums with visiting diplomats and scholars.
        Attributes
        I.Q.: 14
        M.E.: 15
        M.A.: 16
        P.S.: 18
        P.P.: 12
        P.E.: 12
        P.B.: 10
        Spd.: 11
        Skills
        • Diplomacy: 85%
        • History: 90%
        • Language: Elven: 95%
        • Language: Trade Tongue: 80%
        • Cultural Studies: 75%
        • Literacy: 85%
        Equipment
        • Elegant robes suitable for formal gatherings
        • Collection of historical texts and diplomatic treaties
        • Writing materials for note-taking and correspondence
        • 25 gold pieces for incidental expenses

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        Thrain Ironfist

        Race: Dwarf O.C.C.: Master Smith and Head of Artisan & Crafting Track
        Alignment: Lawful Good
        Attributes
        I.Q.: 14
        M.E.: 12
        M.A.: 13
        P.S.: 22
        P.P.: 10
        P.E.: 20
        P.B.: 9
        Spd.: 8
        Hit Points: 45 S.D.C.: 60 Armor: Custom-crafted Dwarven Plate
        Skills
        • Blacksmithing 98%
        • Weaponsmithing 95%
        • Armorer 90%
        • Mining 85%
        • Language: Dwarven 98%, Common 90%
        • Lore: Precious Metals & Gems 80%
        Weapons
        • Warhammer: 2D6+6 damage
        • Throwing Axes (2): 1D6+4 damage each
        Magic/Psionics: None
        Equipment
        • Masterwork Smithing Tools
        • Gem-cutting Kit
        • Blueprints of Ancient Dwarven Forges
        • Pouch with assorted precious gems (worth 500 gold pieces)

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        Timmira Underbough

        Race: Halfling Role: Head of Artisan & Crafting Track Specialization: Metalworking, Woodworking, Magical Craftsmanship
        Alignment: Lawful Good
        Physical Description
        Height: 3'2"
        Build: Stocky
        Hair: Curly brown
        Eyes: Twinkling green
        Distinguishing Features: Always seen with a practical tool belt
        Personality
        Traits: Cheerful, Approachable, Creative, Hands-on
        Teaching Style: Encourages creativity through practical projects
        Residence: Artisan's Forge
        Skills
        • Metalworking
        • Woodworking
        • Magical Craftsmanship
        • Project-Based Teaching
        • Mentorship
        Equipment
        • Tool Belt with Various Crafting Tools
        • Artisan's Forge Residence
        • Collection of Student Creations

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        Rhonas Greenbloom

        Race: Half-Elf O.C.C.: Druid and Head of Druidic & Nature Studies Track
        Alignment: Neutral Good
        Attributes
        I.Q.: 16
        M.E.: 15
        M.A.: 17
        P.S.: 12
        P.P.: 14
        P.E.: 16
        P.B.: 18
        Spd.: 12
        Hit Points: 35 S.D.C.: 20 Armor: Enchanted Leather Armor (provides protection without hindering movement)
        Skills
        • Botany 90%
        • Herbalism 88%
        • Animal Husbandry 85%
        • Survival 80%
        • Language: Elven 98%, Common 95%, Sylvan 85%
        • Lore: Faerie Folk 75%
        Weapons
        • Quarterstaff: 1D8 damage
        • Dagger: 1D4 damage
        Magic/Psionics: Druidic Spells including 'Heal Wounds', 'Entangle', and 'Speak with Animals'
        Equipment
        • Druidic Focus (Holly Staff)
        • Herbalism Kit
        • Collection of Rare Seeds
        • Flute carved from Elderwood
        • Pouch with assorted medicinal herbs

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      3. Oakshade Farmhouse:

        The Oakshade's Farmhouse appears at first glance to be a quiet, unassuming agricultural estate. It is a modest structure of weathered wood and sturdy stone, near golden fields and orchard trees. Yet, beneath its rustic charm lies a quiet strength and deeper story, rooted in the bloodline of its Half-Elven caretakers. The farmhouse is a two-story building with a wraparound porch shaded by massive oak trees, ancient sentinels from which the property takes its name. Inside, the walls are adorned with simple carvings and family heirlooms, most of them elven in origin. A small stone barn sits nearby, along with a vegetable garden, coop, and storage shed. The land is fertile and well-tended, with signs of magical influence in the way crops flourish out of season and livestock remain unusually healthy. The owners are a Half-Elven family known for their discretion, herbal knowledge, and strong work ethic. Though not wealthy, they are respected in the local community for their wisdom, hospitality, and uncanny ability to "just know" when trouble is coming. Rumors persist that one of the ancestors was a renowned elven scout or druid, and some claim the bloodline still carries faint magical abilities, manifesting as uncanny intuition, animal empathy, or green thumb magic. Beneath the farmhouse lies a concealed cellar protected by a living rootward, an ancient Elven enchantment that only opens for those of the bloodline. Within this hidden chamber are old relics from a forgotten age: scrolls, herbal lore, and a faded banner depicting an elven stag. Though no longer involved in politics or battle, the Oakshade family, before moving to Newhaven, had been known to shelter fugitives, hide wounded travelers, or provide secret healing when the local lords turn blind eyes. Primarily agricultural in daily life, Oakshade Farmhouse is a sanctuary of peace, and when necessary, resistance. It serves as a waystation for traveling druids, rangers, and outcasts. Its herbalist's apothecary is known far and wide for its potent salves and teas, said to cure both wounds and weariness of the soul.

        Oakshade Family

        Originally from Rhyanne, have settled in Newhaven to begin new lives away from the politics and combat experianced between Rhyanne and Harak
        • Theren Oakshade (Patriarch), Age 74 (Half-Elf)

          Theren is a soft-spoken yet formidable man with streaks of silver in his dark auburn hair. Once a scout for an elven resistance force, he retired to a quiet life after a grievous injury. He has an uncanny connection with animals and nature, and though he walks with a cane, his wisdom draws visitors from miles around. Locals say the crows speak to him, and he's often seen speaking back.

        • Mira Oakshade (Matriarch), Age 72 (Half-Elf)

          A gifted herbalist and healer, Mira manages the farm's daily affairs and keeps the household apothecary stocked. She is known for her deep empathy and sharp intuition. Mira often serves as a midwife and spiritual counselor to the village and neighboring farmers. She speaks softly, but her gaze reveals a keen mind and an iron will.

        • Calen Oakshade (Son), Age 42 (Half-Elf)

          A tall and broad-shouldered man with his father's quiet intensity, Calen tends the fields and livestock. Though less attuned to magic, his instincts are reliable and his strength undeniable. Calen is skilled with a bow and keeps a weathered longbow above the hearth, just in case. He's more comfortable with animals than people.

        • Nyari Oakshade (Daughter), Age 37 (Half-Elf)

          Nyari, the family's herbal scholar, has traveled beyond the village studying druidic traditions and ancient flora. She returned recently to assist her aging parents. Elegant and curious, she is fascinated by magical botany and keeps a private greenhouse of rare plants. Many suspect she's more than just a healer, some say she's a hedge witch, others a latent druidess.

        • Tamsin (Adopted Human Orphan), Age 12

          Rescued during a border raid and raised by the Oakshades, Tamsin is a clever, curious child with a surprising talent for mimicry and plant identification. Though she remembers little of her past, she's fiercely loyal to the Oakshades and often helps Mira gather herbs or listens intently to Theren's tales of the forest.

        Goods & Services Price List

        • Fresh Produce (per bundle): 2-5 silver (seasonal vegetables, berries, orchard fruit)
        • Herbal Remedies:
          • Common Healing Poultice: 1 gold
          • Anti-Poison Decoction: 3 gold
          • Elven Dreamleaf Tea (restorative sleep): 5 gold
        • Preserved Goods (jams, pickled vegetables, dried herbs): 1–2 gold per jar
        • Animal Husbandry Services:
          • Basic Care or Boarding (per day): 5 silver
          • Elven Soothing Tonic for livestock: 2 gold
        • Custom Herbal Orders: 3–10 gold (depending on rarity)
        • Magically Infused Crops (when available): 10–25 gold per unit (used by alchemists or enchanters)
        • Quiet Refuge (one night stay, includes meals): 2 gold per person (only offered discreetly)
        • Healing (non-magical, herbal and natural care):
          • Minor Injuries: 5 gold
          • Serious Wounds: 10–25 gold
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      4. Brightmeadow Farmhouse:

        The Brightmeadow's Farmhouse is a pastoral jewel tucked into a gently sloping valley surrounded by emerald meadows and lazy brooks. The farm sprawls across roughly twenty acres of fertile, halfling-cultivated land, bordered by low stone walls, flower-choked hedgerows, and lines of old willows that dance in the wind. At its heart stands the farmhouse itself, a charming, low-built structure with rounded windows, circular green doors, and a thatched roof shingled with moss and woven vines. Chimneys of red brick puff out the sweet scent of bread and woodsmoke throughout the day. The buildings are dug slightly into the earth in traditional halfling style, making the interiors naturally cool in summer and warm in winter. Interior walls are paneled in honeyed oak, and braided rugs cover well-worn flagstone floors. Copper kettles hang over the hearth, and dried herbs dangle from wooden beams. Each room is cozy and cluttered with handmade crafts, bright embroidery, and shelves brimming with pickled vegetables, preserves, and cured goods. The land is divided into distinct sections: vegetable plots of carrots, onions, and leafy greens; a lush orchard bearing apples, pears, and plums; a root cellar cleverly hidden beneath a camouflaging flowerbed; and a meadery tucked beneath the barn where wildflower honey is fermented in barrels older than some human kingdoms. A pair of dovecotes sit beside the barn, while chickens cluck freely in a roving coop guarded by a trio of sleepy barn cats. Beyond the kitchen garden lies the family's pride: a beekeeping grove surrounded by a low magic fence carved with old halfling symbols for safety and sweetness. Dozens of hives hum with golden life. The bees of Brightmeadow are docile, said to respond to Bella Brightmeadow's gentle humming, and produce honey rumored to cure heartbreak and bad dreams. The farm's modest pasture holds several goats, two dairy cows, and Twibble, a goat with a near-human sense of mischief. Grain fields stretch beyond, golden and heavy-headed in the summer months. Narrow trails lead into nearby forest glades, rich with mushrooms, berries, and the occasional curious forest spirit. Seasonal festivals light up Brightmeadow with joyous color and song. In spring, the Blossomnight is held, where glowing paper lanterns are released over the meadows to honor family ancestors. In autumn, Harvestroll draws in folk from neighboring farms for a feast that lasts three days, featuring contests of jam-making, poetry, and, of course, pie. Though not wealthy in coin, the Brightmeadows are rich in goodwill and reputation. Travelers, adventurers, and even minor nobles occasionally visit, often to purchase hard-to-find goods, ask Bella for quiet wisdom, or simply enjoy a quiet night where the stars are bright and the stew is always hot.

        Brightmeadow Family:

        • Hollin Brightmeadow (Patriarch) – Age 98 (Halfling)

          A round-bellied, jolly halfling with a silver-streaked beard and mischievous twinkle in his eyes. Hollin runs the day-to-day farm with boundless energy and contagious laughter. Once a traveling merchant, he settled down decades ago and takes pride in his perfectly aged mead and goat herding skills. Known for wild stories, some say he once dined with a dragon.

        • Bella Brightmeadow (Matriarch) – Age 93 (Halfling)

          The heart of the farmhouse, Bella is famed for her pastries, preserves, and herbal teas. She tends the garden, keeps the books, and knows every local family by name. Though soft-spoken, her word is law on the farm. She is beloved by children and has a knack for matchmaking among the neighboring villages.

        • Tillo Brightmeadow (Son) – Age 50 (Halfling)

          Quiet, bookish, and rarely seen without a satchel of seeds or a soil-stained notebook, Tillo is Brightmeadow's agricultural genius. He experiments with new strains of wheat and is fascinated by magical composting techniques. Though shy around strangers, he's fiercely loyal and possesses a deep understanding of the land.

        • Liddy Brightmeadow (Daughter) – Age 44 (Halfling)

          Liddy is bold, loud, and always on the move. She runs the bakery and sells at the market in town. A champion pie-maker, she once won the Royal Harvest Festival Bake-Off three years running. She has a sharp tongue but a warm heart, and she often handles barter negotiations for the farm with travelers and merchants alike.

        • Known for its generous hospitality and lively community feasts, Brightmeadow is a favorite stop for travelers and traders passing through the countryside. The farm specializes in dairy goods, mead, baked treats, and halfling comfort fare. Visitors are always welcomed with a smile, a warm cup of spiced milk, and the smell of something freshly baked wafting from the hearth.

          Goods & Services Price List:

          • Fresh Baked Bread (loaf): 1 sp
          • Honey Cakes (bundle of 6): 2 sp
          • Goat Cheese (wheel): 3 sp
          • Herbed Butter (jar): 1 sp
          • Halfling Mead (bottle): 4 sp
          • Preserved Fruit Jams: 1-2 sp per jar
          • Eggs and Milk (daily portion): 5 sp
          • Travel Rations (Halfling-style, 3-day pack): 2 sp
          • Warm Bed & Home-cooked Meal (1 night): 1 sp per person
          • Guided Foraging or Mushroom Picking (half-day tour): 3sp
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      1. Moonspire Farmhouse:

        The Moonspire's Farmhouse lies gracefully near an orchard of crystalbark trees. The land is quiet, serene, and touched by the lingering presence of elven enchantments. Though modest by elven standards, the farm exudes a timeless beauty. Soft moonlight seems to linger here longer than elsewhere, and the breeze always carries the scent of jasmine, lavender, and dew-kissed moss. The farmhouse itself is an elegant, multi-gabled structure woven from living wood and stone, seamlessly grown rather than built. Pale ivy climbs the outer walls, and the arched windows of blue-tinted glass catch the moonlight like crystal. A curved slate roof is adorned with flowering vines that bloom in response to starlight. Delicate wind chimes made from starmetal and crystal threads sing songs older than the Kingdom of Rhyanne when stirred by the night wind. The interior is warm and filled with soft light from enchanted lanterns and gently glowing crystals embedded in the beams. Floors are made from polished whitewood, with fine silk tapestries hanging beside glass herbariums that double as living art. Subtle enchantments maintain a perfect climate indoors, and every piece of furniture is crafted with the grace and minimalism typical of Elven artisanship. The farm is cultivated in harmony with the natural surroundings—no plowing, no forced planting. Instead, ancient druidic techniques encourage the land to produce what it wills in abundance: silvergrain, starlight radishes, skyblossom squash, nightberries, and frostleaf herbs. A softly gurgling spring-fed stream winds through the center of the farm, its banks lined with moonlotus and glassroot plants, both valuable in potioncraft. The crystalbark trees produce glimmering fruit used in both cuisine and elixirs. Rare songbirds, foxes, and even sylvan fey creatures are frequently spotted here, coexisting peacefully under the subtle watch of protective wards. The Moonspire family's bond to the land is one of stewardship, not ownership. Their agricultural practices are guided by lunar phases, celestial alignments, and communion with nature spirits. Harvests are shared generously with nearby elven communities and those in need. The family is known for their moonwine, distilled from moonberries under sacred rites, and their elven bread, baked with herbs that promote clarity, calm, and longevity. While travelers rarely stumble upon Moonspire Farmhouse, those invited feel as though they have stepped into a place untouched by time—where every moment moves with deliberate beauty, and every leaf, every breeze, feels part of a larger, harmonious song. The Moonspire family are an ancient Elven lineage with roots that trace back to the early days of the Kingdom of Kael. Known for their quiet wisdom and deep attunement to nature, the Moonspires have long served as caretakers of sacred groves and keepers of lost sylvan lore. Though their bloodline holds nobility, they have chosen a life of simplicity, withdrawing from the courtly life centuries ago in favor of tending the land and living in harmony with the cycles of nature.

        • Thalendiel Moonspire is the family patriarch, a silver-haired elf whose ageless face carries the serenity of the forests. A skilled herbalist and former druidic scholar, he communes often with the spirits of the land. Though he rarely speaks, when he does, even the wind seems to still in reverence.
        • Serenya Moonspire, his mate, is a healer and moon-priestess of the ancient lunar temple once hidden in the Glimmering Vale. She tends the farm's flora with whispered songs of growth, and her brews are said to cure ailments both physical and spiritual. Serenya is beloved by the local fey and often vanishes into the woods to consult with them.
        • Laerion and Nythriel Moonspire, their twin children, represent the future of the Moonspire legacy. Laerion is a soft-spoken dreamwalker and night-singer, known to fall into trance beneath the stars, bringing back visions of possible futures. Nythriel, by contrast, is curious and bold, an archer and moon-blade wielder, protector of the farm and seeker of lost Elven paths. She travels occasionally, returning with rare seeds and stories of forgotten glades.

        The Moonspire family is not unwelcoming. They accept guests who arrive with respect and purpose, offering shelter, guidance, and healing. Many lost travelers owe their survival to a warm hearth and a silent nod from Thalendiel. It is said that the Moonspires hold secrets older than any book, whispers of the First Trees, echoes of the Fey Courts, and songs that call the stars themselves to listen.

        Goods & Services at Moonspire Farmhouse

        Item / Service Description Price
        Moonwine (Bottle) A pale silver vintage made only under full moons. Soothing and mildly magical; grants restful dreams. 80 sp
        Starlily Salve Herbal ointment made from starlilies and moonroot; heals minor wounds and soothes burns. 25 sp / jar
        Moonmilk Cheese A rare, creamy cheese made from goats fed on enchanted herbs; prized by nobles and mages alike. 12 sp / wheel
        Dreamleaf Tea (Packet) Tea made from dreamleaf and calming herbs; induces prophetic dreams when brewed under starlight. 30 sp
        Herbal Healing (Minor) Treatment by Serenya using sacred poultices and herbal remedies. Restores minor health. 40 sp
        Moonlight Blessing A ritual performed under the moon to cleanse the spirit and ward off ill omens. 75 sp
        Dream Guidance (by Laerion) Interpretation of dreams or visions. May include dreamwalking for prophetic insight. 100 sp
        Fey-Whisper Seeds (Pouch) Rare enchanted seeds from Nythriel's travels; grow strange glowing flowers or whispering trees. 60 sp
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      2. Caltherien Orchard:

        Not fasr from the bank of the Minitaur River, Caltherien Orchard is a sprawling half-elven farmstead known for its mist-dappled apple and pear trees. Managed by the Caltherien family, it produces fruit renowned for its rich sweetness and long shelf life, as well as a variety of preserved goods that find their way into markets as far as Teradryn. Gently terraced across the Duskridge Road, the orchard captures the final rays of sunlight each day, bathing its upper boughs in golden light. Low fog often settles in the early morning, giving the farm a dreamlike, ethereal quality. The land is fertile, enhancing the vitality of the trees.

        Features:

        • Fruit Groves: Rows of Silverstem apples and Nightblush pears are planted in an ancient spiral pattern, believed to honor old Elven growth rituals.
        • Processing Barn: A timbered structure built from duskwood beams where fruit is sorted, pressed, or preserved. Scented steam often wafts from its open windows.
        • Sunhall: A half-elven longhouse where the Caltherien family lives and hosts visitors. Warm, fragrant, and filled with tapestries depicting orchard myths.

        Caltherien Orchard is known for its:

        • Duskcider (1 bottle): 4 silver pieces – Honeyed cider, mildly magical (refreshes stamina once per day)
        • Nightblush Pears (per dozen): 1 silver piece – Tart, juicy, and long-lasting
        • Silverstem Apples (per dozen): 8 copper pieces – Crisp and sweet, with pale silver speckles
        • Spiced Pear Preserves (jar): 2 silver pieces – Served in most inns across the region
        • Elven Apple Butter (jar): 3 silver pieces – Smooth, enchanted to never spoil
        • Sun-Dried Pear Slices (pouch): 5 copper pieces – Travel food with minor invigorating properties

        Services:

        • Guided Orchard Walk & Tasting: 1 silver per guest – Includes samples and a short family tale

        The Caltherien Family (Proprietors):

        • Maelea Caltherien (Matron, Age 132) – Half-Elf Druid of the Autumn Veil
          Wise and soft-spoken, Maelea is the soul of the orchard. Her presence calms animals and plants alike. She conducts seasonal rituals to ensure the health of the groves and is known for crafting herbal teas and tinctures with minor enchantments. Locals sometimes come to her for quiet counsel or spiritual guidance.
        • Thalan Caltherien (Patriarch, Age 137) – Half-Elf Brewer and Historian
          Once a traveling bard, Thalan now devotes his talents to refining Caltherien's famed Duskcider. He keeps records of every harvest, weather shift, and leyline fluctuation. He's also a lover of tales and can often be found regaling guests with orchard legends under the grape arbor.
        • Rielle Caltherien (Daughter, Age 47) – Orchard Hand and Scout
          Adventurous and fiercely loyal, Rielle oversees the trees and perimeter. She often travels to trade goods and occasionally volunteers as a courier between distant farmsteads. She is especially fond of the bees and keeps a journal of their patterns and personalities.
        • Eiron Caltherien (Son, Age 42) – Tinker, Cook, and Musician
          With a knack for mechanical gadgets and recipes alike, Eiron maintains the cider presses and spice stills. He is also a talented lyrist, known to charm visitors with song while slicing pears with improbable precision. Locals joke he once serenaded a dryad into donating her tears for a cider batch.
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      3. Windvale Farm:

        Location: Near the Gryphon River, the Windvale farm enjoys fertile soil, constant breezes, and seasonal rains. The land stretches in a patchwork of wheat fields, vegetable rows, and grazing pasture dotted with scarecrows Windvale Farm is known for its pragmatic beauty, rows of golden grain under wide skies, wooden fences worn smooth by time, and the steady rhythm of work and weather. A rustic stone farmhouse stands at its center, surrounded by work sheds, and a tidy herb garden.

        The Windvale Family

        • Geran Windvale (Patriarch, Age 59) – Farmer and Miller
          A quiet, broad-shouldered man with sun-creased skin and a calm demeanor. Geran is the backbone of Windvale. He oversees crop rotation, maintenance, and livestock schedules. Though not bookish, his practical wisdom is respected by neighbors and council alike.
        • Mira Windvale (Matriarch, Age 54) – Herbalist and Community Healer
          Mira tends to the herb gardens and prepares poultices, teas, and salves for the locals. She was trained in herbal lore by a traveling healer in her youth. Known for her kindness and sharp memory, she's often the first person sought during illness or childbirth.
        • Tamsen Windvale (Son, Age 28) – Fieldhand and Horse Trainer
          Tamsen manages the horses and plows, with a deep affinity for animals. He's strong, dependable, and often takes contracts breaking in colts for nearby settlements. He's known to race his favorite mare, Vexa, against any challenger for sport or pride.
        • Calla Windvale (Daughter in law, Age 23) – Wife of Temsen she is a weaver with an analytical mind and nimble fingers, Calla balances time between weaving practical clothand helpong tend the livestock.
        • Primary Livestock: Sheep (Merino and local hardy breeds)
        • Goods

          • Wool & Textiles
            • Raw Wool (uncleaned fleece): 1 sp / bundle (5 lbs)
            • Cleaned & Carded Wool: 3 sp / bundle
            • Spun Yarn (undyed): 5 sp / skein
            • Naturally Dyed Yarn: 7 sp / skein
            • Handwoven Woolen Blankets: 20 sp
            • Wool Cloaks & Shawls (custom order): 35–50 sp
          • Meat & Dairy
            • Fresh Mutton (cut): 5 sp / 5 lbs
            • Smoked Mutton Jerky: 2 sp / pouch
            • Sheep's Milk Cheese (aged): 10 sp / wheel
            • Sheep Butter: 3 sp / pound
          • Byproducts
            • Lanolin (sheep oil): 1 sp / vial
            • Tanned Sheep Hide (rug or leather): 8 sp each
            • Bones for tools, buttons, and charms: 1-2 sp each

          Services

          • Sheep Services
            • Shearing (per sheep): 1 sp
            • Breeding (approved ewes only): 5 sp or by negotiation
            • Veterinary Herbal Remedies: 2-10 sp depending on ailment
          • Other Services
            • Simple Wool Repairs or Darning: 5 cp to 1 sp
            • Custom Wool Goods (commission): starts at 10 sp

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      1. The Eyrie of Ael'shara:

        (Headquarters for adventurers and scouts)
        • Location: Newhaven, Barony of the Vale, Principality of Jordaine, Kingdom of Arethane
        • Structure: Single, 3-Story Building with a Basement
        • Overview: The Eyrie of Ael'shara, constructed within the last three months, stands as the newly established headquarters for adventurers, scouts, and explorers in Newhaven. The hall is situated in the vibrant new section of the city, embodying both innovation and the Kingdom's deep respect for nature. Despite its recent completion, The Eyrie of Ael'shara is already becoming a vital hub for the exploration of the Barony of the Vale, which is rich in historical significance, dangerous territories, and magical secrets. The building itself is a single, imposing structure rising three stories with a well-fortified basement. It reflects a blend of modern architecture with traditional Elven and human influences, combining large glass windows and open spaces with wood, stone, and verdant greenery to create a space where adventurers can relax, learn, and prepare for the unknown. It serves both as a gathering place and a command center for those seeking to embark on dangerous missions in the Barony of the Vale or beyond.
        • Structure and Layout:
          • Basement:
            • The Vault: Located at the very bottom of the building, the Vault houses rare and dangerous artifacts retrieved from past expeditions, as well as sealed documents detailing forbidden magic and lost history. Access to the Vault is strictly controlled, with magical wards and guards ensuring that no unauthorized person gains entry.
            • Storage and Supplies: The basement also contains a large storage area for supplies used by adventurers, such as weapons, armour, potions, food rations, and other essential gear. A network of shelves and crates is organized by mission type and location, making it easy for those preparing for an expedition to gather what they need.
            • Forges and Workshop: A section of the basement is dedicated to metalworking and crafting, including a forge for weaponry and armor repairs. Skilled blacksmiths and artificers are stationed here, ensuring that the Hall's adventurers are always equipped with top-tier equipment. There are also stations for magical item crafting, where mages experiment and imbue ordinary items with enchantments.
          • First Floor (Main Hall):
            • The Grand Hall: As you enter The Eyrie of Ael'shara, the first floor greets visitors with its expansive central hall. The high, vaulted ceiling allows light to flood the room from large windows. The décor includes banners, trophies from past adventures, and artworks showcasing the beauty of Newhaven and the Barony of the Vale. A prominent feature is a large wooden table in the center of the hall, where discussions, strategy sessions, and mission briefings often take place. This room is also used for welcoming new members and organizing adventurer teams for their quests.
            • Reception Area: To the left of the Grand Hall is a reception area, where individuals interested in missions or assignments can get information. The reception is manned by both human and Elven attendants, who provide basic tasks such as registration, assisting with quest organization, and connecting adventurers with potential employers.
            • Mission Board: Along the walls of the reception area are a series of large bulletin boards covered in handwritten notices, official requests, and open contracts. These are organized by priority and mission type: exploration, combat, intelligence gathering, and more. Adventurers and scouts peruse the board to pick up tasks that suit their skills.
            • The Commons: A cozy common room off the main hall serves as a rest area for adventurers. Here, they can relax, converse, or form teams. It is furnished with large tables, benches, and a warm hearth. This space also doubles as a location for informal gatherings, with a small stage for performers or storytellers recounting past adventures.
          • Second Floor (Strategy and Intelligence):
            • The War Room: On the second floor is the War Room, a high-tech strategic planning room for key military operations, scouting expeditions, and intelligence gathering. A massive enchanted table is the room's centerpiece, showing real-time 3D projections of the surrounding land, topography, and enemy movements. The room is surrounded by large bookshelves filled with scrolls and intelligence reports on various regions of the Barony of the Vale and beyond. The War Room is used by high-ranking adventurers, the Hall's leaders, and occasionally military officers from the barony or Principality. It is a highly secure area and only accessible to those with special clearance.
            • The Strategy Rooms: Surrounding the War Room are smaller, private strategy rooms where groups can plan specific missions. Each room is equipped with maps, personal projectors, and tactical gear, allowing adventurers to focus on smaller-scale operations or study past reports.
            • The Archives and Library: The Archives are a treasure trove of knowledge, located on this floor. Mages, scholars, and explorers often come to study ancient texts, maps, and tomes of lore. The library features records of past expeditions, geographical knowledge, and magical studies, as well as comprehensive monster and flora guides for adventurers venturing into dangerous territories. It also holds detailed records on the Vale's ancient history, often related to the forgotten Fae goddess and the deep magic that lurks within the region.
          • Third Floor (Living Quarters and Administrative Offices):
            • Adventurer Quarters: The third floor is primarily dedicated to living spaces. Each room is designed with comfort in mind, featuring both traditional Elven design and human practicality. Adventurers can rent rooms for extended stays, with most rooms offering beautiful views of Newhaven's streets or the Barony's distant mountains. The rooms are furnished with beds, desks for personal use, and ample space for adventurers to store their gear. There is a shared bathing area and facilities for washing and maintaining weapons and armor.
            • The Administrative Offices: Located at the back of the third floor are the administrative offices, where the Hall's leadership and staff manage the daily operations. These include the head of the Hall, the mission coordinators, and support staff. The offices are open but private enough to maintain efficiency and organization. Adjacent to these offices is a meeting room for the Hall's decision-making body, where leaders of various factions or teams gather to discuss the future of the Hall and important regional developments.
            • The High Council Chamber: The highest-ranking members of The Eyrie of Ael'shara gather in this chamber, located at the peak of the building. The room is used for special strategy sessions, high-level briefings from the Barony, and discussions of large-scale regional matters. The decor is elegant yet functional, with large windows providing panoramic views of Newhaven's skyline and the surrounding countryside.
        • Features and Special Elements:
          • Magical Defenses: The Eyrie of Ael'shara is protected by several magical wards, ensuring that it is safe from scrying, teleportation, or other forms of intrusion. These protections were put in place by powerful mages from Newhaven, and they allow the Hall to operate as a safe haven for adventurers without fear of outside manipulation.
          • Specialized Equipment: Each floor is outfitted with magical devices and mundane tools to enhance the adventurers' experience. From enchanted training mannequins in the training areas to magical projection devices in the War Room, the Hall is built to support the needs of both modern and traditional adventurers.
        • The Hall's Reputation: The Eyrie of Ael'shara's reputation for success and reliability is growing quickly. Though it has only been in operation for a few months, it has already completed several successful high-profile missions for the Principality, including monster eradication, mapmaking, and intelligence gathering. Adventurers from across the kingdom seek out this Hall for its resources, opportunities, and the camaraderie of like-minded individuals.

        Verdant Hall, though new, has already begun to cement itself as a cornerstone of Newhaven's expanding role as a strategic and important hub in the Principality, welcoming adventurers of all backgrounds to its walls. top


        Black Leaf / Valtoni Denildelm

        Character Sheet

        O.C.C. Skills

        CategorySkillPercentage
        CommunicationLanguage: Elven [Native]98%
        CommunicationLanguage: Gobblely85%
        CommunicationLanguage: Southern85%
        EspionageTrack Humanoids70%
        MedicalAnimal Husbandry65%
        PhysicalHand to Hand - Expert-
        WildernessIdentify Plants & Fruits72%
        WildernessLand Navigation71%
        WildernessSkin & Prepare Animal Hides77%
        WildernessTrack & Trap Animals72%/82%
        WildernessWilderness Survival82%
        Weapon ProficiencyW.P. Archery - Long Bow+3 [+10] Strike / +1 [+10] Parry / 7 Attacks
        Weapon ProficiencyW.P. Sword+3 [+9] Strike / +1 [+7] Throw / +3 [+12] Parry

        O.C.C. Related Skills

        CategorySkillPercentage
        DomesticCooking70%
        DomesticSewing45%
        EspionageDetect Ambush65%
        EspionageIntelligence64%
        MilitaryField Armorer60%
        PhysicalBoxing-
        TechnicalLiteracy: Southern70%
        TechnicalLore: Demon & Monster65%
        WildernessCarpentry67%
        WildernessPreserve Food62%

        Secondary Skills

        CategorySkillPercentage
        MedicalFirst Aid60%
        PhysicalAthletics-
        PhysicalProwl55%
        PhysicalRunning-
        PhysicalSwimming70%
        PhysicalWrestling-
        Weapon ProficiencyW.P. Targeting+2

        Equipment

        ItemDescription
        Light ArmorStealth-enhancing light armor for maximum mobility
        LongbowA finely crafted bow, great for ranged attacks
        SwordA sturdy sword, useful in close combat
        Boots of FleetnessMagical boots enhancing her speed (increases Speed by +33%)
        Spy's ToolsAssorted tools for espionage (lockpicks, poison vials, etc.)
        Amulet of ProtectionAmulet providing bonuses to saving throws (+3 Magic, +1 Psionics)

        Spells

        SpellEffect
        InvisibilityAllows the caster to become invisible for a short time
        Light StepAllows the caster to move without leaving a trace or sound
        Charm PersonCharms and influences a single target
        ShieldProvides a magical barrier to reduce damage

        Armor

        ArmorDescription
        Light ArmorProvides agility and stealth without sacrificing too much defense

        PPE (Power Point Energy)

        Current PPE: 120
        top

      2. Barony of the Vale Farmer's and Rancher's Guild Hall:

        The Farmers' and Ranchers' Guild in the Barony of the Vale is a newly established institution, founded to protect the interests and livelihoods of the Vale's agricultural and livestock communities. The guild hall stands near the heart of Newhaven, a solid and welcoming structure of timber and stone, its design reflecting the diverse craftsmanship of the Vale's inhabitants, Humans, Half-Elves, Elves, and Halflings. The guild hall is a large, multi-story building with a high-pitched roof crafted from dark grey slate, quarried from the nearby hills. The slate gives the roof a weathered but dignified appearance, with flecks of silver catching the sunlight on clear days. The exterior walls are built from locally quarried stone, and heavy wooden beams support the structure. Ivy and flowering vines climb the sides of the building, lending it a rustic charm. Large, arched windows framed with elven carvings depicting wheat sheaves and fruit-bearing vines allow sunlight to filter through the great hall. At the entrance, a set of heavy oak doors carved with the guild's crest,a plow, shepherd's crook, and horse's head intertwined with clusters of grapes and wheat,stands as a symbol of unity and prosperity. The stone doorstep has been worn smooth by years of foot traffic, reflecting the hall's growing importance within the Vale. Inside, the main hall is spacious, with a long table made from reclaimed barn wood dominating the center of the room. Banners displaying the guild's emblem hang from the rafters. A wide stone hearth at one end of the hall burns brightly, providing warmth during the cooler months. Tapestries depicting scenes of harvest, animal husbandry, and seasonal festivals line the walls. Halfling-crafted lanterns hang from the ceiling, casting a warm glow over the space. Elven influence can be seen in the delicate filigree work on the supporting beams, while Human design shows in the straightforward, functional layout of the hall. The guild serves as a council and support network for farmers and ranchers across the Vale. It handles trade agreements, pricing regulations, and seasonal coordination for planting and harvest. Members of all races contribute their skills and knowledge to keep the guild running smoothly:
        • Humans provide practical expertise and logistical organization.
        • Half-Elves often act as intermediaries between different communities, using their natural diplomacy to negotiate trade and manage conflicts.
        • Elves oversee the health of the land, advising on crop rotation and sustainable farming practices through their connection to nature.
        • Halflings specialize in horticulture and animal care, with their natural talent for growing hearty produce and tending to livestock.
        The guild is overseen by a Council of Elected Memebers, consisting of experienced representatives from each race. Decisions are made through consensus, with the council meeting regularly to address issues such as weather patterns, trade routes, and territorial disputes.

        Notable Staff and Positions

        • Master of the Guil: A seasoned Human rancher named Trennar Hollowbrook leads the guild with a firm but fair hand.
        • Guild Steward: A Half-Elven woman named Aelara Thornewood manages day-to-day operations and serves as the primary contact for external trade partners.
        • Guild Treasurer: Elven man named Qwellion Eire`Eishall handles all financial matters for the guild.
        • Master of Crops: An Elven druid named Faelion Starwind advises farmers on planting schedules and soil health.
        • Livestock Keeper: A Halfling named Derrinth Hayfoot ensures that the guild's horse, cow, and sheep ranchers have the supplies and care they need.
        • Quartermaster: A Human named Mared Blackwood oversees inventory and trade stock.
        The Vale Farmer's and Rancher's Guild has quickly gained influence in regional trade networks, securing contracts with major merchant houses and securing favorable terms for both farmers and ranchers. Its growing political weight ensures that the Vale's agricultural community holds a respected place in both local and royal circles. The guild hosts several annual events, including:
        • Harvest Festival: Celebrated at the end of autumn, this festival includes feasting, games, and musical performances.
        • Spring's Blessing: A druidic ceremony led by Faelion Starwind, blessing the fields and livestock for the coming season.
        • Shearing Day: A Halfling-led event where sheep are shorn, accompanied by folk music and dancing.
        • Riders' Meet: A horse-racing event held at the guild's training grounds, showcasing the Vale's finest steeds and skilled riders.
        The guild seeks to expand its influence into neighboring regions, securing better trade agreements and increasing its agricultural production. Plans are in place to establish a satellite guild hall near the river trade routes, improving access to markets and increasing the Vale's economic strength.
        top


        Trennar Hollowbrook

        Master of the Guild

        6th Level Fighter

        Race: Human
        Alignment: Scrupulous
        Gender: Male
        Age: 52
        Height: 6'1"
        Weight: 210 lbs
        Land of Origin: The Vale
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14
        • M.E.: 16
        • M.A.: 18
        • P.S.: 24
        • P.P.: 20
        • P.E.: 22
        • P.B.: 15
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 50
        • S.D.C.: 70
        • P.P.E.: 10
        Skills of Note:
        • Agriculture (+45%)
        • Animal Husbandry (+50%)
        • Negotiation (+40%)
        • Land Navigation (+35%)
        • Leadership (+30%)
        Weapons & Equipment:
        • Steel-hafted Battle Axe (2D6+8 Damage)
        • Reinforced Leather Armor (A.R.: 12, S.D.C.: 50)
        • Ring of Strength (+2 to P.S.)

        top


        Aelara Thornewood

        Guild Steward

        5th Level Merchant

        Race: Half-Elf
        Alignment: Principled
        Gender: Female
        Age: 38
        Height: 5'8"
        Weight: 135 lbs
        Land of Origin: The Vale
        Religion: Follower of Ehlonna Attributes:
        • I.Q.: 18
        • M.E.: 17
        • M.A.: 20
        • P.S.: 12
        • P.P.: 15
        • P.E.: 14
        • P.B.: 19
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 32
        • S.D.C.: 30
        • P.P.E.: 14
        Skills of Note:
        • Negotiation (+50%)
        • Appraise Goods (+45%)
        • Literacy: Elven & Common (+40%)
        • Land Navigation (+35%)
        • Barter (+40%)
        Weapons & Equipment:
        • Elven Dagger (1D6+2 Damage)
        • Ledger of Trade (Allows +5% to Barter)
        • Elven Cloak (+10% Prowl)

        top


        Qwellion Eire`Eishall

        Guild Treasurer

        7th Level Merchant

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 212
        Height: 6'3"
        Weight: 160 lbs
        Land of Origin: Arethane
        Religion: Follower of Labelas Enoreth Attributes:
        • I.Q.: 22
        • M.E.: 19
        • M.A.: 18
        • P.S.: 12
        • P.P.: 14
        • P.E.: 15
        • P.B.: 20
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 45
        • S.D.C.: 30
        • P.P.E.: 24
        Skills of Note:
        • Accounting (+55%)
        • Appraise Goods (+50%)
        • Negotiation (+50%)
        • Barter (+40%)
        • Mathematics: Advanced (+65%)
        Weapons & Equipment:
        • Silver Dagger (1D6+1 damage)
        • Masterwork Ledger (+10% to Accounting)
        • Elven Silk Robes

        top


        Faelion Starwind

        Master of Crops

        6th Level Druid

        Race: Elf
        Alignment: Principled
        Gender: Male
        Age: 189
        Height: 6'1"
        Weight: 155 lbs
        Land of Origin: The Vale
        Religion: Follower of Ehlonna Attributes:
        • I.Q.: 18
        • M.E.: 16
        • M.A.: 17
        • P.S.: 13
        • P.P.: 15
        • P.E.: 17
        • P.B.: 19
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 42
        • S.D.C.: 35
        • P.P.E.: 60
        Skills of Note:
        • Botany (+60%)
        • Herbalism (+55%)
        • Wilderness Survival (+50%)
        • Land Navigation (+45%)
        Weapons & Equipment:
        • Living Oak Staff (1D8+3 Damage)
        • Druidic Cloak of Concealment (+10% Prowl)
        • Herbal Satchel

        top


        Derrinth Hayfoot

        Livestock Keeper

        5th Level Animal Handler

        Race: Halfling
        Alignment: Unprincipled
        Gender: Male
        Age: 48
        Height: 3'4"
        Weight: 72 lbs
        Land of Origin: Shire of Green Hollow
        Religion: Follower of Yondalla Attributes:
        • I.Q.: 14
        • M.E.: 16
        • M.A.: 18
        • P.S.: 12
        • P.P.: 17
        • P.E.: 15
        • P.B.: 19
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 36
        • S.D.C.: 28
        • P.P.E.: 20
        Skills of Note:
        • Animal Husbandry (+60%)
        • Veterinary Medicine (+55%)
        • Horsemanship (+50%)
        • Barter (+45%)
        • Breeding (+50%)
        Weapons & Equipment:
        • Shortbow (1D6 damage)
        • Leather Bracers (+1 to Parry)
        • Halfling Lariat (+2 to Entangle)
        • Horse Grooming Kit

        top


        Mared Blackwood

        Quartermaster

        6th Level Mercenary

        Race: Human
        Alignment: Scrupulous
        Gender: Male
        Age: 37
        Height: 6'1"
        Weight: 190 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 15
        • M.E.: 17
        • M.A.: 14
        • P.S.: 20
        • P.P.: 16
        • P.E.: 18
        • P.B.: 12
        • Spd.: 13
        Health & Combat Stats:
        • Hit Points: 50
        • S.D.C.: 40
        • P.P.E.: 15
        Skills of Note:
        • Logistics (+60%)
        • Military Strategy (+50%)
        • Weapon Proficiency: Sword (+45%)
        • Appraise Goods (+55%)
        Weapons & Equipment:
        • Broad Sword (2D6 damage)
        • Steel Shield (+2 Parry)
        • Leather Armor (A.R. 12)
        • Logistics Ledger

        top

      3. Evergrove Farmhouse:

        (Human):,Chicken Farm top

      4. Fernhollow Farmhouse:

        (Halfling):,Ordinary Farm top

      5. Greenshade Farmhouse:

        (Elven):,Sheep Ranch top

      6. Silverbrook Farmhouse:

        (Half-Elven):,Ordinary Farm top

      7. : Thalas`Quel Estate:

        Known for its Orchard of enchanted peaches and plums, elven magical training, and as a sanctuary for Exodus survivors. After the Exodus from the World of Palladia, not all Elves chose to settle in the grand cities of Arethane. Some sought a quieter life, one where they could rebuild not just their homes, but themselves. For Aerendyl of the Glenmarch Holdfast, Northern Lopan (World of Palladia) and Selirae of the Crystal Vale of Lopan (World of Palladium), the lands offered near Newhaven were untamed and raw, perfect for shaping anew. The Thalas`Quel Estate stands today as a beacon of rebirth, where sword and sorcery, memory and hope, the old and the new weave together in harmony. The Grounds
        1. The Orchard Glade: Lush groves of peach and plum trees, tended by hand and spell, cover the estate's gently sloping hills. The trees bloom in all seasons, the fruit said to heighten magical perception or stir long-lost memories. During seasonal festivals, Selirae brews a magical wine from the orchard's bounty, served during moonlit gatherings of the fae-touched and kindred alike.
        2. The Moonspire Pavilion: An elegant training hall open to the air, its whitewood beams enchanted to hum with the resonance of spellcasting. Here, Aerendyl teaches the way of the Sword Mage, blending martial forms with arcane gestures. Apprentices learn to feel the flow of the Weave in their blades and bodies alike.
        3. The Stone Circle of Binding: Ancient standing stones brought from the Palladium world were transported through the portal by Aerendyl's kin. Re-anchored in Otara's ley-lines, they serve as a ritual space, a focal point for casting great enchantments, or invoking the memory of the world left behind.
        4. The Archive Hollow: Hidden within the trunk of an enchanted tree is a spiraling staircase of carved branches that leads into the living library of the estate. Here, Selirae keeps rescued tomes, scrolls, enchanted relics, and the names of every known soul from the Palladia Exodus.
        Apprentices/Students of the Estate Aerendyl and Selirae are more than caretakers, they are mentors, and for many, surrogate family. They have taken in a circle of eight apprentices, young Elves or Half-Elves orphaned or scattered during the Chaos Wars or left disillusioned by the human-dominated orders of their old world Palladia.
        • Valestra Nuariel
          Race: Elf
          Focus: Enchantment & Memory Magic
          Once a novice scribe of the Crystal Vale of Lopan (World of Palladia), Valestra suffers from partial memory loss due to an interrupted teleportation during the Exodus. She studies under Selirae to recover her past and master emotion-based enchantments.
        • Kavelen Darethil
          Race: Half-Elf
          Focus: Sword Mage Technique & Dual Casting
          A former streetwise thief from the Crystal Vale of Lopan (World of Palladia), Kavelen found new purpose in Arethane. Under Aerendyl, he's learning to blend instinctive reflexes with spellcraft through paired weapon and magic styles.
        • Thaeliwyn Soryn
          Race: Elf
          Focus: Rituals of the Weave
          A quiet and scholarly Elf from the Crystal Vale of Lopan (World of Palladia), Thaeliwyn has an affinity for ritual casting and ley line attunement. She assists Selirae in translating lost Palladia arcane scripts.
        • Erias Thanduril
          Race: Elf
          Focus: Defensive Spells & Magical Countermeasures
          Aerdenyl's cousin hails from Glenmarch Holdfast, Northern Lopan (World of Palladia) Erias once defended ley circles during the siege of the Onyx Spires. He is a cautious and disciplined student of magical wards, barriers, and magical dueling defense.
        • Esmereal Duskwhisper
          Race: Half-Elf
          Focus: Glamour & Illusion
          Esmereal hails from a hidden forest enclave within the Crystal Vale of Lopan (World of Palladia) that was destroyed by human zealots. Now a playful yet deeply observant student, she excels in illusion magic and fae-like glamour under Selirae's guidance.
        • Vittoren Vael`a`Tir
          Race: Elf
          Focus: Spellblade Mastery & Tactical Command
          Disciplined, tactical, and stoic, Vittoren served in the border militias of Crystal Vale of Lopan (World of Palladia). He trains with Aerendyl in battle command and Weave-blade integration, dreaming of leading an elite vanguard.
        • Sirviael Moonfen
          Race: Elf
          Focus: Elemental Channeling & Herbal Alchemy
          Originally from the Westrn Empire, Siriael is soft-spoken but curious. Sirael combines his knowledge of Palladia's rare herbs with Otara's elemental essence. She cultivates the orchard's magically enhanced fruit and brews potions used in both healing and scrying.
        • Thandellora Elaris
          Race: Elf
          Focus: Ley Line Navigation & Dimensional Magic
          Also from the Western Empire, she is a student fascinated by the very ritual that brought the Elves to Otara. Thandellora seeks to master teleportation and dimensional travel. She often accompanies Aerendyl to ley nodes across the Vale.
        These apprentices live and train on the estate, learning from Aerendyl's precise martial discipline and Selirae's deep emotional and magical sensitivity. Their teachings emphasize balance, intention, and adaptability, ensuring the new generation of Elves carries forward the legacy without forgetting the pain of what was lost. Legacy of the Exodus: The Thalas`Quel Estate is more than a refuge, it is a living memory. Each season, the couple hosts The Night of Passing Stars, a quiet ceremony beneath the orchard trees where names of those who were lost, or who chose to stay behind, are whispered into the winds and written in silver ink on skyleaf parchment. The event has grown in significance across the Barony of the Vale and beyond. Even non-Palladia Elves now attend, honoring the mysterious resilience of the Elven people and the quiet, unshakable power of those who remember and rebuild.
        top

        Aerendyl Thalas`Quel

        Border Warden & Sword Mage

        117 Years Old

        Race: Elf (Palladia-born)
        Alignment: Principled
        Gender: Male
        Age: 117
        Height: 6'3"
        Weight: 165 lbs
        Birthplace: Glenmarch Holdfast, Northern Lopan (World of Palladia)
        Current Home: Newhaven, Barony of the Vale, Jordain
        Religion: Follower of the Dragonwright Attributes:
        • I.Q.: 17
        • M.E.: 20
        • M.A.: 18
        • P.S.: 19
        • P.P.: 18
        • P.E.: 22
        • P.B.: 15
        • Spd.: 15
        Health & Combat Stats:
        • Hit Points: 55
        • S.D.C.: 45
        • P.P.E.: 120+
        Skills of Note:
        • Lore (Magic, Ley Lines) (+70%)
        • W.P. (Sword, Shield, Paired Weapons) (+60%)
        • Wilderness Survival (+55%)
        • Military Strategy (+50%)
        Spells (Level 5 equivalent):
        • Armor of Ithan
        • Fire Bolt
        • Spinning Blades
        • Teleport: Lesser
        • Globe of Daylight
        Weapons & Equipment:
        • Elven Sword (2D6 damage)
        • Steel Shield (+2 Parry)
        • Leather Armor (A.R. 12)
        • Logistics Ledger

        top


        Selirae Velarien

        High Enchantress

        105 Years Old

        Race: Elf (Palladium-born)
        Alignment: Scrupulous
        Gender: Female
        Age: 105
        Height: 5'10"
        Weight: 135 lbs
        Birthplace: Crystal Vale of Lopan (World of Palladia)
        Current Home: Newhaven, Barony of the Vale, Jordain
        Religion: Follower of the Dragonwright Attributes:
        • I.Q.: 18
        • M.E.: 19
        • M.A.: 20
        • P.S.: 14
        • P.P.: 16
        • P.E.: 18
        • P.B.: 20
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 45
        • S.D.C.: 35
        • P.P.E.: 170+
        Skills of Note:
        • Lore (Magic Symbols, Politics) (+75%)
        • Public Speaking (+60%)
        • Performance (Harp) (+65%)
        • W.P. (Dagger) (+50%)
        Spells (Level 5 equivalent):
        • Charismatic Aura
        • Invisibility: Simple
        • Magic Net
        • Tongues
        • Globe of Daylight
        Weapons & Equipment:
        • Enchanted Dagger (1D6 damage)
        • Moonpetal Robe (A.R. 14)
        • Enchanted Harp (Magical Focus)

        top


        Valestra Nuariel

        Enchantment & Memory Magic

        4th Level Sorcerer

        Race: Elf
        Alignment: Scrupulous
        Gender: Female
        Age: 120
        Height: 6'5"
        Weight: 130 lbs
        Land of Origin: Crystal Vale of Lopan (World of Palladia)
        Current Home: Newhaven, Barony of the Vale, Jordain
        Religion: Follower of Dragonwright Attributes:
        • I.Q.: 18
        • M.E.: 15
        • M.A.: 12
        • P.S.: 9
        • P.P.: 16
        • P.E.: 14
        • P.B.: 17
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 30
        • S.D.C.: 25
        • P.P.E.: 48
        Skills of Note:
        • Enchanting (+55%)
        • Memory Magic (+50%)
        • Arcane Lore (+60%)
        • Advanced Spellcraft (+45%)
        Weapons & Equipment:
        • Silver Wand of Enchantment
        • Light Leather Armor (A.R. 8)
        • Memory Stone
        • Arcane Focus Necklace

        top

        Kavelen Darethil

        Sword Mage & Dual Casting

        4th Level Sword Mage

        Race: Half-Elf
        Alignment: Unprincipled
        Gender: Male
        Age: 35
        Height: 6'0"
        Weight: 175 lbs
        Land of Origin: Crystal Vale of Lopan (World of Palladia)
        Current Home: Newhaven, Barony of the Vale, Jordain
        Religion: Follower of Dragonwright Attributes:
        • I.Q.: 14
        • M.E.: 15
        • M.A.: 13
        • P.S.: 18
        • P.P.: 19
        • P.E.: 16
        • P.B.: 14
        • Spd.: 21
        Health & Combat Stats:
        • Hit Points: 38
        • S.D.C.: 45
        • P.P.E.: 70
        Skills of Note:
        • Sword Mage Technique (+60%)
        • Dual Casting (+50%)
        • Acrobatics (+40%)
        • Weapon Proficiency: Sword (+45%)
        Weapons & Equipment:
        • Short Sword & Dagger (1D6, +1 strike/parry)
        • Elven Cloak of Shadows (A.R. 10)
        • Arcane Focus Ring
        • Spellbook

        top

        Thaeliwyn Soryn

        Rituals of the Weave

        5th Level Ritualist

        Race: Elf
        Alignment: Scrupulous
        Gender: Female
        Age: 250
        Height: 6'4"
        Weight: 115 lbs
        Land of Origin: Crystal Vale of Lopan (World of Palladia)
        Current Home: Newhaven, Barony of the Vale, Jordain
        Religion: Follower of Dragonwright Attributes:
        • I.Q.: 19
        • M.E.: 16
        • M.A.: 13
        • P.S.: 10
        • P.P.: 14
        • P.E.: 12
        • P.B.: 18
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 28
        • S.D.C.: 24
        • P.P.E.: 72
        Skills of Note:
        • Ritual Magic (+60%)
        • Ley Line Knowledge (+55%)
        • Arcane Lore (+50%)
        • Translation of Ancient Scripts (+65%)
        Weapons & Equipment:
        • Staff of the Weave (Magical Focus)
        • Elven Ritual Cloak (A.R. 9)
        • Spellbook of Rituals
        • Arcane Focus Crystals

        top

        Erias Thanduril

        Defensive Magic & Countermeasures

        6th Level Magician

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 215
        Height: 6'2"
        Weight: 170 lbs
        Land of Origin: Crystal Vale of Lopan (World of Palladia)
        Current Home: Newhaven, Barony of the Vale, Jordain
        Religion: Follower of Dragonwright Attributes:
        • I.Q.: 18
        • M.E.: 20
        • M.A.: 14
        • P.S.: 12
        • P.P.: 18
        • P.E.: 17
        • P.B.: 16
        • Spd.: 15
        Health & Combat Stats:
        • Hit Points: 40
        • S.D.C.: 50
        • P.P.E.: 65
        Skills of Note:
        • Defensive Magic (+60%)
        • Magical Wards (+50%)
        • Counterspells (+55%)
        • Magical Dueling (+45%)
        Weapons & Equipment:
        • Defensive Rune Blade (1D6 damage + warding abilities)
        • Elven Shield of Protection (+2 to parry)
        • Elven Cloak (A.R. 10)
        • Magical Focus Amulet

        top

        Esmereal Duskwhisper

        Glamour & Illusion

        4th Level Illusionist

        Race: Half-Elf
        Alignment: Unprincipled
        Gender: Female
        Age: 120
        Height: 5'6"
        Weight: 140 lbs
        Land of Origin: Crystal Vale of Lopan (World of Palladia)
        Current Home: Newhaven, Barony of the Vale, Jordain
        Religion: Follower of Dragonwright Attributes:
        • I.Q.: 16
        • M.E.: 18
        • M.A.: 20
        • P.S.: 10
        • P.P.: 18
        • P.E.: 12
        • P.B.: 18
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 25
        • S.D.C.: 30
        • P.P.E.: 60
        Skills of Note:
        • Illusion Magic (+65%)
        • Glamour Magic (+50%)
        • Disguise (+45%)
        • Silent Movement (+40%)
        Weapons & Equipment:
        • Illusory Blade (1D4 damage, vanishes after 1 minute)
        • Faerie Dust Pouch (for illusion effects)
        • Elven Cloak of Invisibility (A.R. 12)
        • Focus Charm (for illusion enhancement)

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        Vittoren Vael`a`Tir

        Spellblade Mastery & Tactical Command

        7th Level Spellblade

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 310
        Height: 6'0"
        Weight: 185 lbs
        Land of Origin: Crystal Vale of Lopan (World of Palladia)
        Current Home: Newhaven, Barony of the Vale, Jordain
        Religion: Follower of Dragonwright Attributes:
        • I.Q.: 16
        • M.E.: 18
        • M.A.: 14
        • P.S.: 18
        • P.P.: 20
        • P.E.: 17
        • P.B.: 15
        • Spd.: 18
        Health & Combat Stats:
        • Hit Points: 56
        • S.D.C.: 65
        • P.P.E.: 70
        Skills of Note:
        • Spellblade Mastery (+60%)
        • Tactical Command (+50%)
        • Weapon Proficiency: Sword (+45%)
        • Battlefield Strategy (+55%)
        Weapons & Equipment:
        • Spellblade (1D8 damage + magical enhancements)
        • Elven Shield (+3 to parry)
        • Armor of the Weave (A.R. 15)
        • Focus of Command (boosts leadership in combat)

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        Sirviael Moonfen

        Elemental Channeling & Herbal Alchemy

        5th Level Alchemist

        Race: Elf
        Alignment: Scrupulous
        Gender: Female
        Age: 155
        Height: 5'8"
        Weight: 125 lbs
        Land of Origin: Western Empire (World of Palladia)
        Current Home: Newhaven, Barony of the Vale, Jordain
        Religion: Follower of Dragonwright Attributes:
        • I.Q.: 17
        • M.E.: 15
        • M.A.: 14
        • P.S.: 10
        • P.P.: 18
        • P.E.: 16
        • P.B.: 20
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 32
        • S.D.C.: 45
        • P.P.E.: 50
        Skills of Note:
        • Herbal Alchemy (+60%)
        • Elemental Channeling (+50%)
        • Healing (+55%)
        • Potions & Elixirs (+45%)
        Weapons & Equipment:
        • Herbal Staff (1D4 damage, boosts herbal alchemy)
        • Elemental Crystal (for channeling elemental magic)
        • Elven Robes (A.R. 8)
        • Potion Satchel (various healing and elemental potions)

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        Thandellora Elaris

        Ley Line Navigation & Dimensional Magic

        6th Level Wizard

        Race: Elf
        Alignment: Unprincipled
        Gender: Female
        Age: 180
        Height: 5'9"
        Weight: 135 lbs
        Land of Origin: Western Empire (World of Palladia)
        Current Home: Newhaven, Barony of the Vale, Jordain
        Religion: Follower of Dragonwright Attributes:
        • I.Q.: 18
        • M.E.: 17
        • M.A.: 15
        • P.S.: 10
        • P.P.: 14
        • P.E.: 14
        • P.B.: 18
        • Spd.: 16
        Health & Combat Stats:
        • Hit Points: 30
        • S.D.C.: 35
        • P.P.E.: 80
        Skills of Note:
        • Ley Line Navigation (+55%)
        • Dimensional Magic (+60%)
        • Magical Research (+50%)
        • Ritual Magic (+45%)
        Weapons & Equipment:
        • Wizard's Staff (1D6 damage)
        • Dimensional Stone (for teleportation)
        • Elven Cloak (A.R. 10)
        • Ritual Tome (contains dimensional magic formulas)

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      8. Dawnbreeze Farmhouse:

        (Human):,Ordinary Farm top

      9. Thistlewood Farmhouse:

        (Halfling):,Ordinary Farm top

      10. Morningdew Farmhouse:

        (Half-Elven):,Ordinary Farm top

      11. Caergwyn House:

        The Caergwyn House is the last bastion of the Sinna'Quessir Tir'Vanya, and home to Daeniael and Samiael Caergwyn and thier two brothers in arms, High Priest Castiel Amrathiel and Beryn Sinthariel. None of the world's inhabitants, save for the Caergwyns and their closest allies, know the truth about the Sinna'Quessir Tir'Vanya or even of it's existance. To the outside world, the Caergwyn boys are merely an eccentric, nobles with a reputation for scholarly pursuits and service to the Elven Kingdom. Their house, perched on the edge of the Vale, stands as a symbol of stability and security. But beneath its high walls and among its hidden archives, a far more dangerous truth lies in wait: the Caergwyns are the last living descendants of the Sinna'Quessir Tir'Vanya, and they hold within their keep the power to control, or destroy, the ancient, powerful magic of their forebears. The brothers arrived in Newhaven with a singular purpose: to uncover the secrets of Tir Aluen. They knew that the kingdom's ruins were somewhere in the Vale, though their exact location has been lost to time. With the help of ancient Elven texts, secret maps, and cryptic prophecies, they began their search for the hidden keep of Tir Aluen, a place that could hold unimaginable power and knowledge. For the Caergwyns, there is an ever-present fear that the world will one day learn the truth of their lineage. And when that day comes, they will have to face not only those who would seek the ancient knowledge of the Sinna'Quessir Tir'Vanya for their own purposes but also the grave question of whether this knowledge should be allowed to continue or be destroyed. As the guardians of this secret, the Caergwyn family remains vigilant, protecting their history and ensuring that no one ever uncovers the dark legacy they guard. But in a world of shifting allegiances and unpredictable threats, they know that time is running out. The question remains: will they be able to keep the truth hidden, or will the dark forces of the world finally expose the secrets of the Sinna'Quessir Tir'Vanya to those who would use them for unimaginable power?

        The Sinna'Quessir Tir'Vanya

        Unlike mortal scholars, who are bound by fleeting lifespans, the Elven Scholars of the Sinna'Quessir Tir'Vanya had chronicled the world's secrets for millennia, acting as the eternal sentinels of arcane wisdom. Founded nearly 75,000 years ago, the order arose during the height of ancient Kael. The wisest of the Elves, recognizing the dangers posed by unchecked magic and the rise of dark forces, banded together to ensure that knowledge would be safeguarded, not only from their enemies but sometimes from themselves. They established hidden sanctuaries, vaults, and libraries where they stored magical tomes, prophecies, and relics too dangerous for general use. Over time, they became the silent archivists of the world, influencing history through careful preservation and, when necessary, intervention. One such sanctuary was Tir Aluen, a revered Keep and Archive of the Sinna'Quessir Tir'Vanya. The order's sole purpose was to preserve, protect, and expand the knowledge of magic, history, and the divine wisdom. Located deep within the Vale of Vordan, Tir Aluen housed an immense wealth of knowledge, including the most precious and dangerous the Fae Goddess of Death and the Minitaur Mage Alaxus. It was regarded as the respected of the Sanctuaries and were devoted to their sacred duty. Among this bastion of the Sinna'Quessir Tir'Vanya, the Iarven family was one of the most prominent and influential. The Iarven family had long been leaders within the council that governed the Keep. For generations, the Iarven were responsible for maintaining the balance between the realms of knowledge and power that Tir Aluen represented. Their deep connection to both nature and arcane arts made them invaluable to the Keep's operations. Tir Aluen itself was a masterpiece of Elven craftsmanship, towering spires of living wood and stone intertwined with magic, holding vast libraries of ancient scrolls and tomes. Enchanted vaults housed powerful artifacts of untold power, and the Keep's inner sanctums held rituals and magics that were only whispered about in Elven circles. It was a place of learning, of ritual, and of deep Elven history. The fall of Tir Aluen was a tragic and cataclysmic event that went mostly unnoticed, but should have shocked the known world. The Keep's destruction occurred roughly 60 years before the rise of Rhysanus Ariquis to the throne of Arethane, during a period of unrest and internal turmoil. Although the precise cause of the Keep's downfall remains a mystery, and in fact it's acctual existance itself completely unknown, for those that do know, several theories have surfaced over the years. The most prominent theory is the belief that was not destroyed, but rather hidden away, its location erased from memory. The truth is that The Sinna'Quessir Tir'Vanya was betrayed by members within their ranks. These traitors were rumored to be affiliated with the Dark Archive, a shadowy cabal operating under the influence of the Shadow Elves. The betrayal led to the slaughter of most of the Sinna'Quessir Tir'Vanya, and the keep was locked away, its coordinates erased from all known records. The Dark Archive sought to erase all knowledge of the keep, fearing the power it contained could undo their hold on the Elven realms. While the Shadow Elves were eventually defeated in the aftermath of the Shadow War, the Dark Archive's influence lingers, with remnants still operating in the shadows, hoping to find and control the keep once again. The end of the keep came not through a traditional siege or foreign invasion, but from within. The magics that had long protected Tir Aluen were either corrupted over time or sabotaged, leading to the collapse of the Keep's structures. The immense knowledge stored there, both magical and historical, was scattered to the winds or lost in the rubble. The Iarven family, who had once led the council of Tir Aluen, were largely destroyed during the initial fall. It is believed that one member of the Iarven family managed to escape the destruction, though the exact details remain unclear. This individual is thought to have fled to Falanore, where they disappeared into obscurity. However, their legacy and the secrets of Tir Aluen did not fade completely. The Iarven family's name was almost erased from history following the destruction of Tir Aluen, but one of their bloodline survived. Janyana Iarven, a half-Elven woman, was a direct descendant of the surviving member of the Iarven family who escaped the ruin. Janyana, unaware of the full extent of her heritage, was raised in Falanore, where she eventually gave birth to Rutha'Nolis Iarven, Son of Rhysanus Ariquis. Though Rutha'Nolis grew up with no knowledge of his true lineage, he was burdened by an unshakable sense of loss and the mysteries surrounding his parentage. His mother's tragic death at the hands of Rhysanus Ariquis, the Elf King, set him on a path of vengeance and self-discovery. It wasn't until later in his life that he uncovered his connection to his father and what truely happened to his mother. Although the Keep was lost to time, the faint memory of Tir Aluen and it's secrets continue to linger. Among the most knowledgeable and respected sages, the tale of Tir Aluen remains one of both reverence and sorrow. Today, the ruins of Tir Aluen remain hidden within the mountains of the Vale, hidden and guarded by ancient wards and natural barriers. Few are brave enough to seek it out, and fewer still possess the knowledge required to uncover its secrets. Samiael and Daeniael, with their knowledge, determination, and shared destiny, have become key players in the quest to uncover the secrets of the lost Tir Aluen. The brothers' journey into the Vale is a journey into the heart of Elven history itself, one that may hold the key to restoring the Elven people's lost glory or plunging them into darkness once again. top


        Daeniael Caergwyn - Elven Warrior/Paladin

        Basic Information
        Race: Elf Class: Warrior/Paladin Alignment: Principled Age: 325 years Sex: Male Height: 6'4" Weight: 180 lbs
        Attributes
        Attribute Value
        IQ16
        ME18
        MA18
        PS18
        PP16
        PE16
        PB18
        SPD14
        Skills
        Combat Skills: Swordsmanship, Archery, Parry, Dodge Paladin Skills: Healing, Protection Magic, Leadership Other Skills: Wilderness Survival, Animal Handling, Lore: Elven Law

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        Samiael Caergwyn - Elven Mage

        Basic Information
        Race: Elf Class: Mage Alignment: Unprincipled Age: 285 years Sex: Male Height: 6'2" Weight: 160 lbs
        Attributes
        Attribute Value
        IQ18
        ME16
        MA15
        PS10
        PP12
        PE14
        PB16
        SPD12
        Skills
        Magic Skills: Fire Magic, Healing Magic, Elemental Magic Other Skills: Lore: Magic, History, Reading & Writing Elven

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        Beryn Sinthariel - Elven Ranger/Monster Hunter

        Basic Information
        Race: Elf Class: Ranger / Monster Hunter Alignment: Unprincipled Age: 520 Sex: Male Height: 6'0" Weight: 175 lbs
        Attributes
        Attribute Value
        IQ16
        ME15
        MA14
        PS12
        PP18
        PE16
        PB17
        SPD14
        Skills
        Combat Skills: Master Archer (Long Bow & Short Bow), Sword & Dagger Fighting Special Skills: Monster Lore, Wilderness Survival, Stealth, Tracking, Trap Setting Magic Skills: Nature Magic, Healing Herbs

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        Castiel Amrathiel - Elven Priest or Dragonwright

        Character Overview

        Name: Castiel Amrathiel Race: Elf Class: Priest Alignment: Good (Lawful) Deity: Moranthis (Dragonwright God) Age: 172 Gender: Male Height: 6'1" Weight: 155 lbs Hit Points : 24 SDC: 28 PPE: 90

        Attributes

        IQ: 15 (Excellent) ME: 16 (Superior) MA: 18 (Superior) PS: 12 (Above Average) PP: 14 (Above Average) PE: 13 (Average) PB: 18 (Superior) Spd: 12 (Above Average)

        Skills

        • Swordsmanship: Sword (Basic) - +1 to strike
        • Unarmed Combat: Basic - Can defend against attacks
        • Shield Use: Basic - +1 to parry
        • Divine Magic: Advanced (Priestly Spells from the Dragonwright gods)
        • Defensive Magic: +10 to dodge when invoking divine shield
        • Languages Known: Elven (Fluent), Common (Fluent), Dragonwright Language
        • Elven Lore: Castiel has advanced knowledge of Elven history, culture, and divine magic.
        • Arcane Knowledge: Castiel has studied many forms of magic, with particular expertise in divine magics.
        • Diplomacy: Due to his priestly status, Castiel has high diplomatic skills and can negotiate effectively in high-stakes situations.
        • Herbalism: Castiel is trained in identifying and using herbs for medicinal purposes.

        Equipment

        • Holy Symbol: A pendant representing Moranthis
        • Priest Robes: Ornate robes of Elven design that enhance his connection to Moranthis
        • Divine Staff: A staff imbued with divine magic, used in rituals and as a weapon
        • Healing Herbs: A selection of herbs used for basic first aid

        Background

        Castiel Amrathiel was born into the esteemed house of the Caergwyn family. As a child, he was trained in the ways of the Elven priesthood and nurtured in the faith of Moranthis.
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      12. Brackenridge Farmhouse:

        (Human):,Ordinary Farm top

      13. Temple of Dragonwright:

        Newhaven Chapter - House of the Benevolent Wyrms Erected less than a year ago in Newhaven, this modest yet devout Temple of Dragonwright serves as a sanctuary exclusively for the thirteen good-aligned Dragon Gods. Built in the elegant style of Elven architecture, the temple is constructed from smooth riverstone and silverwood, with gracefully arched doorways, curving spires, and intricately carved draconic motifs adorning its façade. Although minor in scale compared to ancient, sprawling sanctuaries elsewhere, the temple stands as a beacon of hope, virtue, and divine inspiration for the faithful in the Vale. Architecture and Interior Layout
        • Exterior: The temple's walls bear delicate carvings of dragon wings and scales. The main entrance features a large, arched portal framed by sculpted reliefs of the benevolent Dragon Gods. The building's overall design emphasizes organic curves, reflective of Elven artistry, with a central dome topped by a modest spire that catches the morning light.
        • Sanctuary: Inside, the main hall is open and airy. Natural light streams through stained-glass windows depicting the fourteen symbols of the Dragon Gods, casting colorful patterns upon polished stone floors. At the far end of the hall stands a central altar in the shape of a dragon's claw cradling an eternal flame, a symbol of Io's primordial light and balance.
        • Chapels: Radiating from the main hall are several small side chapels or niches, each dedicated to one or more of the good Dragon Gods. These intimate spaces are used for private prayer, quiet reflection, and small-scale ceremonies. Each chapel features its own unique iconography, such as delicate mosaics, embroidered banners, and bronze reliefs.
        • Cloister Garden: Beyond the sanctuary, a tranquil garden area offers worshippers a peaceful place to meditate. Here, carefully tended greenery and a softly burbling fountain shaped like an ouroboros evoke both renewal and eternal continuity.

        Clerical Hierarchy and Roles:

        The temple's organization is both orderly and steeped in tradition:
        • High Prelate:

          • Role: The spiritual leader and primary representative of the temple.
          • Current Holder: Prelate Almyrion Velythas (an experienced Elf), whose serene yet resolute demeanor inspires the faithful and ensures doctrinal purity.
        • Senior Prelates:

          • Role: These officials, each overseeing one or more of the Dragon Gods, administer key aspects of worship, from justice and healing to inspiration and prophecy. They act as advisors to the High Prelate and supervise the daily rituals and special ceremonies.
        • Current Holder:
          1. Senior Prelate for Aasterinian:
            • Selenthar Teh'Vorne
            • Race: Elf
            • Description: Selenthar Teh'Vorne is a graceful and animated Elf, who embodies the very essence of Aasterinian, the Dragon Goddess of joy, humor, and creativity. As the Senior Prelate for Aasterinian, Selenthar's duties include overseeing the sacred festivals, promoting artistic endeavors, and guiding the worshipers in expressing their devotion through laughter, music, and dance. Known for their quick wit, elegant speeches, and infectious smile, Selenthar encourages those around them to seek out the unexpected, to embrace the spontaneity of life, and to never take themselves too seriously. Selenthar fosters a vibrant community of artists, performers, and those who enjoy revelry, seeing their devotion as a sacred act. In their view, each festival and celebration is not merely a gathering for enjoyment, but a way to honor the divine through exuberance, humor, and the exploration of new ideas. Whether through painting, storytelling, or dance, Selenthar believes creativity is the most profound form of worship. They guide their followers in the art of joy, teaching that true enlightenment often comes through play and laughter, and the most profound truths are often hidden in the least expected places. Selenthar's temple area is a place of boundless creativity, with walls adorned with ever-changing murals, and the air always filled with music, laughter, and the sense of anticipation that something wonderful is about to happen. Their sermons are rarely conventional; instead, they challenge the audience to think for themselves, to embrace the chaos of the world, and to find joy in the unexpected. The Senior Prelate is a strong advocate for personal freedom and self-expression, often encouraging the faithful to travel, explore, and find new experiences as acts of devotion to Aasterinian.
          2. Senior Prelate for Bahamut:
            • Vaelaris Isilith
            • Race: Half-Elf
            • Description: Vaelaris Isilith is the embodiment of Bahamut's regal, noble, and unyielding ideals. As the Senior Prelate for Bahamut, the Platinum Dragon and god of justice and protection, Vaelaris serves as both a symbol of moral clarity and an enforcer of the Church's laws. A half-elf of striking presence, she possesses the grace and wisdom of her Elven heritage combined with the fortitude and determination of her human lineage. Vaelaris's sense of duty is unwavering, and she carries the weight of Bahamut's divine will with a calm yet resolute demeanor. She is deeply involved in the legal matters of the Church, where she is often tasked with adjudicating disputes, ensuring fairness in both spiritual and worldly affairs. As the head of the paladin order, Vaelaris oversees their training and guides them in their sacred mission to protect the weak and uphold justice. Her leadership is characterized by a strict adherence to the moral code and a tireless pursuit of righteousness. She is known for her even-handed judgments and her ability to separate personal emotions from her professional duties. Though she holds herself to the highest of standards, she also expects the same from those who serve under her, believing that only through dedication to the cause of justice can one truly serve Bahamut's divine purpose. Vaelaris is often seen at the forefront of battles, not only as a skilled warrior but also as a calm and steadfast leader who inspires others to stand strong in the face of adversity. Her reputation as a fierce protector of the innocent and a tireless advocate for justice has earned her the respect of both allies and adversaries alike. Her half-elven heritage allows her to bridge the gap between different cultures and peoples, making her a valuable diplomat when conflicts arise between the Church and external factions. She is known for her ability to negotiate peace while maintaining the integrity of Bahamut's teachings. Despite her often stoic appearance, Vaelaris has a deeply compassionate heart, especially when it comes to the welfare of those under her protection. Vaelaris's unwavering dedication to Bahamut's ideals has made her a respected figure not only in the Church but in the wider realm. Under her leadership, the Church of Bahamut remains a beacon of justice, fairness, and protection for all who seek refuge from evil and tyranny.
          3. Senior Prelate for Hlal:
            • Thyra Quicksilver
            • Race: Human
            • Description: Thyra Quicksilver is a charismatic and energetic human woman, deeply devoted to Hlal, the Dragon Goddess of wit, humor, and trickery. Known for her sharp intellect and quick thinking, Thyra embodies Hlal's lighthearted and mischievous nature. Her vibrant personality and infectious enthusiasm make her a beloved figure among Hlal's followers, who appreciate her ability to find humor even in the most serious of situations. As the Senior Prelate for Hlal, Thyra serves as the primary voice of the goddess, using her considerable charm and diplomacy to navigate conflicts and promote Hlal's philosophy of joy, creativity, and cleverness. Whether through playful banter or deft negotiations, she is known for her ability to turn potentially tense situations into opportunities for laughter and understanding. Thyra has a natural gift for mediation, often diffusing disputes with a well-timed joke or a clever turn of phrase. Thyra is also an adept strategist, known for her ability to find unconventional solutions to seemingly insurmountable problems. Her mind is sharp, and she thrives in situations that require out-of-the-box thinking. She encourages those around her to embrace their creativity, to think for themselves, and to challenge traditional ways of doing things. In her eyes, the world is full of potential for those who are willing to embrace change, humor, and wit. While her demeanor is often lighthearted, Thyra is no stranger to the serious responsibilities of leadership. She has earned the respect of her fellow clergy not only for her wisdom and diplomacy but also for her deep understanding of Hlal's teachings. She knows that sometimes the most profound lessons come wrapped in laughter and that a well-timed jest can often reveal more truth than a lecture ever could. Thyra's role extends beyond conflict resolution; she is also an advocate for personal freedom and the pursuit of pleasure in life. Her teachings emphasize the importance of laughter, joy, and the occasional trick, as a means of finding balance and maintaining a sense of wonder in a sometimes harsh world. With her ever-present smile and her gift for turning even the dullest moments into something memorable, Thyra Quicksilver stands as a true embodiment of Hlal's playful spirit and boundless energy. She reminds the faithful that sometimes the best way to navigate life is with a laugh, a wink, and the courage to embrace the unexpected.
          4. Senior Prelate for Io:
            • Eryndor Velissian
            • Race: HalfElf
            • Description: Eryndor Velissian is a distinguished and wise Half Elf, revered as the Senior Prelate for Io, the Dragon God of all Dragons, embodying the primordial forces of creation, balance, and power. Eryndor has a commanding presence, blending the regal and dignified nature of his Elven heritage with the relentless pursuit of knowledge and divine understanding. As the Senior Prelate, Eryndor is a staunch protector of the teachings of Io, overseeing the temples dedicated to the god and ensuring that the balance between all aspects of dragonkind, from the most primal to the most refined, is maintained. He presides over important rituals that honor the creation of the world and its divine order, acting as both a spiritual guide and a master of ancient wisdom. Eryndor's leadership is marked by a commitment to Io's belief in the unity of all creatures, whether they be mortal or divine, and the interconnectedness of all existence. He teaches that true strength comes from understanding the balance between light and darkness, creation and destruction, chaos and order. With a deep understanding of both the divine and arcane, Eryndor serves as a key figure in guiding the Church of Io through theological debates and mystical rituals. His wisdom is sought after in matters of both divine law and arcane magic, making him a critical figure in maintaining the stability of Dragonwright's teachings. Eryndor's dignified nature hides a compassionate heart, and he is deeply involved in mentoring young followers, particularly those of Dragonborn or draconic descent. He believes that leadership should be rooted in wisdom and humility, and he encourages his followers to seek knowledge not just for power but to better understand the world and their place within it.
          5. Senior Prelate for Kormath:
            • Name: Velika Stormrage
            • Race: Elf
            • Description: Velika Stormrage is a fierce and formidable Elf devoted to Kormath, the Dragon God of war, strength, and wrath. As the Senior Prelate for Kormath, Velika commands unparalleled respect from those who follow Kormath's martial teachings, embodying the dragon god's fiery passion for battle and honor. A master tactician and a warrior in her own right, Velika is known for her strategic brilliance, unwavering discipline, and an indomitable will to lead her followers through even the harshest conflicts. She trains the Dragonwright military orders, emphasizing both the importance of physical strength and the discipline required to wield that power responsibly. Her role in the Church of Kormath goes beyond military leadership; Velika provides spiritual guidance to those who seek Kormath's blessings before battle, encouraging them to channel their fury into focused strength rather than mindless rage. In times of war or great conflict, Velika stands at the forefront, a beacon of Kormath's will, instilling courage and resilience into her people. Despite her intense and sometimes fearsome presence, Velika deeply believes in the honor of battle and the strength found in unity. She teaches that true warriors fight not only for glory but for the protection of those they love and the greater good of their people. Her faith in Kormath's power and her role as a protector is unwavering, and she remains steadfast in her mission to guide those who would stand against tyranny and oppression.
          6. Senior Prelate for Kym-Nark-Mar:
            • Name: Cindralith Starfury
            • Race: Elf
            • Description: Cindralith Starfury is a reserved yet fiercely devoted Elf who serves Kym-Nark-Mar, the Dragon God of storms and the sky. With a deep connection to the raw and unpredictable forces of nature, Cindralith is a master of divination, able to interpret the omens carried by the winds, thunder, and lightning. Her role within the Church is focused on guiding followers in understanding the will of the sky, harnessing the power of storms, and seeking divine insights from the heavens. As a Senior Prelate, Cindralith oversees rituals that invoke the elemental forces of the sky, conducting ceremonies during thunderous nights and under the shadow of approaching storms. Known for her calm demeanor and introspective nature, Cindralith speaks little but with great wisdom. She listens intently to the voices of the wind and reads the patterns of the skies with an expert's eye. Under her guidance, followers learn to trust in the unpredictability of Kym-Nark-Mar's power, recognizing that even in chaos, there is meaning and purpose. Cindralith's connection to Kym-Nark-Mar is not just about understanding the weather; it is about embracing the storms within the soul. She teaches that through facing personal storms, one can gain clarity and strength. As the protector of those who live under the sky's fickle reign, Cindralith inspires resilience in the face of hardship, urging her followers to trust that after every storm, there is peace to be found.
          7. Senior Prelate for Lezari:
            • Name: Jarthos Everflame
            • Race: Half-Elf
            • Description: Jarthos Everflame is a passionate and intense Half-Elf who channels the raw and untamed power of Lezari, the Dragon God of flame, destruction, and rebirth. His fiery spirit mirrors the very essence of his patron, and he is known for his volatile temperament and fervent belief in the purifying force of fire. As the Senior Prelate for Lezari, Jarthos oversees the sacred flames used in various rituals of purification and renewal. These ceremonies are central to the worship of Lezari, as they symbolize the burning away of corruption, sin, and decay in both the physical and spiritual realms. Jarthos believes that destruction is often a necessary prelude to creation and that only by embracing the fire's cleansing power can true renewal occur. While his personality can be as intense as the flames he reveres, Jarthos is deeply committed to guiding others through their own trials and spiritual rebirths. He teaches that every soul is capable of transformation, and through the fires of hardship, one can emerge stronger and more enlightened. Jarthos' role is also one of protection, as he guards against the destructive use of flame, ensuring it remains a tool for healing and not devastation. He is revered not only for his ability to purify but also for his guidance through moments of profound change, helping his followers navigate personal upheaval with grace and determination.
          8. Senior Prelate for Moranthis:
            • Name: Aerik Vornathar
            • Race: Human
            • Description: Aerik Vornathar is a towering, imposing figure who serves as the Senior Prelate for Moranthis the Platinum, the Dragon God of purity, wisdom, and the light of truth. With a commanding presence and an air of mystery, Aerik's role as the church's highest authority on Moranthis' teachings is one of great importance. A scholar of the arcane and an expert in matters of both divine and forbidden knowledge, Aerik is revered for his deep understanding of the cosmic truths that lie hidden beneath the surface of mortal existence. Aerik is known for his enigmatic and sometimes aloof nature. His vast intellect and mastery of magic make him a powerful figure, though he often withholds certain knowledge, choosing to reveal it only when absolutely necessary. This adds an element of mystery to his character, as many view him as a keeper of secrets, someone whose wisdom could tip the balance of power or change the course of destiny itself. Though stern and secretive, Aerik's devotion to Moranthis is unwavering. He believes that Moranthis' wisdom is not meant to be simply understood, but experienced, and he guides his followers to seek out this deeper understanding through study, reflection, and personal trials. Aerik is particularly focused on overseeing the more esoteric aspects of the Church's teachings, including the examination of moral dilemmas, the pursuit of inner truth, and the balance between light and shadow. He likes the temple is a quiet, contemplative place, filled with ancient scrolls and tomes of forbidden knowledge. Here, followers often engage in intense study, meditation, and self-examination to understand the true meaning of Moranthis' light. It is said that Aerik himself rarely sleeps, spending his nights pouring over texts, unlocking secrets that others would rather leave untouched. His followers are encouraged to seek truth, not only in the light but also in the shadow, understanding that true wisdom comes from embracing both. Aerik Vornathar's leadership is firm yet fair, with a quiet but profound influence over the Church. His voice is one of authority, but also of deep compassion for those who seek enlightenment. Under his guidance, the teachings of Moranthis thrive in both their clarity and complexity, inspiring those who follow him to strive for purity, truth, and a deeper understanding of themselves and the world around them.
          9. Senior Prelate for Morthan:
            • Name: Azranna Caeoldwin
            • Race: Elf
            • Description: Azranna Caeoldwin is a warm-hearted and compassionate Elf, deeply devoted to Morthan, the Dragon Goddess of Bountiful Harvests, Nurturing, Protection, and Generosity. As the Senior Prelate for Morthan, Azranna stands as a beacon of love, care, and support, embodying the nurturing, protective aspects of the goddess. Her presence is a comfort to those in need, offering both spiritual and physical care to her community. Azranna oversees the sacred rituals and ceremonies that honor Morthan's divine influence over the earth's growth and abundance. She leads ceremonies that bless the crops, ensuring that the lands remain fertile and provide sustenance to all. Her role is integral in securing the prosperity of the people she serves, ensuring that the bounty of the land is shared and nurtured by the community. Azranna's leadership also extends to providing protection and guidance to those who are vulnerable, from the weary traveler in need of shelter to those suffering from hardship. With a demeanor that is both gentle and understanding, Azranna teaches the importance of kindness, generosity, and the spirit of community. She stresses that the gifts of Morthan, abundance, protection, and emotional support, are meant to be shared with others. Whether it's through offering counsel to those in emotional turmoil or providing tangible support to those in financial need, Azranna is ever-present as a guiding light of comfort and assurance. Her deep empathy and strong sense of maternal care are reflected in her guidance, reminding those under her care that Morthan, as the Mother aspect of Dragonkind, embodies the qualities of unconditional love, nurturing, and generosity. Azranna's role as Senior Prelate emphasizes the importance of extending these virtues to all, ensuring that no one is left behind and that all may partake in the blessings of Morthan's divine protection.
          10. Senior Prelate for Ouida:
            • Name: Rygar Stone
            • Race: Human
            • Description: Rygar Stone, a sturdy and stalwart Human hailing from the rugged Northlands, is the Senior Prelate for Ouida, the Dragon Goddess of Earth, Stone, and Endurance. Rygar embodies the very essence of resilience, with unmatched physical and mental fortitude. His unyielding strength and unwavering sense of duty make him a perfect representative of Ouida's ideals, which focus on stability, guidance, and the endurance needed to overcome life's greatest challenges. Rygar leads the sacred rituals that honor the foundational power of the earth, such as ceremonies celebrating the solidity of stone, the strength of the mountains, and the unshakeable endurance of those who walk in Ouida's grace. He is deeply respected for his vast knowledge of construction, fortifications, and the stability of the physical world. His wisdom extends to advising on matters related to architecture and the enduring creations that leave lasting marks upon the world, from strongholds to sacred monuments, all infused with Ouida's divine presence. In addition to his duties as a spiritual leader, Rygar is often sought for counsel when it comes to life-altering decisions, especially when individuals feel uncertain about their paths in life. Whether it's choosing a career, deciding on marriage, or seeking guidance on matters of wealth and prosperity, Rygar offers wise advice rooted in Ouida's guidance as the one who stands at the Doorway of Time, looking in both directions at once. He provides his followers with the clarity to make decisions that will endure, just as Ouida herself embodies the timeless power of earth and stone. Rygar's counsel is calm and steady, grounded in a belief that all choices, no matter how difficult, can be made with an eye toward long-term stability and endurance. As such, he is often sought by those feeling lost or uncertain, offering not only spiritual wisdom but practical guidance to those seeking Ouida's assistance in navigating their personal crossroads.
          11. Senior Prelate for Solange:
            • Name: Fiona Sunspeaker
            • Race: Human
            • Description: Fiona Sunspeaker, a radiant and compassionate Human, is the Senior Prelate for Solange, the Dragon Goddess of Healing and Restoration. Fiona's presence exudes warmth and care, with a soul as open and welcoming as the sun itself. She leads with an open heart, focusing on healing, redemption, and the nurturing of both body and spirit. Known for her boundless empathy, Fiona's healing touch is said to be a direct blessing from Solange, extending far beyond mere physical recovery to restore balance and peace to the soul. Fiona oversees the most sacred rites in the temple, including purification rituals and ceremonies of absolution, offering guidance to those seeking redemption. She is deeply involved in the healing arts, not just as a spiritual leader, but as an active practitioner of healing magic and restorative potions. Her influence is most strongly felt in ministries dedicated to the recovery of the sick, the mentally tormented, and those tainted by darkness or corruption. Though Solange rarely intervenes in mortal affairs, Fiona is a living conduit of the Goddess's will, performing divine acts of healing and mercy. It is said that Fiona's guidance and blessings extend beyond just physical wounds, as she helps those who are lost find their way back to their true selves. Her deep compassion is a beacon to those in need, and she often spends hours meditating with those seeking solace, helping them find peace through words of comfort, as well as through her connection to the divine healing arts. In accordance with Solange's teachings, Fiona also oversees the sacred ritual of planting fruit trees as a way to honor the Dragon Goddess's power. To earn Solange's favor, Fiona encourages others to plant at least three fruit trees, sometimes as many as nine, as a symbol of commitment to the healing and renewal of the earth. Additionally, Fiona tends to the temple's herb garden, ensuring it is blessed with Solange's dragon power, thereby nourishing the community with the natural gifts of the land.
          12. Senior Prelate for Tamara:
            • Name: Jarnak Stone
            • Race: Human
            • Description: Jarnak Stone, a towering Human from the rugged Northlands, is the Senior Prelate for Tamara, the Dragon Goddess of Life, Light, Mercy, and Forgiveness. A brother to Rygar, Jarnak is known for his immense physical strength and the quiet wisdom that comes from years of experience in battle and leadership. His presence is commanding yet calm, and he embodies the balance between martial might and spiritual purity, making him a natural leader for those who seek to follow Tamara's divine will. Jarnak's stoic nature is well suited to the leadership of the Dragonwright faithful, particularly those warriors and champions who revere strength as a form of divine grace. He leads the rites of valor and bravery, guiding his followers in their pursuit of personal greatness, courage in the face of adversity, and compassion toward the wounded and the defeated. As the Senior Prelate of Tamara, Jarnak teaches that true strength lies not only in the body but also in the mind and spirit. He encourages his disciples to train their bodies as well as their hearts and minds, believing that mental fortitude is just as important as physical prowess when upholding the ideals of life, light, mercy, and forgiveness. While Jarnak's teachings are rooted in martial discipline, he is equally committed to the path of mercy. He preaches that strength should be tempered with compassion, and that the true test of a warrior is their ability to show mercy, even to their foes. Jarnak frequently leads meditation sessions with his followers, teaching them the importance of forgiveness, both for themselves and for others. Jarnak also oversees the sacred rites where warriors are anointed in preparation for battle, and his guidance is sought in times of both war and peace. His deep understanding of Tamara's divine influence allows him to counsel warriors and leaders in matters of personal valor and the pursuit of moral strength. The physical training Jarnak provides to the faithful is rigorous and demanding, but it is always underpinned by his teachings on the necessity of mercy and the light of Tamara that must guide all actions.
          13. Senior Prelate for Tysteal:
            • Name: Elidril Silvershade
            • Race: Elf (Wood Elf)
            • Description: Elidril Silvershade, a serene and agile Wood Elf, is the Senior Prelate for Tysteal, the Dragon Goddess of Knowledge, Wisdom, and Protection, particularly as a guardian of the meek and a protector of dragonkind. Deeply connected to the natural world, Elidril is often seen as a bridge between the divine and the earth, combining a fierce dedication to the protection of the weak with a profound understanding of the wisdom and beauty that Tysteal embodies. Elidril oversees rituals that celebrate both the defense of the innocent and the pursuit of knowledge. He leads ceremonies that honor the protection of vulnerable dragonkind and other creatures, embodying Tysteal's guardianship and nurturing aspects. Elidril is revered for his agility and grace, both in mind and body, often using his skills as a scout and protector. His connection to the land, combined with his wisdom, makes him an ideal leader for those seeking counsel on matters of protection, justice, and wisdom. His robes, adorned with dragon imagery, reflect his dual devotion to both the natural world and the divine dragon goddess. Whether guiding the Dragonborn in times of peril or leading the faithful in meditation and study, Elidril Silvershade remains a steadfast protector, ensuring that the wisdom of Tysteal is passed down to future generations.
    • Prelate (Dragonwardens):

      • Role: Dragonwardens are devoted priests responsible for leading daily prayers, providing counsel to congregants, and performing rites to honor the Dragon Gods. Wearing robes of silver and pale blue, often embroidered with subtle dragon motifs, Dragonwardens are tasked with the spiritual care of the temple's community. Their roles are vital in nurturing the faithful, offering guidance, and ensuring that the worship of the Dragon Gods is upheld in daily life.
      • Current Holders:
        1. Name: Dragonwarden Averon Stormsinger
          • Race: Half-Elf
          • Description: Averon Stormsinger is a calm and insightful Half-Elf with a gift for both prophecy and song. Known for his deep understanding of the spiritual realms, Averon leads with wisdom and a soothing presence. He is particularly skilled in guiding his congregation through moments of uncertainty, helping them find clarity in their lives through meditation, prayer, and song. His connection with the Dragon Gods is said to be especially strong, often interpreting their divine will through visions and omens. His robes feature silver threadwork depicting the storm clouds and lightning associated with his patron, symbolizing both the tempestuous and life-giving nature of the Dragon Gods.
        2. Name: Dragonwarden Syrenthia Goldscale
          • Race: Elf
          • Description: Syrenthia Goldscale is a proud and dignified Dragonborn who serves with honor and dedication. Her radiant gold scales match her inner warmth, and she embodies the protective and nurturing aspects of the Dragon Gods, particularly those linked to Morthan's bountiful harvests and protection. Syrenthia's compassion is boundless, and she takes it upon herself to provide counsel to the troubled and to heal the sick. Her voice is often heard in the temple offering blessings for the harvest, or guiding worshippers through the cycles of life and death. The dragon motifs on her robes represent both the protective nature of the dragons and the nourishing aspect of their gifts.
      • Deacons and Acolytes:

        • Role: Deacons and Acolytes are the entry-level ministers in the temple, assisting in the daily services, tending to the sacred flame, and learning the ancient lore of the Dragon Gods. They manage the upkeep of both the temple's physical spaces and its spiritual records, ensuring that the teachings are preserved and passed on. These ministers are the heart of the temple's daily life, often serving as the first point of contact for the faithful and assisting in rituals, prayers, and ceremonies.
      • Current Holders:
        1. Name: Deacon Talinor Wyrmshadow
          • Race: Elf (High Elf)
          • Description: Talinor Wyrmshadow is an eager and diligent High Elf with a natural affinity for the divine. He is meticulous in his duties, tending to the temple's sacred flame and performing the daily services with great care. Talinor is still learning the ancient teachings of the Dragon Gods but has already demonstrated exceptional understanding and reverence for the faith. His quiet demeanor and sharp mind make him an excellent scribe, assisting in maintaining the temple's spiritual records.
        2. Name: Deacon Kaelen Stormheart
          • Race: Human
          • Description: Kaelen Stormheart is a passionate and dedicated Human, with an innate curiosity about the mysteries of the Dragon Gods. His role as a Deacon involves assisting with the upkeep of the temple and learning the sacred lore. Kaelen is particularly drawn to the ancient prophecies of the gods, and he often spends hours poring over old texts and scrolls, trying to decipher their meanings. His enthusiasm for the faith is infectious, and he is well-loved by the congregation for his unwavering commitment.
        3. Name: Acolyte Sarilith Goldleaf
          • Race: Elf (Wood Elf)
          • Description: Sarilith Goldleaf is a quiet and observant Wood Elf, with a deep respect for the natural world and the sacred duty of preserving the temple's spiritual records. Though still in her early years of service, Sarilith shows a particular talent for connecting the teachings of the Dragon Gods to the natural cycles of life. She is often found in the temple's gardens, tending to the plants that are used in rituals and healing ceremonies, embodying the nurturing aspects of Morthan, the Dragon Goddess of Bountiful Harvests.
        4. Name: Acolyte Corvian Ashbrooke
          • Race: Human
          • Description: Corvian Ashbrooke is a thoughtful and introspective Human, dedicated to the preservation of sacred knowledge. He spends much of his time assisting the Deacons in recording the teachings and keeping the temple in order. While still new to the faith, Corvian is deeply committed to understanding the Dragon Gods' ways and traditions. His natural curiosity leads him to ask many questions, and he is often found studying ancient texts and scrolls in the temple's library, eager to learn from the wisdom of his predecessors.
        5. Name: Acolyte Vallira Moonbrook
          • Race: Half-Elf
          • Description: Vallira Moonbrook is a kind-hearted and compassionate Half-Elf who has recently joined the temple. She excels in caring for the physical upkeep of the temple, ensuring that the sacred spaces are always pristine and welcoming. Vallira is learning the prayers and rituals associated with the Dragon Gods, and her gentle nature makes her particularly adept at comforting those who come to the temple seeking solace. She has a deep respect for the goddess Morthan and is especially devoted to the rituals of harvest and protection.
        6. Name: Acolyte Rohgar Stone
          • Race: Human
          • Description: Rohgar Stonefist, son of Jarnak, is a sturdy and hardworking man, dedicated to maintaining the temple's physical space. His devotion to the Dragon Gods is reflected in his attention to detail when tending to the sacred flame and maintaining the structure of the temple. Rohgar is still learning the deeper spiritual teachings, but his love for the faith and dedication to his duties are unquestioned. He takes pride in his role and hopes to one day advance to higher levels of service within the temple.
      >Religious Practices and Community Role The temple holds regular services at dawn and dusk, where worshippers gather to offer prayers, recite the ancient "Words of the Wyrms," and light small offerings in the eternal flame. Special festivals, often aligned with celestial events and seasonal changes, honor the virtues of each Dragon God, such as the Feast of the Platinum Dawn for Bahamut and the Joyful Revel of Hlal. In addition to spiritual guidance, the temple serves as a community center for healing, learning, and mediation. Its humble yet beautifully designed spaces are open to all, fostering a sense of unity and shared purpose among Newhaven's diverse inhabitants.

      Relationships:

      The relationship between the Dragonwright and the Seldarine can be quite nuanced, as these two faiths represent different aspects of the divine and have distinct focuses, though they share a reverence for dragons and the forces of nature. General Relationship Dynamics:
      • Thematic Differences: The Dragonwright is centered around the worship of the Dragon Gods, powerful deities associated with various aspects of life, from creation to destruction, strength, and wisdom. The faith is deeply connected to the primal forces of the world, often emphasizing the balance of these forces, from the bounty of nature (Morthan) to the terrifying power of wrath and destruction (Tamara). Dragons themselves are viewed as divine beings, either as servants or as aspects of the gods themselves. In contrast, the Seldarine is the pantheon of the Elven gods, focusing on themes of life, growth, nature, beauty, and magic. The Seldarine gods are protectors of the Elven race and their connection to the natural world, with a focus on cultivating harmony with the world around them, such as through nature, art, and the preservation of life.
      • Shared Respect for Nature and Dragons: Both faiths revere nature and the inherent power of dragons, though their approaches differ. For the Seldarine, dragons are often seen as mighty protectors of the natural world, with some Elven gods (like Corellon Larethian, the chief deity of the Seldarine) holding an almost reverential view of dragons as beings of ancient wisdom and power. The Dragonwright faith sees dragons as divine, and their gods, especially those like Bahamut (the Platinum Dragon, the embodiment of justice and protection) and Tysteal (the Dragon God of knowledge and wisdom), are integral to their theology.
      • Mutual Respect but a Lack of Deep Connection:On a spiritual level, the two faiths might share mutual respect but rarely directly interact in a collaborative way. The Seldarine may not fully embrace the concept of dragons as gods in the way the Dragonwright does, since Elven culture is typically more focused on a reverence for nature, magic, and artistry over the destructive and often intimidating power of dragons. For example, Solange, the goddess of justice in the Dragonwright pantheon, might not see the Elven gods as equal in terms of their influence over justice, since she would view dragons as more direct and potent agents of change than the Seldarine might.
      • Coexistence Rather Than Alliance: In areas where both faiths are practiced, such as in regions where both Elves and dragon-worshipping cultures coexist, there may be a certain level of coexistence without a deep alliance. Elves who revere the Seldarine may view the Dragonwright faith with some suspicion or distance, not entirely trusting the notion of dragons as gods. The Dragonwright followers, in turn, might respect the Seldarine's devotion to nature and magic, but they may view the Seldarine as overly idealistic or disconnected from the raw, sometimes destructive, power that the Dragon Gods wield.
      • Historical Tensions: There might be historical tensions or interfaith conflict rooted in differing ideologies. For example, the Elves, who have a long history of fighting dragons, might be at odds with the Dragonwright's lionization of dragons as divine beings. Similarly, the Seldarine's emphasis on maintaining harmony with nature might put them at odds with some of the more destructive aspects of certain Dragon Gods like Tamara, who embodies wrath and destruction.
      • Neutral to Positive Relations with Specific Gods: There may be specific gods from either pantheon who could have a more cooperative or neutral relationship. For instance:
        • Bahamut, the Platinum Dragon, represents justice and nobility, which might align with some Elven concepts of honor, protection, and balance.
        • Corellon Larethian, as the chief god of the Seldarine, might be viewed by some Dragonwright followers as a worthy patron to engage with, especially considering Corellon's artistic and creative connections to dragons and their symbolic significance. The Church of the Seldarine reaction to Moranthus: The Church of the Seldarine views Moranthis' self-proclamation with both reverence and deep trepidation. As one of the Dragon Gods, Moranthis represents a primal and immensely powerful force, and the Seldarine, while inherently protective of the natural balance and harmony, recognize that the Dragon Gods are an undeniable part of the divine pantheon. However, this does not mean they accept Moranthis' actions without misgivings. The Seldarine faith is centered on the balance of nature, life, and death, with each of their deities playing a vital role in guiding Elvenkind and the natural world. The appearance of Moranthis in this pantheon, as one of the Dragon Gods, whose powers often border on destruction, dominance, and raw force, creates an uncomfortable tension. While some of the Seldarine view his inclusion as an inevitable force of nature, they cannot help but feel that the Dragon Gods' motives and their followers often conflict with the Seldarine's philosophy of nurturing growth and protecting life. Moranthis' dual role, being a Dragon God, yet proclaiming his alignment with the Elven Seldarine, sends ripples of doubt through the Elven clergy. They question if his true motives align with the principles of harmony and balance, or if his ascension to godhood is part of a grander scheme that will ultimately disrupt the order they so carefully preserve. The Seldarine clergy will likely argue that while Moranthis has his place in the greater cosmic order, his growing influence could upset the delicate balance they protect. Many view this as a challenge to their divine supremacy, particularly because of the unpredictable nature of the Dragon Gods. Thus, while some within the Church of the Seldarine may grudgingly accept Moranthis' presence, they will be ever-vigilant, keeping a watchful eye on how his power develops. The Church of Dragonwright reaction to Moranthus: The Church of Dragonwright, in contrast, sees Moranthis as a god who embodies the power and might of the Dragons. To them, Moranthis is a divine figure of immense importance, representing the very essence of their faith: control, dominance, and the transcendence of mortal limitations. Moranthis' role as a central Dragon God is integral to the teachings of Dragonwright, and his self-proclamation is seen as a reaffirmation of the faith's ideals. For the followers of Dragonwright, Moranthis is a god to be venerated and followed, someone who embodies the relentless drive for power and transcendence. The fact that he has proclaimed himself part of both the Dragonwright pantheon and the Elven Seldarine is not a cause for concern, in fact, it may be seen as a powerful unification of forces. There may be elements within the Dragonwright clergy that see Moranthis as a divine being who is breaking free of traditional religious boundaries, demonstrating the power and supremacy of the Dragon Gods across all faiths, even those typically reserved for other pantheons. The Church of Dragonwright likely views Moranthis' dual allegiance as a bold statement, one that could expand their influence even further. By embracing both the ferocity of the Dragons and the more spiritual and harmonious aspects of the Seldarine, Moranthis could bridge the gap between raw, primal power and the more structured, spiritual aspects of divine guidance. This alignment with the Seldarine may even serve to legitimize their faith to those who might otherwise be wary of the more destructive elements of Dragonwright. The Church of Dragonwright's leadership will likely see Moranthis' actions as a reflection of the church's growing strength and dominance in the divine realms, a moment to reaffirm their control over the faith's followers, and to demonstrate that the Dragon Gods are worthy of respect, not just among mortals, but in the halls of all gods.
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  1. The Emberhearth Inn:

    The Emberhearth is located in the new district of Newhaven and caters strictly to those with the coin and class to pay for the very best. The owner, Thomael Silverthorn, is well-known for being extremely selective about who is permitted to dine inside, personally greeting all guests just inside the doors. The Emberhearth is a vision of Elven artistry blended with urban sophistication. The building itself is constructed from polished white stone, quarried from distant mountains and veined with glimmering streaks of silver. These veins catch the sunlight during the day and seem to shimmer under the light of the moons at night, giving the entire structure an ethereal, almost living presence. The roof is a sweeping cascade of deep green tiles, shaped to resemble overlapping leaves, lending the building a natural, organic silhouette despite its grand stature. Delicate balconies wrapped in black wrought iron, twisting into motifs of vines and blossoms, line the upper floors, each adorned with carefully tended planters that overflow with vibrant, fragrant flowers in every season. The grand entrance is framed by two towering white-oak doors, carved by master Elven artisans with scenes of hearthfires, feasts, and gatherings, symbols of welcome and community. Above the doors hangs an elegantly understated sign of dark wood and silver inlay, etched with the tavern's symbol: a stylized flame cradled within a hearthstone, surrounded by a circle of ancient Elven script spelling out "The Emberhearth." Softly glowing crystal lanterns, crafted to look like hanging starflowers, are spaced along the building's façade and pathway, casting a warm, inviting light regardless of the hour. Neatly kept flagstone steps lead up to the entryway, flanked by two tall, graceful elven statues standing watch, each appearing serene yet subtly alert. At street level, expansive, arched windows allow glimpses into the lavishly warm interior: polished woods, soft chandeliers, and the welcoming glow of countless hearthfires can be seen within, promising comfort and luxury to any worthy guest. A discreet side path winds around the building, leading to a smaller, private entrance used by staff and trusted clientele. Above this hidden door, a nearly invisible engraving marks it in thieves' cant, a subtle nod to the Emberhearth's less visible affiliations. Everything about The Emberhearth's exterior speaks of class, mystery, and quiet power, a beacon to nobles, dignitaries, and those "in the know" who seek sanctuary, indulgence, or secret dealings under the watchful gaze of the Silverthorn family. Adventurers in armour or openly bearing weapons are never permitted entry, regardless of bribes. Thomael has an image to uphold, after all. Should anyone persist, two of the 4 Bouncers on staff are stationed nearby and can be called upon immediately to ensure unruly individuals are escorted out. Prospective patrons should either have a reservation or appear to have noble bearing and appropriate dress to gain entry. The Emberhearth is a legitimate, high-end establishment by all outward appearances. However, it also secretly serves as a front for the Vale's Thieves' Guild, using its reputation and clientele to mask subtle dealings and quiet arrangements behind the scenes. None of the staff are aware of this, save for Thomael, his wife and a few trusted operatives.

    Management and Staff

    1. Thomael Silverthorn
      Owner and host
      Race: Elf (High Elf)
      Age: 362 years
      Appearance: Thomael carries himself with an air of regality, his tall and slender frame making him a striking figure in any setting. His silvery hair is long and usually pulled back into an elegant, low ponytail, revealing the sharp angles of his face. His features are fine and aristocratic, with high cheekbones and a proud nose. His eyes are a deep shade of amber, exuding both wisdom and authority. Thomael's attire reflects his noble status and attention to detail, rich, tailored robes of dark violet and gold, subtly embroidered with intricate patterns of vines and leaves, showcasing his Elven heritage. His movements are fluid and graceful, and he always carries himself with impeccable poise. His demeanor is calm and composed, with a hint of a smile that suggests both warmth and the quiet confidence of someone accustomed to power.
      Background: Born into the illustrious Silverthorn family of Palladia, Thomael was raised in a world where luxury and power were everyday companions. The Silverthorn family is both well-regarded and feared in equal measure, with deep ties to both the upper echelons of Elven nobility and a network of more secretive and less savory dealings. Thomael's upbringing was one of high expectations, not just in terms of maintaining his family's wealth and status, but also in managing the delicate balance of diplomacy, intrigue, and business acumen that came with his lineage. As the second son of the Silverthorn line, Thomael was not expected to inherit the family estate but was instead trained in the more subtle aspects of leadership, including managing the family's interests in the entertainment, trade, and hospitality sectors. Over the centuries, Thomael honed his skills in fine dining, luxury goods, and the social dynamics of Elven courts and aristocracy. While his elder brother pursued the family's darker dealings, Thomael's path was one of refinement and influence, building a reputation as a connoisseur of fine wines, elegant cuisine, and all things associated with high culture. The decision to leave Palladia came after the Elven Exodus, as the Silverthorn family sought new opportunities outside their homeland. Thomael and his wife, Gaelenna, made the move to Newhaven, where they established The Emberhearth. Here, Thomael could continue his passion for fine dining and hospitality while still maintaining ties to his noble roots. The Emberhearth was not just an inn to him, it was a way to leave a lasting legacy and create a new realm of influence for the Silverthorn family.
      Personality: Thomael is the embodiment of Elven sophistication, his calm and measured demeanor making him an ideal host for The Emberhearth. He is well-spoken, charming, and refined, with an innate ability to make guests feel both welcome and at ease. He understands the importance of creating an atmosphere where guests feel like they are experiencing something extraordinary, and his careful attention to detail ensures that every meal, every interaction, and every aspect of the inn's service is impeccable. Unlike his wife, Gaelenna, who often handles the more covert and strategic aspects of their business, Thomael is more openly involved in the day-to-day running of The Emberhearth. He is deeply passionate about the culinary offerings at the inn and is hands-on in designing the menu, tasting wines, and overseeing the kitchen staff. He takes pride in his ability to introduce new and exciting flavors to the guests of the inn, ensuring that they always have an unforgettable experience. His love for food and drink is reflected in his deep knowledge of Elven culinary traditions, fine wines, and exclusive ingredients. Despite his gentle and hospitable nature, Thomael is not naive. He is well aware of the challenges and dangers that come with his family's past, and he is ever vigilant in maintaining his family's security. Though he prefers diplomacy and elegance, Thomael is no stranger to the darker side of his heritage and can be just as calculated and ruthless as his wife when it comes to protecting what is his.
      Special Skills: Thomael is a master of hospitality and etiquette, understanding the nuances of Elven social customs and how to make guests feel like honored friends. His years of experience in fine dining and the luxury business have given him an encyclopedic knowledge of cuisine, wines, and the finer things in life. He has a particular talent for wine pairing and often curates special events at The Emberhearth where guests can experience rare and exclusive wines paired with gourmet dishes. Thomael is also a skilled negotiator, his calm and soothing presence allowing him to resolve disputes and secure deals with grace and subtlety. He is a tactful conversationalist, always knowing exactly what to say to put others at ease while maintaining an air of dignity. His social intelligence allows him to navigate the complex dynamics of Elven nobility, as well as the diverse range of individuals who visit The Emberhearth. While he may not possess the same kind of martial prowess as some of his kin, Thomael is well-versed in Elven history and the arts of diplomacy. His ability to read people and understand their motivations has helped him both in business and in maintaining the family's interests.
      Quirks: Thomael is an avid collector of rare culinary ingredients and has an extensive library on the subject. He enjoys traveling to remote parts of the world, seeking out exotic spices and herbs that are not easily found in Newhaven. This passion for the unique and extraordinary often leads to interesting and sometimes humorous encounters with traders and suppliers. One of his lesser-known quirks is his fondness for ancient Elven poetry, which he often recites quietly to himself while he's in the inn's wine cellar or when he's taking a break from his duties. Though he rarely shares it with others, he has an extensive knowledge of classic Elven literature and occasionally hosts private readings for guests who share his love of the arts. Thomael is also known to have a soft spot for animals, particularly rare or exotic creatures. He has a collection of small, magical creatures that he keeps in a private area of the inn. His love for these creatures is something that he shares with very few, as he considers them a personal indulgence.
    2. Gaelenna Silverthorn
      Hostess and co-owner
      Race: Elf (High Elf)
      Age: 349 years
      Appearance: Gaelenna is a vision of aristocratic elegance, with long, platinum-blonde hair that cascades down her back in soft waves, often styled to perfection with intricate braids. Her fair skin is flawless, with a gentle glow that hints at her noble heritage. Her sharp, angular features are balanced by her warm, welcoming expression. Her silvery-blue eyes are mesmerizing, often conveying an air of mystery and authority. Gaelenna's clothing is always impeccable: a flowing gown of rich sapphire and silver, embellished with intricate patterns of leaves and vines that seem to shimmer in the light. A fine silver brooch, shaped like a stylized elven leaf, holds her cloak in place. Her movements are graceful and composed, reflecting both her high-born status and her poised demeanor.
      Background: Gaelenna hails from the prestigious Silverthorn family, one of the most influential and notorious noble houses within the Western Empire of Palladia. Known for their vast wealth, political influence, and deep ties to both the Elven nobility and various criminal syndicates, the Silverthorns have a reputation for being both respected and feared. Raised within the luxurious, but sometimes dangerous, halls of the Silverthorn estate, Gaelenna was taught from a young age the intricacies of high society, diplomacy, and how to navigate the delicate balance between the noble courts and the shadowy dealings of her family's underworld connections. Though her noble upbringing was marked by privilege, Gaelenna has always been a woman of action. Her connection to the Silverthorn crime syndicate allowed her to refine her skills in negotiation, persuasion, and maintaining control over her environment, often with a subtle touch. After the Elven Exodus from Palladia, Gaelenna and her husband, Thomael Silverthorn, made the decision to settle in Newhaven, where they opened The Emberhearth as both a refuge from their past and a way to create a new legacy for their family. As co-owner of The Emberhearth, Gaelenna brings both her noble lineage and her keen business acumen to the inn. While she is often seen greeting guests and ensuring the quality of service, she is also involved in the finer details of running the establishment, from overseeing finances to orchestrating exclusive events. Though she often maintains a calm and composed demeanor in public, those who know her well understand that she is not to be underestimated. She is shrewd, calculating, and always several steps ahead of her rivals.
      Personality: Gaelenna is the epitome of grace and composure, with an air of mystery that surrounds her wherever she goes. She is warm and welcoming to her guests, exuding charm and sophistication, but beneath her gentle smile lies a sharp intellect and a strategic mind. She is an expert at reading people, knowing just what to say to make them feel at ease, or to extract valuable information without them even realizing it. Despite her noble status, Gaelenna is not one to flaunt her wealth or power openly. She prefers to operate in the background, subtly influencing matters while letting others take the spotlight. She values loyalty and discretion above all else, and she has a network of trusted allies, both inside and outside The Emberhearth, who aid her in keeping the inn's operations running smoothly. While Gaelenna is generally reserved, she has a playful side that she reveals to those she is closest to. Her wit is sharp, and she enjoys a good conversation, especially when it involves her favorite topics: the arts, history, and the more obscure aspects of Elven culture. She is also known for her love of fine wines and occasionally hosts private tastings for the inn's most exclusive clientele. Gaelenna is deeply loyal to her family, especially her husband, Thomael. Their bond is one of mutual respect and understanding, though she often takes the lead in managing the day-to-day affairs of The Emberhearth. While Thomael is more focused on the inn's culinary offerings, Gaelenna oversees the business side, ensuring the establishment maintains its reputation for excellence.
      Special Skills: Gaelenna's upbringing in the Silverthorn family has given her a unique skill set. She is highly proficient in negotiation, able to sway opinions and make deals with an air of effortless authority. She has a keen understanding of Elven culture and diplomacy, and her ability to navigate the complex social structures of both the Elven and human worlds makes her an invaluable asset in dealing with the inn's diverse clientele. Her skills in managing people are equally impressive. As hostess, she ensures that every guest feels like royalty, effortlessly orchestrating the flow of service while anticipating needs before they are voiced. Her deep knowledge of the finer things in life, from cuisine to fashion to decor, allows her to curate an experience at The Emberhearth that is second to none. Gaelenna is also well-versed in the art of subtlety, using her charm and charisma to diffuse tense situations or to gain the upper hand in delicate negotiations. While she may not wield a sword or staff like some of her Elven kin, she is a master of the quiet power that comes from understanding the true motivations of others.
      Quirks: Gaelenna has a penchant for collecting rare and unique artifacts, particularly those with a connection to Elven history or magic. She often spends her free time perusing the markets of Newhaven or visiting private collectors to acquire pieces for her personal collection. This hobby, while seemingly innocuous, serves as a way for Gaelenna to connect with her heritage and maintain ties to her past. Though she is generally composed, Gaelenna is known to have a deep love for music and often finds solace in playing her harp during moments of solitude. Her music is soft and haunting, and those who have had the privilege of hearing her play describe it as a deeply emotional experience. Gaelenna is also a bit of a perfectionist, and she can sometimes be found adjusting the smallest details in The Emberhearth's décor, ensuring that everything is in its proper place. This attention to detail extends to her personal appearance as well; she always strives to present herself in the most refined and elegant manner.
      Role at The Emberhearth: As the Hostess and co-owner of The Emberhearth, Gaelenna's role is both practical and symbolic. She is the face of the inn, greeting guests and ensuring that their experience is flawless from start to finish. Her exceptional social skills and natural charisma make her the ideal person to handle the more exclusive or high-profile guests, as she has an uncanny ability to make them feel at home. Gaelenna also handles the inn's business operations, overseeing finances, marketing, and ensuring that The Emberhearth maintains its prestigious reputation. She works closely with her husband, Thomael, and the rest of the staff to ensure that the inn runs smoothly and that every detail is attended to with the utmost care. In addition to her day-to-day responsibilities, Gaelenna often hosts private events, such as high-class banquets, wine tastings, and gatherings for influential patrons. Her attention to detail and impeccable taste make these events highly sought after, and she is known for curating experiences that are both memorable and luxurious. Gaelenna's leadership and organizational skills are indispensable to The Emberhearth's success, and her ability to maintain an air of sophistication and control, even in the most chaotic of situations, makes her an indispensable part of the inn's operations.
    3. Virilion Silvearnnin
      Concierge
      Race: Elf (Silver Elf)
      Age: 212 years
      Appearance: Virilion is a striking figure with silvery hair that cascades down to his shoulders in soft waves, his smooth pale skin contrasting with his deep indigo eyes that seem to shimmer with an otherworldly gleam. He always dresses in the finest silken garments, favoring hues of deep violet and silver, symbolizing both his noble background and his impeccable taste. His bearing is dignified yet approachable, making him appear both graceful and reliable.
      Background: Born to the noble Silvearnnin family in the Silverwood, a prestigious Elven enclave in the Western Empire of Palladia, Virilion was raised to serve as an intermediary between the elite and the common. His family has long been involved in diplomatic affairs, often acting as couriers for treaties or as advisors to the courts of powerful Elven rulers. However, disillusioned by the cold, political nature of his family's work, Virilion chose to leave his homeland during the Elven Exodus. He settled in Newhaven, where his expertise in managing relationships and making influential connections was sought after by the upper echelon of society. Virilion quickly became The Emberhearth's trusted concierge, welcoming and guiding guests with his exceptional knowledge of the city's finer offerings.
      Personality: Virilion is courteous, poised, and highly observant. He possesses an innate charm that puts people at ease, making them feel special and important. Though always polite and respectful, he is not afraid to speak his mind when needed, especially if it benefits the guests or the reputation of The Emberhearth. His background in diplomacy and negotiations makes him an exceptional listener and problem solver, and he can handle any request or delicate situation with grace. Virilion values efficiency, but he also knows how to make his guests feel at ease with an elegant, personal touch.
      Special Skills: Virilion is a master of etiquette and social dynamics, skilled in reading people and understanding what they truly desire, even if they do not explicitly ask for it. His vast knowledge of the city of Newhaven and its surrounding regions makes him a valuable resource for guests, offering recommendations for anything from exclusive dining experiences to private tours or even discreet interactions with the local nobility or influential figures. His calm demeanor and ability to navigate tense social situations have made him highly trusted by the noble families of Newhaven, as well as guilds and influential organizations.
      Quirks: Virilion is known to always keep a small silver quill tucked behind his ear, a family heirloom passed down through generations of Silvearnnin diplomats. He is also fond of offering guests personalized recommendations based on their preferences, whether they are looking for the best performance at the theater or a quiet spot for an afternoon tea. He often carries a small enchanted notebook in which he jots down little details about guests, likes, dislikes, and personal preferences, which he uses to make each experience feel uniquely tailored. Virilion Silvearnnin's distinguished background and vast knowledge make him an indispensable part of The Emberhearth, ensuring that every guest receives the highest level of service and attention. Whether it's arranging for a private carriage ride through Newhaven or securing an exclusive meeting with the city's elite, Virilion's expertise leaves a lasting impression on all who visit.
    4. Talandor Quenwyll
      Stablehand & Porter
      Race: Elf (Forest Elf)
      Age: 179 years
      Appearance: Talandor is of lean build, standing just over 6 feet tall, with sinewy muscles earned from years of physical labor. His skin has a coppery tan from long days spent under the sun, and his shoulder-length hair is a wild, mossy brown, usually tied back with a bit of leather cord. His eyes are a bright spring green, lively and expressive, always darting about with curiosity or quiet mirth. He typically wears a simple tunic and rugged leather trousers, usually stained with hay, dirt, or grease. His boots are well-worn but always clean, and he keeps a bone-handled knife at his hip, mostly used for cutting rope or apple slices, but not entirely for show. Despite his rustic appearance, he moves with the graceful poise common to all Elves.
      Background: Talandor was born in the rural borderlands between the Western Empire and the Sylvan Republics, raised among a loosely connected Forest Elf clan that specialized in breeding and training horses. From a young age, he showed a remarkable affinity with animals, particularly equines, and was often called a "whisperer" by the elders. When the Elven Exodus began to ripple across the continent, Talandor was among those who sought to protect the ancient bloodlines of Elven steeds. He helped drive a caravan of prized horses across hundreds of miles to Newhaven, where he hoped to find a new place to root himself and serve a greater purpose. He eventually found that home at The Emberhearth, where his talents were quickly recognized by Gaelenna herself. Though the inn was primarily a place of hospitality for nobility and travelers, it was clear to Talandor that something deeper flowed beneath its surface, mystery, legacy, and a secret that needed quiet guardianship. Since then, he has loyally tended to the stables, cared for the beasts of noble guests, and assisted with discreet tasks that sometimes go beyond his stated position.
      Personality: Talandor is good-natured, humble, and quietly observant. He has an easygoing demeanor that puts both animals and people at ease. Though not particularly chatty, he has a warm way of speaking and is quick to offer help with a slight grin or a dry remark. Despite his low station, he holds himself with a quiet dignity, never forgetting his roots among the forest clans. Talandor is deeply loyal to the Silverthorns and feels a kinship with the other staff, especially those who also live and work quietly in the background. He has a particular soft spot for the youngest or most anxious guests, often offering a small carved token or a fresh apple from his satchel to put them at ease. He also has an unspoken understanding with Ael'Korath, who seems to regard Talandor with something akin to respect, perhaps because both are silent sentinels in their own way.
      Special Skills:
      • Animal Handling (Master-level): Horses calm at his touch, and he can often diagnose illness or stress before others notice.
      • Tracking & Stealth: A carryover from his forest upbringing, he can follow trails through city streets or woodlands alike.
      • Unassuming Presence: Guests and outsiders rarely remember more than a vague description of him, a useful trait when moving unnoticed.
      • Carving: He whittles small wooden animals or lucky charms during quiet hours, many of which are left under pillows or in guest luggage as anonymous gifts.

      Quirks: Always carries a pouch of dried apples to feed horses, or himself. She keeps a lucky bronze acorn, a gift from his mother, in a secret pocket and has named every horse that's ever stayed in the stables, even if the owners haven't.
    5. Elora Wyndraeder
      Head Housekeeper
      Race: Elf (Wood Elf)
      Age: 310 years
      Appearance: Elora has the striking, earthy beauty typical of her Wood Elf heritage. Standing at 5'7", she carries herself with an aura of quiet strength. Her skin is sun-kissed, with a natural bronze hue, and her long, deep green hair flows like the leaves of the forest, braided intricately with wildflowers and small trinkets she has collected. Her eyes are a soft, warm amber, gleaming with wisdom and a deep connection to nature. She often wears simple, practical clothing in muted earth tones, with comfortable boots and a sturdy apron. Despite her practical appearance, she always manages to radiate a quiet elegance in everything she does.
      Background: Elora hails from the deep, lush forests of the Western Empire of Palladia, where she was raised in a small, secluded enclave of Wood Elves. Her people have long traditions of stewardship over nature and the land, and Elora was raised with a deep respect for the natural world and its balance. Though her family was deeply entwined in their forest's defense and protection, Elora's talents lay in the more domestic aspects of life, particularly in maintaining harmony and order in the home. When the Elven Exodus reached Newhaven, Elora made the difficult decision to leave her forest home behind, hoping to find new purpose in a city that was quickly becoming a melting pot of cultures. She initially started out as a simple caretaker, but her skill at organizing, maintaining, and beautifying spaces quickly gained her a position as Head Housekeeper at The Emberhearth. Her natural connection to nature allowed her to create a living space that felt both luxurious and grounded in the earth's natural beauty, which delighted the upper-class patrons of the inn. Over time, Elora became indispensable, known not just for her exceptional housekeeping skills, but also for her calm, authoritative presence and the steady hand she offers the staff.
      Personality: Elora is calm, composed, and deeply wise, possessing an aura of peaceful authority that comes from her long years of experience. She is firm but fair in her leadership, maintaining order without the need for harshness. While she is often soft-spoken, her words carry weight, and her presence commands respect without demanding it. She is highly empathetic, with an innate understanding of people's needs, whether they are guests or staff, and she makes everyone feel seen and valued. Despite her reserved nature, Elora has a dry sense of humor that she occasionally reveals to those she trusts, particularly when in the company of her fellow housekeepers. She is also very protective of the staff, often acting as a motherly figure to those she oversees. Although she is not quick to show emotion, those who know her well understand that she cares deeply for the well-being of others, and that she finds fulfillment in maintaining the peaceful flow of life at The Emberhearth.
      Special Skills: Elora's background as a Wood Elf gives her a deep connection to nature and the natural world, which she uses in creative ways at The Emberhearth. She has a natural talent for incorporating living elements into her work, such as using living plants and flowers to beautify rooms, or crafting calming, nature-based rituals to enhance the atmosphere. Her ability to maintain peace and order is unparalleled, and she is adept at managing and training the other housekeepers to uphold the highest standards. Elora is also highly skilled in aromatherapy, utilizing her knowledge of essential oils and natural scents to create a peaceful ambiance in the inn. She can create calming oils and perfumes from native plants that help promote relaxation for both the guests and staff. Her keen eye for detail and organization ensures that every aspect of housekeeping at The Emberhearth runs smoothly.
      Quirks: Elora has an enduring love for plants and flowers, and she often spends her free time tending to the small garden hidden within the Emberhearth grounds. She is particularly fond of rare herbs that she has gathered from her homeland, which she keeps in carefully tended pots and planters throughout the inn. Her affinity for the natural world often causes her to use herbs in her cleaning methods, preferring natural solutions to modern chemicals, which makes the inn smell subtly of fresh herbs and pine. Elora also has a soft spot for birds, and guests sometimes find small notes from her or little trinkets left on their windowsills, as she has a secret fondness for leaving "gifts" from the natural world. She believes that a kind gesture, no matter how small, can brighten someone's day. As Head Housekeeper, Elora Wyndraeder ensures that the Emberhearth's operations run as smoothly as the natural world she so deeply reveres. Her unique blend of organizational mastery, empathy, and connection to nature makes her indispensable, providing guests with an experience that is both luxurious and harmoniously connected to the world around them.
    6. Elmirna Shudaneth
      Housekeeper
      Race: Elf (High Elf)
      Age: 228 years
      Appearance: Elmirna is a slender, graceful high Elf with an air of quiet serenity. She stands at 5'6", with luminous pale skin that seems to shimmer faintly under soft light. Her hair is a cascading waterfall of silvery-white, usually worn in a tight braid coiled at the nape of her neck, secured with polished moonstone pins. Her eyes are a pale blue-gray, cool and reflective, with an almost trance-like stillness. She favors robes in shades of midnight blue or soft lavender, practical but elegant, with faint embroidery of celestial motifs along the sleeves and hem. She moves with precision and silence, like a whisper in the halls of The Emberhearth.
      Background: Elmirna hails from the high-altitude city of Vela'Sora on Palladia, an Elf sanctuary nestled along the icy peaks of the Starfall Range. Her early life was steeped in ritual, reflection, and solitude. Trained in the arts of lunar magic and meditative service, she once belonged to an order of Moon Elves dedicated to preserving Elven culture through the upkeep of ancient temples and palaces. However, the spread of war and unrest during the Elven Exodus fractured her community, and she was forced to leave her ancestral home behind. Traveling through the wilderness and ruined cities, Elmirna eventually found her way to Newhaven, where she encountered Gaelenna Silverthorn during a festival gathering of Elven exiles. Recognizing Elmirna's grace, diligence, and innate understanding of space and harmony, Gaelenna offered her a place at The Emberhearth. Since then, Elmirna has become one of the most trusted housekeepers at the inn, known for her discretion, dedication, and spiritual steadiness.
      Personality: Elmirna is soft-spoken and deeply introspective, rarely speaking unless she has something thoughtful to say. She has a calming presence that soothes guests and staff alike, and she's often the one others seek out when tension runs high. Despite her quiet nature, she notices everything, no detail is too small, no corner too dusty. She is respectful, unfailingly polite, and seems to have a near-psychic ability to know when someone needs help, rest, or silence. Elmirna holds a quiet reverence for beauty and order, seeing her housekeeping duties as a form of sacred stewardship.
      Quirks: Elmirnais a collector of stories and when not woprking will be found anywhere a story can be read, heard or watched.
    7. Caerila Daewnfth
      Housekeeper
      Race: Elf (High Elf)
      Age: 195 years
      Appearance: Caerila has a poised, statuesque beauty common to the High Elves, standing at 5'8" with a slender, willowy frame. Her hair is a lustrous platinum-blonde, nearly white, typically worn in a high bun or braided crown to keep it from interfering with her work. Her complexion is smooth and pale, with a faint silvery undertone that glimmers faintly in low light. Her eyes are stormy grey, sharp and observant, rarely missing even the smallest detail. She wears the Emberhearth's traditional housekeeper uniform in crisp charcoal and white, with elegant silver threadwork along the seams, a personal touch that reflects her high standards.
      Background: Caerila was born in the coastal city of Thael'Mire of the Western Empire, a former Elf stronghold known for its libraries and academies. She was raised among archivists, historians, and scholars, and was expected to follow a path of academic excellence. However, Caerila found her passions lay not in tomes or theory but in maintaining sanctuaries of refinement and grace. She began her career overseeing the maintenance of academic halls, and later the estates of retired scholars. Over time, she developed a reputation for efficiency, discretion, and a tireless pursuit of order. When the Elven Exodus scattered her kin, Caerila relocated to Newhaven, feeling a deep need to serve and preserve Elven refinement. Gaelenna Silverthorn, impressed by her precision and commitment, offered her a position at The Emberhearth. Caerila accepted, seeing the inn not just as a job, but as a bastion of Palladia Elven culture she could help maintain and protect.
      Personality: Caerila is composed, fiercely meticulous, and highly intelligent. She speaks with a clipped, formal tone, and she expects others to meet the same high standards she sets for herself. Though she can come across as aloof or demanding, those who know her understand her expectations come from a place of loyalty and pride in her work. She has a dry, occasionally cutting wit, often shared only with fellow housekeepers or those who earn her respect. She takes pride in making things run smoothly and silently, and dislikes being the center of attention.
      Quirks: Compulsively straightens objects as she walks by, even those she doesn't consciously notice, such as candleholders, paintings, or a slightly askew boot by the door. She keeps a small satchel of lavender and dried mint pinned inside her apron, which she believes helps keep rooms "emotionally clear" as well as fresh-smelling and has a private, secret fondness for romantic poetry, which she hides inside a hollowed-out book in the housekeeping closet. She refuses to use magical cleaning tools or spells, believing they "lack intention," and insists that only hand labor brings true order. She possesses an almost perfect mental map of the Emberhearth, including undocumented spaces, hidden nooks, and maintenance shafts, though she rarely speaks of it.
    8. Alliraela Waendampher
      Housekeeper
      Race: Elf (High Elf)
      Age: 212 years
      Appearance: Alliraela stands tall at 5'9", with long, flowing silver hair that shimmers like moonlight. Her eyes are a striking violet, deep and penetrating, always giving the impression that she sees more than most. Her skin is fair, almost porcelain, and her refined features carry an ethereal beauty. She dresses in soft, elegant shades of lavender and gold, often wearing a fine apron over her clothing to maintain the pristine cleanliness of her surroundings. Her demeanor is graceful, and she moves with a fluidity that seems to echo her long years of training in both etiquette and service.
      Background: Alliraela was born into the prestigious Waendampher family, known for their influence in the courts of Palladia. She was raised in the palatial estates of her family, where she was taught the fine arts of hospitality, refinement, and maintaining an impeccable standard of living. From an early age, she showed an extraordinary aptitude for organizing, managing, and creating luxurious spaces that were both functional and beautiful. As a member of the high nobility, Alliraela was often involved in hosting lavish events, catering to the most influential guests of the Empire. However, the political unrest during the Elven Exodus saw her family depart Palladia, seeking refuge in Newhaven. Alliraela, ever the dutiful and capable daughter, decided to leave her family behind and seek new opportunities where she could apply her talents more personally. She found her place at The Emberhearth, where she quickly became known for her ability to turn even the most modest spaces into places of refined elegance.
      Personality: Alliraela is calm, collected, and immensely polite, embodying the dignity of her highborn upbringing. She has a regal air about her, though she remains humble in her approach to her work. Alliraela is also incredibly observant, able to detect the smallest details that others might overlook. She is courteous and formal, often speaking in a measured, graceful tone, and always acts with the highest levels of professionalism. While she holds herself with great poise, she also possesses a dry wit that emerges when she feels comfortable with someone, showing a more relaxed side to her personality. Despite her aristocratic background, Alliraela does not view her work as beneath her; rather, she takes great pride in it. She believes that beauty and luxury are not only for the elite but for anyone who appreciates it. She has a special respect for those who treat the inn's guests with kindness and dignity, and she values the sense of unity and loyalty among The Emberhearth's staff.
      Special Skills: Alliraela's expertise lies in the delicate art of hospitality and creating environments of elegance. Her eye for detail is unparalleled, and she possesses an innate ability to make every room feel like a work of art. Her organizational skills are exceptional, allowing her to keep everything running smoothly and ensuring the highest standards of cleanliness and service. Alliraela also has a strong understanding of the finer aspects of Elven culture, including music, art, and table settings, which she often incorporates into the atmosphere of The Emberhearth to enhance the guest experience. Additionally, her knowledge of Elven decor and antiques allows her to curate rare and beautiful items for display, giving the inn a truly unique and refined aesthetic.
      Quirks: Alliraela has a peculiar fondness for arranging flowers in every room she works in, often using intricate and rare Elven techniques to create stunning floral arrangements. She also has a tendency to hum soft Elven lullabies when she's working, her voice carrying the faintest trace of the old melodies from her homeland. Though she maintains a serious demeanor when it comes to work, she is particularly fond of playful banter with the other staff, especially Caerila, with whom she shares a mutual respect for their different yet complementary approaches to housekeeping. Alliraela Waendampher brings a touch of highborn grace and elegance to The Emberhearth, ensuring that every space feels refined, welcoming, and luxurious. Her sophisticated touch elevates the inn's atmosphere, providing guests with an experience that blends nobility with warmth, hospitality, and a sense of timeless beauty.
    9. Nymerel Khlatitaen
      Head Sajorte
      Race: Elf (High Elf)
      Age: 248 years
      Appearance: Nymerel carries herself with a dignified serenity that turns heads wherever she walks. Her alabaster skin is flawless, glowing with a subtle inner light, and her long, pale gold hair is kept in elaborate braids adorned with silken ribbons and delicate silver pins. Her eyes are a pale aquamarine, nearly translucent, reflecting both compassion and deep insight. She wears flowing robes of soft lavender and pearl, styled to allow fluid movement, with sashes and scarves that denote her station among the staff. Though never ostentatious, she always appears immaculate, her garments never wrinkled, her posture never faltering, and her voice always calm, like a lullaby.
      Background: Born into a minor noble house in the old High Elven cities of Palladia, Nymerel was raised with the finest education and courtly training. Yet, from a young age, she exhibited a deep desire not to rule, but to serve. Her family, baffled but supportive, arranged for her to study at one of the rare and prestigious Silk Houses, Elven academies dedicated to the sacred artistry of the Sajorte, the "willing servants." There she trained in etiquette, performance, massage, healing, and empathic reading of others' needs. Nymerel showed an uncanny aptitude for what she called "emotional resonance", the ability to soothe pain, fear, or sorrow simply through presence and gesture. Upon graduation, she traveled across the Western Empire in service to both noble households and sacred temples, choosing roles not for prestige, but for where she felt most needed. When the Elven Exodus began, Nymerel left the courts behind and followed the path of her people to Newhaven, where she eventually found a spiritual and professional home at The Emberhearth. Recognizing her rare blend of grace, skill, and wisdom, Thomael Silverthorn appointed her Head Sajorte, giving her charge of guest wellness, highborn hospitality, and mentorship over any junior Sajorte in the inn.
      Personality: Nymerel is warm, quiet, and profoundly empathetic. She seems to anticipate the needs of others before they're spoken, whether it's a nervous traveler needing comfort or a noble expecting subtle deference. She speaks gently and never raises her voice, yet guests and staff alike find themselves compelled to listen when she speaks. Though deeply kind, she is not a pushover, her standards are high, and she expects excellence from those who serve with her. She maintains an almost ritualistic discipline in her daily life and encourages her subordinates to find grace and purpose in their duties, whether they are arranging flowers in a room or helping a weary guest to their bed.
      Quirks: Often hums ancient Elven lullabies while working, some of which are believed to carry minor calming enchantments. Keeps a small, rune-inscribed scent fan with her at all times, used to subtly adjust the emotional mood of a space via fragrances. Refuses to walk quickly or in haste, believing that dignity and calm must always lead service. Has memorized the personal preferences, anxieties, and allergies of every regular guest at The Emberhearth.
      Special Abilities (Sajorte O.C.C. Features): Inspire (5th Level+): She can grant +3 (or up to +15%) to skill rolls or saving throws of nearby allies through presence and encouragement. Healing Touch (8th Level): Capable of healing 4d6 Hit Points through calming massage and ceremonial touch, particularly effective after emotional trauma or mental strain. Courtly Training: Proficient in etiquette, singing, poetry, massage, and performance arts; she uses these skills not for show, but to bring peace and joy to her guests. Aura of Trust: Even strangers often confide in her instinctively, sensing her genuine intent to help and heal.
    10. Oaedell Mythraelln
      Sajorte
      Race: Elf (High Elf)
      Age: 189 years
      Appearance: Oaedell exudes an effortless allure marked by dreamlike grace. Her skin is pale with a faint silver-blue undertone that catches the light, while her hair is a shimmering cascade of moonlit white, worn loose or braided depending on her mood. Her eyes are soft, luminous grey, seeming to shift hue with her emotions, tranquil as clouds one moment, stormy the next. She dresses in soft robes of silk and gossamer in hues of misty blue, silver, and violet, adorned with subtle embroidery of crescent moons and starlight motifs. A small silver bell always hangs from her belt, chiming softly as she moves.
      Background: Oaedell was born in a secluded Elf enclave nestled high in the Cradlelight Peaks, where her people maintained a deeply spiritual and introspective lifestyle. From a young age, she was steeped in traditions of serenity, meditation, and service. Unlike many of her peers who devoted themselves to the arcane or the stars, Oaedell felt most fulfilled helping others through care, presence, and intuition. At 90, she left her homeland to seek broader meaning in service. She eventually entered a respected Sajorte Lodge in the southern provinces of Palladia. There, she trained for nearly a century in Elven emotional healing arts, touch therapy, elocution, sacred dance, and calming ritual. Her presence became known for its almost magical ability to calm the restless or grieving.
      Drawn by rumors of a new Elven haven, she traveled to Newhaven, where she offered her skills to The Emberhearth. Nymerel Khlatitaen recognized her potential immediately and brought her into the household as one of the inn's elite Sajorte.
      Personality: Oaedell is soft-spoken, introspective, and radiates a soothing energy that people instinctively gravitate toward. She chooses her words carefully, often preferring silence and gentle gestures over conversation. Guests find her incredibly easy to talk to, often revealing more to her than they expect. Her devotion to serenity sometimes makes her seem distant, but it is a deliberate discipline, she works to maintain emotional harmony around her.
      Quirks: She has a habit of humming ancient lullabies in Elven when she works, especially when guests are distressed. Keeps a small pouch of moonflower petals, which she uses in personal rituals or to subtly scent a guest's pillow. Despite her tranquil demeanor, she has a sharp memory for faces and names, even those she's only seen once.
      Role at The Emberhearth: Oaedell serves primarily in the private guest suites, attending to nobles, diplomats, and high-paying patrons who require grace, discretion, and comfort. She also assists Nymerel in training junior staff in the finer arts of the Sajorte tradition.
    11. Calion Disecitin
      Sajorte
      Race: Elf (High Elf)
      Age: 290 years
      O.C.C.: Sajorte (Level 8)
      Appearance: Calion is tall and poised, standing at 6'2". His platinum blonde hair, long and straight, falls gracefully down to the middle of his back, usually tied in a loose braid at the nape of his neck. His skin is fair, with a porcelain-like quality that reflects his noble heritage. His bright silver eyes, full of wisdom and quiet determination, give him an almost ethereal presence that captivates those around him. He dresses in a pristine, tailored uniform of deep burgundy and gold, adorned with subtle symbols of his family's lineage, an elegant touch that hints at his noble background without being overly ostentatious. His movements are fluid, and he walks with a serene grace, as though always aware of his surroundings.
      Background: Calion was born into the Disecitin family, a respected noble house known throughout Palladia for its devotion to arcane scholarship and dignified diplomacy. Raised among libraries, salons, and crystalline towers, he was groomed to follow in his family's footsteps as a courtly mage or diplomatic envoy. Calion received a classical education, mastering the Elven arts of conversation, formal discourse, music, and etiquette alongside more esoteric magical theory. Yet, from an early age, he felt the distance between the world he was born into and the emotional resonance he yearned for. It was not politics or magic that inspired him, but the quiet dignity of service, the beauty of graceful interaction, and the ability to bring peace and pleasure to others through small acts of refinement. When the Elven Exodus forced his family to flee their ancestral lands, Calion saw it as an opportunity to shed the burden of expectation. He arrived in Newhaven alone, determined to discover who he could become on his own terms. At The Emberhearth, he was offered not just employment but a vocation that aligned with his true nature. As a Sajorte, he blends emotional intelligence, cultural mastery, and quiet strength into every guest interaction, earning great respect from patrons and peers alike.
      Personality: Calion is refined, introspective, and gentle in demeanor. He prefers meaningful silence over idle conversation, yet speaks with eloquence when the moment calls for it. He brings a calm, almost meditative energy to any room he enters, offering comfort without intrusion. Beneath his quiet reserve lies a passionate advocate for the sacred role of service, and he takes great pride in maintaining the high standards of the Sajorte tradition. Though he seems aloof at times, he feels deeply and remembers small details about those he serves with remarkable clarity.
      Quirks: Always arranges his personal tea set at the start of each shift and prepares a cup of jasmine or silver needle tea before greeting guests. Has an uncanny ability to remember the exact preferences (drink, scent, room temperature) of returning patrons. Occasionally hums ancient Elven lullabies when polishing glassware, a habit left over from his days studying at court.
      Special Skills: Expert in diplomatic behavior, personal presence, and non-verbal communication. Trained in Elven pressure-point massage and ceremonial etiquette. Knowledgeable in magical ambiance control (subtle mood-setting spells), though he rarely uses magic unless absolutely necessary.
    12. Syllia Wynwhisren - Sajorte Race: Elf (Wood Elf) Age: 145 years O.C.C.: Sajorte (Level 8) Appearance: Syllia stands at a graceful 5'7", with the lithe, athletic build characteristic of her forest-born heritage. Her chestnut-brown hair flows freely in gentle waves down her back, though she often braids it in a style that balances elegance with practicality. Her eyes are a vibrant amber, keen, warm, and deeply perceptive. Her sun-kissed complexion speaks to a life once spent under forest canopies and open skies. Her server's uniform at The Emberhearth is custom-tailored to her nature: flowing fabrics in soft earth-tones, adorned with embroidered leaf motifs and subtle runic patterns. Designed for ease of movement and natural elegance, it enhances both her Wood Elven grace and the aura of cultivated refinement expected of a Sajorte. Background: Raised in the mystical Eldalor Woodlands, a realm of old trees, ancient magic, and hidden paths, Syllia learned to live in harmony with the world around her. Her family were renowned herbalists, foragers, and hunters, part of an insular but respected Wood Elf enclave. From a young age, she was trained in plant lore, archery, and survival, but her eyes always wandered to the horizon. Unlike many of her kin, Syllia was fascinated by the idea of civilization, of stories and cultures beyond the trees. When the Elven Exodus scattered her people, she embraced the opportunity to leave the forests and seek her destiny elsewhere. Her journey led her to Newhaven, where she quickly adapted to city life without losing her roots. Upon discovering The Emberhearth, she was drawn to its blend of sophistication and warmth. She applied as a server and soon proved herself not just capable, but exceptional. Her ability to read people, her natural warmth, and her fine attention to detail elevated her to the role of Sajorte, where she could provide more than service; she offered comfort, serenity, and a touch of the wild world many guests had forgotten. Personality: Syllia is kind, intuitive, and deeply grounded. She possesses a nurturing presence that calms the anxious and charms the jaded. She prefers to let others speak, listening attentively and responding with quiet insight or a gentle smile. She has a deep appreciation for storytelling and often encourages patrons to share their adventures or memories over a glass of wine or herbal tea. Although she remains closely tied to her forest upbringing, Syllia has embraced the bustle of urban life without being overwhelmed by it. She sees herself as a bridge between the old world and the new, between wilderness and civilization. Quirks: Keeps a sachet of wild herbs (lavender, pine needles, dried clover) tied to her sash for comfort and grounding. Often hums old forest songs under her breath while working. Has an uncanny ability to recall a guest's favorite drink or dish, even if they only mentioned it once.
    13. Kaodath Melnkaeln
      Sajorte Race: Elf (Sun Elf) Age: 227 years Appearance: Kaodath is striking and statuesque, with golden-bronze skin that gleams like polished amber in sunlight. His hair is a deep, burnished copper, worn in elaborate, ceremonial braids with fine gold threading woven throughout. His eyes are a piercing topaz hue, intense and captivating, seeming to study every nuance of expression around him. He favors flowing robes in vibrant shades of crimson, gold, and white, each piece tailored with masterful precision, reminiscent of the high courts of ancient Palladia. He carries himself with aristocratic poise, every motion deliberate, every word measured. Background: Kaodath hails from the radiant sun-temples of Vel'Saerith, a coastal Sun Elf enclave renowned for its philosophical academies and art of refined living. Trained from an early age in the disciplines of aesthetic philosophy, healing through performance, and empathic resonance, Kaodath became a master of the Sajorte tradition, embracing the path as both sacred duty and personal vocation. For many decades, Kaodath served as an attendant to visiting dignitaries and foreign emissaries, using his gifts to bridge tensions and bring emotional calm to volatile negotiations. Though deeply respected in his homeland, Kaodath grew weary of the political games and longed for a place where his skills could be used for more personal connection, away from the endless posturing of nobility. His arrival at The Emberhearth came at a pivotal time during its expansion. Recognizing his mastery of etiquette, discipline, and subtle emotional guidance, Nymerel Khlatitaen invited him to join the Sajorte staff, where he has since become a favorite among guests who seek clarity, grounding, and a touch of Elven majesty. Personality: Kaodath is serene, articulate, and deeply philosophical. He prefers meaningful conversation and rarely engages in idle chatter. He believes in the healing power of presence and intentionality and has an uncanny ability to read beneath the surface of a person's mood. Though some find him intimidating at first due to his intensity, those who spend time with him discover a man of profound warmth and surprising wit. Quirks: Begins each day with a sunward meditation, regardless of the weather, and encourages guests to join him. Always wears a small ring on his left hand bearing the crest of his former temple, though he never speaks of it. His voice naturally resonates with a soothing harmonic timbre, said to help lull even the most troubled minds into restful sleep. When not attending guests, he enjoys composing abstract poetry in Elven Highscript, often leaving short verses in calligraphy by the windows of favored rooms.
    14. Aerendil Luthcteap
      Bartender Race: Elf (High Elf) Age: 240 years Appearance: Aerendil is a striking figure, standing at 6'2" with the graceful, slender frame typical of his Elven heritage. His silver hair flows down to his shoulders, often neatly tied back into a low ponytail, which contrasts beautifully with his pale, almost luminescent skin. His eyes, a deep sapphire blue, gleam with both wisdom and mischief, capturing the attention of those who converse with him. His facial features are sharp and symmetrical, giving him a noble, almost regal appearance. Aerendil dresses in dark, well-tailored clothing, with a black vest over a finely embroidered tunic, and a waistcoat with silver threads. A long, elegant bar apron hangs around his waist, accented with a collection of small vials, syrups, and tools essential for his craft. Background: Aerendil hails from the prestigious Luthcteap family, a lineage of Elven nobles known for their expertise in the fine arts, including alchemy and brewing. Growing up in a family surrounded by scholars and potion masters, Aerendil developed a keen interest in liquids and their effects on the senses. Rather than pursue the more traditional path of his family, such as academia or arcane study, Aerendil was drawn to the art of mixology, the creation of complex and magical drinks. After receiving a formal education in the great libraries and magical schools of the High Elven cities, Aerendil set out on his own journey to explore the world's diverse beverages. His travels took him to distant lands, where he learned about exotic ingredients and rare spirits, developing a unique understanding of flavors, aromas, and even alchemical properties that could be infused into drinks. Over time, Aerendil's passion for concoctions grew, and he became known for crafting beverages that were not only delicious but also had subtle magical effects, often enhancing the mood of the drinker or creating an unforgettable sensory experience. When Aerendil arrived in Newhaven as part of the Elven Exodus, he found work in the most prestigious taverns and inns of the city. His reputation as a master bartender and alchemist soon caught the attention of The Emberhearth's management, who hired him to serve as their head bartender. With his wealth of experience and charming demeanor, Aerendil was an immediate success, quickly becoming a beloved figure among patrons. Personality: Aerendil is suave, charming, and incredibly skilled at making people feel at ease. His calm and collected demeanor contrasts with the often high-energy environment behind the bar, where his quick hands and precise movements create a seamless, almost theatrical experience for customers. Though he speaks with an air of aristocratic sophistication, Aerendil is friendly and approachable, often engaging in lighthearted conversation while preparing drinks. He has a natural ability to read people, understanding their desires or moods simply by observing their behavior. This allows him to craft drinks that perfectly match the personality or needs of a customer, whether they seek a calming drink after a long day or a bold, energizing concoction before a night out. Aerendil is not one to gossip, preferring to maintain a sense of mystery around his own personal life, but he enjoys hearing the stories of others and offers a safe, welcoming space for patrons to unwind. Though he is elegant in his demeanor, Aerendil has a playful side and loves to entertain his guests. He has a fondness for turning ordinary drink orders into something extraordinary, using his vast knowledge of magic-infused spirits and rare ingredients to create drinks that seem to shimmer with enchantment. Special Skills: Aerendil is a master mixologist and alchemist, blending his deep understanding of magical ingredients with his flair for drink-making. His expertise lies in crafting drinks that are not only flavorful but also imbue drinkers with subtle effects, such as increased energy, enhanced charm, or temporary clarity of thought. He can mix drinks that provide temporary enhancements to abilities or alleviate minor ailments, using his knowledge of magical herbs, potions, and enchanted liquors. Aerendil is also skilled in the art of ceremonial drink preparation, able to create drinks that are visually stunning and accompanied by a performance or ritual. This makes him an excellent choice for special events or private gatherings at The Emberhearth, where guests can enjoy both the taste and spectacle of their drinks being prepared. His alchemical background also allows him to brew his own specialty liquors, such as rare herbal infusions or limited-edition concoctions, which have become popular at The Emberhearth. Some of these drinks are rumored to have mystical properties, though Aerendil always maintains an air of mystery around their true nature. Quirks: Aerendil has a collection of rare and magical ingredients that he keeps locked away behind the bar. These are often used for special requests or private parties, and customers are usually intrigued when they catch a glimpse of the odd ingredients he keeps hidden. He has a habit of creating a "signature drink" for regular patrons, carefully studying their preferences and then surprising them with a concoction designed specifically for their taste. He is also known for his dry wit and sharp tongue, often making sly remarks or offering playful banter with customers. While he is always polite, he enjoys teasing his more frequent patrons, often commenting on their drink choices or their ability to handle his strongest concoctions. His quick humor and charming charisma make him a favorite among those who visit The Emberhearth regularly. Aerendil has a curious fascination with ancient drink recipes, and in his spare time, he can be found perusing old tomes in search of lost or forgotten concoctions. Some of his rarest recipes are said to be passed down from his family, though he is selective about when and with whom he shares them. Role at The Emberhearth: As the head bartender, Aerendil is responsible for the drink menu, the creation of signature cocktails, and the overall drink experience at The Emberhearth. He works closely with the chefs and other staff to ensure that the drinks complement the meals and atmosphere of the inn. Aerendil is also in charge of sourcing rare ingredients and creating specialty liquors and cocktails that are unique to The Emberhearth. During special events, he is often called upon to provide a magical or ceremonial touch to the bar experience, delighting guests with his drink-making expertise and captivating performances. In addition to his bartending duties, Aerendil often acts as a liaison between the patrons and the more discreet services offered at The Emberhearth, such as private dining or exclusive club access. His easy-going nature and diplomatic skills make him an excellent choice for handling high-profile guests, ensuring that all customers, from common folk to nobles, feel welcome and appreciated.
    15. Lirael Dhawnstraerin
      Wine Steward
      Race: Elf (High Elf)
      Age: 215 years
      Appearance: Lirael is an elegant and poised High Elf with refined features that exude an air of noble grace. Standing at 5'9", she has a slender yet graceful figure that moves with fluid, almost ethereal precision. Her skin is pale, with a soft, almost translucent quality, and her silver hair cascades down her back in gentle waves, held in place by a delicate silver hairpin shaped like a vine. Her almond-shaped eyes are a striking shade of violet, sparkling with intelligence and a deep appreciation for fine arts. Lirael's attire is always pristine and impeccably tailored; she wears a rich, deep purple gown that flows like liquid silk, adorned with subtle silver embroidery that reflects her noble background. Around her neck, she wears a silver necklace featuring an intricately crafted wineglass charm, a symbol of her role.
      Background: Lirael hails from the ancient and prestigious Dhawnstraerin family of High Elves, renowned for their expertise in winemaking and their noble connections within the court of the Western Empire of Palladia. Born into a family that prided itself on the cultivation of the finest vineyards in the Palladian Highlands, Lirael was raised among barrels of rare and exotic wines, learning not only the art of winemaking but also the deeper cultural and ceremonial significance of wine in Elven society. She trained under her family's tutelage, mastering the art of sommelier work from a young age, and eventually became one of the most respected wine connoisseurs in the Empire. When the Elven Exodus reached Newhaven, Lirael, ever the adventurer, saw it as an opportunity to expand her horizons and share her family's rich heritage with new patrons. She arrived in Newhaven, where she found work at The Emberhearth, bringing with her an extensive knowledge of rare wines, fine dining traditions, and an unrivaled passion for the craft of winemaking. Lirael's arrival at the Emberhearth marked the beginning of a new chapter for the inn's wine program, as she introduced exclusive vintages and refined the wine selection, making it a staple of the inn's luxurious experience.
      Personality: Lirael is calm, refined, and a true expert in her field. Her voice is soft but authoritative, with a slight melodic quality that reflects her Elven heritage. She speaks with eloquence, often using descriptive and poetic language when discussing wine, and is patient when educating guests about the finer details of her craft. While she appears poised and distant to those who do not know her, those who have earned her trust will find a warm, somewhat playful side to her. She has a deep love for stories and often shares tales of her family's vineyard with guests, making every wine tasting an opportunity to immerse them in her world. She values knowledge and the pursuit of perfection, which drives her to continually seek out rare, undiscovered wines. Lirael is passionate about her work, believing that the right wine can transform an entire dining experience, elevating it to something truly memorable. However, she is not one to tolerate disrespect or ignorance, and her sharp eye and quick wit ensure that those who challenge her expertise are swiftly corrected.
      Special Skills: Lirael's expertise in wine is unmatched. She has a natural ability to discern even the subtlest notes in any wine, from its fragrance to its aftertaste. Her keen Elven senses allow her to identify the exact origins, grape varieties, and even the year of a wine with just a small taste. She is also adept at pairing wines with food, ensuring that each meal served at The Emberhearth is complemented by the perfect vintage. Additionally, Lirael is highly knowledgeable about the history of winemaking and the role of wine in various Elven cultures. She is often sought after by noble patrons and scholars alike for her insights on the ancient traditions of her people. Her personal collection of rare wines is legendary, and she is known to possess several bottles that are considered priceless in the world of fine dining.
      Quirks: Lirael has a soft spot for the art of storytelling and often uses wine as a medium to tell tales. She will craft a tasting experience around a particular legend or family story, using the flavors of the wine to evoke the emotions and settings of the tale. Guests who visit The Emberhearth and have the privilege of tasting wines with Lirael may find themselves swept up in tales of ancient Elven kings, forgotten vineyards, and legendary feasts. She also has a penchant for collecting rare, vintage wine glasses from different cultures, and her personal collection is said to be as valuable as her wine collection. Each glass tells a story, and Lirael will happily share the history of her most treasured pieces if asked. Role at The Emberhearth: As Wine Steward at The Emberhearth, Lirael is responsible for curating the inn's extensive wine list, managing the wine cellar, and providing expert guidance on wine pairings for guests. She oversees the wine tasting events held at the inn and offers private consultations for guests looking for something truly unique. She also trains the serving staff in wine etiquette and helps maintain the ambiance of the dining experience with her impeccable knowledge of the subtleties of wine. Lirael's attention to detail ensures that every glass poured at The Emberhearth is the perfect temperature, perfectly paired, and perfectly presented. Her presence at the inn elevates the dining experience, turning every meal into an immersive exploration of fine wines and culture. Lirael Dhawnstraerin brings unparalleled knowledge, sophistication, and grace to The Emberhearth, creating a wine experience that is both educational and extraordinary. Through her expertise and passion, she transforms the simple act of drinking wine into an experience worthy of the most discerning patrons.
    16. Lyari Evenfaella
      Head Chef
      Race: Elf (High Elf)
      Age: 285 years
      Appearance: Lyari is a striking High Elf with an ethereal grace. Standing at 5'10", she carries herself with the poise and elegance characteristic of her people. Her fair skin glows with an almost luminous quality, accentuating her sharp, regal features. She has long, silver hair that cascades down her back like a waterfall of moonlight, often tied up in an intricate braid while she works. Her eyes are a deep sapphire blue, intense and observant, and they convey both wisdom and a deep love for the craft of cooking. She wears a tailored chef's uniform of dark purple and silver, embroidered with subtle Elven patterns of nature and fire, with a long apron made from fine leather to protect her from the heat of the kitchen.
      Background: Lyari was born in one of the most prestigious culinary families within the Elven city of Faeloria in Palladia, a renowned metropolis known for its exquisite feasts and legendary chefs. Her family ran a high-class restaurant, catering to the Elven nobility and esteemed guests from across the lands. From an early age, Lyari exhibited an extraordinary talent for the culinary arts, quickly mastering both the fine skills of cooking and the intricate balance of flavors that defined Elven cuisine. After decades of refining her skills under the watchful eyes of the greatest chefs of Palladia, Lyari ventured into the wider world, seeking to learn from other cultures and incorporate foreign techniques into her own cooking style. Her travels took her through kingdoms, forests, and remote villages, where she honed her craft and discovered a wide array of ingredients previously unknown to her people. Lyari's cooking soon gained a reputation beyond the Elven borders, and she became known as a chef who could transcend cultural boundaries while retaining the elegance and grace of Elven tradition. Upon the Elven Exodus from Palladia to Newhaven, Lyari joined The Emberhearth, driven by a desire to bring her culinary masterpieces to this new world and share her skills with the wider population. She saw the Emberhearth as the perfect venue to not only offer her exceptional skills but to also honor her culture and family traditions in a new land.
      Personality: Lyari is composed, elegant, and somewhat reserved, possessing an air of nobility and grace that comes from her long lineage. She speaks with a soft but firm voice, and her words are measured and deliberate, as if each one is carefully chosen. She expects a high standard of professionalism from her staff and is known for her keen eye for detail and perfection. While she is demanding and can come across as stern, those who work closely with her understand that this is due to her passion for the craft and her desire to achieve nothing less than excellence. Lyari is deeply proud of Elven culinary traditions and strives to keep them alive at The Emberhearth, but she also believes in innovation. She often seeks new ways to combine ancient techniques with modern trends, blending the old and new to create dishes that surprise and delight. Her calm demeanor hides a passionate heart that burns with a desire to push culinary boundaries. She can be a little distant and private, preferring the company of her kitchen staff or a select group of friends to larger crowds. However, she has a dry sense of humor that she shares with those she trusts, and she enjoys hearing stories of her guests' adventures while she works.
      Special Skills: Lyari is an expert in both traditional and modern Elven cooking techniques. She excels at blending ancient recipes with contemporary influences, creating dishes that are both timeless and innovative. Lyari has a deep understanding of rare and exotic ingredients, having spent many years traveling the world and experimenting with new flavors and combinations. She is also proficient in the art of food pairing, ensuring that every dish complements the others in a meal, whether they are savory, sweet, or a balance of both. She is highly skilled in the use of fire, working over open flames with a precision and grace that is almost magical in its execution. Lyari is also known for her talent in preparing elaborate desserts that seem to capture the essence of the seasons, and her use of Elven enchantments in food presentation creates a visually stunning experience.
      Quirks: Lyari has an affinity for perfecting dishes to an almost obsessive degree, often revisiting a recipe multiple times before she feels it is just right. She keeps a private journal of all her culinary experiments and the recipes she has crafted throughout her travels. In her free time, she enjoys strolling through local gardens and forests, gathering inspiration from the natural world, and foraging for rare herbs and spices. While she is an incredible cook, Lyari can sometimes become frustrated when her dishes are not received with the respect she believes they deserve. This perfectionism is often tempered by a quiet understanding that not every dish will resonate with everyone, though she is always eager to hear feedback and improve. She also has a small collection of enchanted kitchen tools, each of which is a family heirloom passed down through generations. These enchanted utensils help ensure that her food is not only exceptional in taste but also infused with a touch of magic.
      Role at The Emberhearth: As the Head Chef at The Emberhearth, Lyari oversees the kitchen and ensures that every dish served is of the highest quality. She leads the culinary team with grace and precision, ensuring the staff are trained in both the art of cooking and the principles of Elven cuisine. She works closely with Amaril Whoshaerin, the Chef, to craft a menu that balances tradition with innovation. Lyari is responsible for the creation of the restaurant's signature dishes and seasonal specials, and she ensures that the kitchen maintains a seamless operation, with each dish leaving the kitchen in perfect form. She also plays an integral role in the development of new menus for special events, private dinners, and seasonal festivals. Her signature touch is evident in every aspect of the Emberhearth's food, from the presentation of dishes to the carefully crafted flavors.
      Notable Dishes:
      • Moonfire Salmon: A delicate dish of wild-caught salmon marinated in Elven herbs and cooked over an open flame, served with a tangy citrus glaze and accompanied by roasted root vegetables.
      • Golden Autumn Risotto: A rich, creamy risotto made with rare golden mushrooms and harvested chestnuts, finished with a sprinkle of fragrant Elven saffron.
      • Starlight Sorbet: A magical dessert made from fresh summer berries and a touch of moonlight nectar, frozen to create a sparkling, frosty delight that shimmers under candlelight.
      Lyari Evenfaella's dishes are not just meals, they are an experience, a blend of culture, artistry, and flavor that guests at The Emberhearth will remember long after they leave.
    17. Amaril Whoshaerin
      Chef
      Race: Elf (Wood Elf)
      Age: 214 years
      Appearance: Amaril is a lean and sharp-featured Wood Elf with an earthy grace, embodying the essence of the forests he once roamed. Standing at 5'9", he moves with the fluidity of a hunter, his steps light and precise. His auburn hair, streaked with golden hues, is tied loosely behind his head, often shifting as he works around the kitchen. His deep emerald-green eyes are always alight with curiosity and focus, scanning ingredients as if each holds a secret to unlock. His skin carries a faint sun-kissed warmth, hinting at decades spent beneath woodland canopies, and his fingers are calloused from years of meticulous knife work. His chef's attire is practical yet uniquely his own, stitched with patterns reminiscent of tree bark and woven vines, a tribute to his deep connection with nature. Instead of a traditional apron, Amaril wears a short, belted tunic reinforced with protective enchantments, ensuring his clothes remain pristine even amidst the fiery chaos of the kitchen.
      Background: Born deep within the ancient woodlands of Sylvanthar, Amaril grew up in a community where food was revered as more than sustenance, it was an art form, a connection to the earth itself. From a young age, he foraged alongside the elders, learning the delicate balance of flavors hidden within wild herbs, roots, and rare mushrooms. The wisdom passed down through generations shaped his approach to cooking: minimal waste, maximum harmony. Amaril spent decades perfecting the craft of open-fire cooking, mastering techniques that blended primitive survival with refined culinary artistry. He learned to smoke meats using enchanted elven wood, to ferment berries with a subtle magical touch, and to infuse broths with the essence of the forest. When the Elves of Palladia migrated to Newhaven, Amaril saw an opportunity to evolve his cooking beyond the wilds. He joined The Emberhearth, determined to merge his knowledge of nature's bounty with the structured elegance of fine dining. Under Lyari Evenfaella's guidance, he refined his presentation skills while maintaining his woodsy, rustic roots.
      Personality: Amaril is energetic, passionate, and resourceful. Unlike Lyari's composed nobility, he is more expressive, his hands rarely idle, always kneading dough, seasoning stews, or tossing fire-kissed vegetables with precision. He thrives in the thrill of spontaneous creation, often experimenting with new combinations and crafting unexpected delights. While deeply respectful of tradition, Amaril refuses to be confined by it. He believes food should tell a story, one of adventure, discovery, and surprise. His dishes often have an unpredictable edge, infused with unique foraged ingredients or unusual methods, earning him a reputation as The Emberhearth's innovator. Despite his energetic demeanor, Amaril holds an unwavering respect for nature. He treats every ingredient as sacred, refusing to waste even a single sprig of thyme. He speaks softly to plants as he harvests them, thanking them for their gift, an old Wood Elf custom few outsiders understand.
      Special Skills:
      • Foraging Mastery: Amaril knows where to find the rarest herbs, fungi, and roots, incorporating them into dishes that carry hints of the wilderness itself.
      • Fire Cooking Expertise: He excels at flame-roasting meats, open-pit grilling, and ember-infused baking.
      • Fermentation & Aging: He creates unique elven wine, preserved fruits, and aged cheeses that develop complex flavors over time.
      • Unconventional Pairings: Amaril crafts dishes that blend unexpected ingredients, introducing bold new flavors to The Emberhearth's menu.

      Quirks: He refuses to use conventional spices unless he has personally sourced them, believing in the "story" behind each ingredient. Talks to his ingredients as he works, an ancient Wood Elf custom. Has an ever-growing collection of hand-carved wooden utensils, each imbued with protective enchantments. Can instinctively tell the age and quality of an herb simply by scent. Keeps a private notebook filled with sketches of dish concepts and experimental recipes.
      Role at The Emberhearth: Amaril works alongside Lyari Evenfaella, assisting in the daily creation of dishes while crafting his own seasonal specialties. He thrives in festival menus, using his vast knowledge of rare ingredients to develop limited-time offerings that captivate guests. His approach is bold, sometimes unconventional, but always unforgettable.
      Notable Dishes:
      • Wildfire Venison: Smoked over enchanted emberwood, marinated in forest-spiced wine, and served with roasted acorns and caramelized root vegetables.
      • Silverleaf Soup: A delicate broth infused with rare shimmering herbs known to enhance vitality, served in polished wooden bowls. <
      • Ember-Kissed Flatbread: Thin, crisp bread infused with fire-roasted garlic and forest honey, an unexpected but delicious contrast.
    18. Saharasan Tae`Kiniel - Baker or Pastry Chef Race: Elf (Sun Elf) Age: 190 years
      Appearance: Saharasan possesses the radiant elegance typical of Sun Elves, with warm golden-toned skin that carries a subtle shimmer, as if kissed by the morning light itself. She stands at 5'7", with an agile, graceful build suited to the fine movements required of her craft. Her hair, the color of burnished copper, is always intricately braided to keep it from falling into her work, sometimes adorned with tiny golden clasps shaped like sunbursts. Her amber eyes reflect both meticulous precision and quiet warmth, their glow reminiscent of freshly baked honeyed pastries. She wears a tailored chef's coat of deep maroon and gold, embroidered with delicate elven sun motifs, paired with a sturdy apron reinforced with minor enchantments that prevent flour from clinging to her.
      Background: Born in the gleaming city of Siriathis, nestled within the sunlit plains of Palladia, Saharasan grew up in a family of artisan bakers. Her mother crafted delicate pastries infused with rare elven spices, while her father specialized in rustic, hearth-fired bread. From a young age, Saharasan was drawn to the alchemy of baking, the precision, the transformation of simple ingredients into something spectacular, and the way flavors could evoke emotions. Her training was rigorous; Sun Elf culinary traditions demanded perfection. Every loaf, every pastry, every delicate confection was a work of art meant to be admired as much as tasted. As she matured, Saharasan sought to push beyond tradition. She traveled to distant lands, learning exotic dessert-making techniques from halfling villages, dwarven stone ovens, and even human patisseries. When the Elven Exodus led her people to Newhaven, she saw an opportunity not just to preserve tradition, but to redefine it. At The Emberhearth, she became the master of sweetness and texture, ensuring that every meal ended with a perfect, unforgettable finale.
      Personality: Saharasan is patient, precise, and deeply passionate about her craft. Unlike Amaril's energetic improvisation or Lyari's composed nobility, she is methodical, every measurement exact, every process deliberate. She believes baking is both a science and a ritual, where timing and technique matter as much as creativity. She carries a quiet confidence, rarely raising her voice, yet commanding respect through sheer skill. While she appears reserved, those close to her know she has a warm and playful side, often sneaking small treats to her staff or crafting miniature dessert sculptures just for fun. She delights in unexpected flavors, weaving together ingredients others might never think to combine. She finds beauty in contrast, sweet and savory, crisp and delicate, rich and airy, creating desserts that surprise and captivate.
      Special Skills: - Enchanted Baking: Some of her pastries carry light elven enchantments, preserving freshness longer or enhancing flavors subtly. - Precision Techniques: She has mastered intricate pastry work, including sugar sculpting, delicate layered confections, and tempering chocolate with unmatched finesse. - Exotic Ingredient Mastery: Her travels taught her how to balance rare elven spices, halfling honey infusions, and dwarven stone-baked caramel techniques. - Natural Sweeteners Expertise: She avoids overly processed sugars, instead using wildflower nectars, fruit reductions, and carefully aged syrups to bring depth to her creations.
      Quirks: - She never measures ingredients using traditional cups, she instinctively weighs them by hand, knowing exactly how much is needed through touch alone. - Keeps a private stash of ancient Sun Elf recipes, passed down through her family, locked within a magically-sealed cookbook. - Rarely tastes her own pastries, she trusts her instincts but prefers watching others react to them. - Feels deeply protective over bread, if someone wastes or improperly stores it, she will lecture them about respecting food. - Every full moon, she creates one special dessert infused with moonlight essence, a secret recipe only she knows.
      Role at The Emberhearth: Saharasan oversees the bread, pastries, and desserts at The Emberhearth, ensuring every meal has a flawless finish. She designs seasonal sweets, manages the bakery section, and crafts signature delicacies that bring guests joy and nostalgia in every bite. She works closely with Lyari Evenfaella, ensuring that the flavors of dessert complement the restaurant's broader menu. She and Amaril Whoshaerin often exchange ideas, blending rustic baking with innovative techniques for unexpected results.
      Notable Creations: - Celestial Honey Loaf: A lightly enchanted bread infused with golden wildflower honey and sun-kissed saffron, known for its delicate glow. - Gilded Berry Tarts: Buttery pastry filled with layered citrus curds and fresh berries, brushed with an edible shimmer glaze. - Twilight Chocolate Soufflé: A velvety rich soufflé infused with deep elven cocoa and a hint of enchanted starlight, causing a subtle sparkle when cut open. - Silken Almond Crescents: Moon-shaped cookies made from finely crushed almonds and aged vanilla, dusted with fragrant powdered sugar.
    19. Johaenella Furneacanth - Kitchen Assistant
      Race: Half-Elf
      Age: 142 years
      Appearance: Johaenella, or "Johae" as she is affectionately called, has an approachable warmth that makes her a welcome presence in The Emberhearth's bustling kitchen. She stands at 5'6", with a sturdy, dependable frame suited for the physical demands of her work. Her deep brown hair, often pulled into a loose bun, bears streaks of auburn that shimmer under candlelight, hinting at her elven lineage. Her moss-green eyes, wide with curiosity and attentiveness, reveal her sharp mind and quiet determination. She dresses in practical work attire, a simple yet well-made tunic with rolled-up sleeves, sturdy leather gloves for handling hot trays, and a thick apron speckled with flour and sauce stains from the day's preparations.
      Background: Born into a family of humble merchants, Johae spent her early years traveling between cities, watching cooks work their magic in roadside inns and bustling marketplaces. Her love for food began with simple tasks, kneading dough for traveling caravans, stirring massive pots of stew, and learning the unspoken rhythm of a kitchen where every movement mattered. She never aspired to be a famous chef, but she took immense pride in being part of a team, ensuring every meal was made with care. When the Elven Exodus brought her to Newhaven, she sought work in The Emberhearth, eager to support the finest culinary minds in the city.
      Personality: Johae is hardworking, reliable, and endlessly resourceful. She thrives on efficiency, ensuring every ingredient is prepped, every station is clean, and every dish is plated with precision. While she isn't flashy or dramatic like some chefs, her quiet dedication keeps the kitchen running smoothly. She has a kind-hearted nature, often looking out for younger assistants and ensuring no one is overwhelmed by the fast-paced environment. She rarely complains, even when faced with exhausting tasks, but her wry humor surfaces during moments of camaraderie. Despite her modest role, Johae has an uncanny ability to fix mistakes, if a sauce is too thick, she knows exactly what to add; if a batch of bread isn't rising, she finds the flaw. Her instincts are sharper than most trained chefs, though she prefers to stay behind the scenes, letting others take credit.
      Special Skills:
      • Speed & Efficiency: She can multitask like no other, ensuring the kitchen operates like a well-oiled machine.
      • Master Prep Work: From chopping vegetables at lightning speed to perfectly portioning ingredients, her precision is unmatched.
      • Taste Correction: She has an intuitive sense for flavors, able to subtly adjust seasonings and textures before a dish reaches the table.
      • Crisis Management: If something burns, spills, or goes missing, Johae is the first to jump in and resolve the issue without panic.

      Quirks:
      • She rarely eats full meals, instead surviving on bits of bread, scraps of fruit, and stolen tastes of finished dishes.
      • Has a habit of tapping her fingers on countertops when she's thinking, creating a rhythmic beat that others unconsciously follow.
      • Loves collecting kitchen trinkets, wooden spoons, spice tins, antique rolling pins, all of which hold sentimental value.
      • While she never formally trained in cooking, she has scribbled hundreds of personal recipes in worn notebooks, though she rarely shares them.

      Role at The Emberhearth: Johae is the glue that holds the kitchen together. She preps ingredients, ensures stations stay organized, and assists in last-minute plating. While chefs like Lyari Evenfaella and Amaril Whoshaerin receive praise for their creations, Johae quietly ensures every dish meets their expectations before it reaches a guest. She doesn't seek recognition, but her presence is invaluable, turning chaos into order with a steady hand and keen intuition.
      Notable Contributions:
      • Perfectly Kneaded Dough: Every bread and pastry begins with her expert hands.
      • Last-Minute Sauce Fixer: She can salvage any sauce disaster, adjusting acidity, thickness, or seasoning with ease.
      • Stealthy Kitchen Coordination: Guests may never know her name, but without her, the kitchen would never run as smoothly.
    20. Duinathane Kyaltheir
      Dish Cleaner / Utility Cook
      Race: Half-Elf
      Age: 97 years
      Appearance: Duinathane, or "Duin" as most of the kitchen staff call him, has a practical and unassuming presence, not one for grandeur, but certainly indispensable. He stands at 5'8", with a sturdy frame built from years of hard, hands-on work. His ash-brown hair, always a little disheveled, carries streaks of silver at his temples despite his relatively young age. His skin is weathered, bearing the marks of a life spent near heat, water, and cleaning solutions. His deep hazel eyes reveal a quiet intelligence and a sharp awareness of everything happening in the kitchen. He is always moving, his sleeves rolled up, his hands either submerged in soapy water, scrubbing away at dishes, or chopping ingredients at a side counter while keeping an eye on the chaos around him. His clothing is simple and practical, a thick linen tunic with the sleeves rolled up, sturdy boots that grip the kitchen floor well, and an apron that has seen better days but holds sentimental value.
      Background: Duinathane was born to a traveling merchant mother and an Elven father who worked as a craftsman in Palladia. He was never formally trained in cooking, but grew up around food, often helping at bustling roadside inns and makeshift kitchens along trade routes. Despite his humble beginnings, he learned the intricacies of kitchen work from observation rather than instruction. By watching master chefs prepare meals, he picked up an uncanny ability to anticipate what a cook would need before they even said a word. He never sought glory, but he understood the importance of keeping a kitchen running, the foundation upon which great meals were built. When he arrived in Newhaven, he found work at The Emberhearth, not as a celebrated chef but as a man who could ensure the real work, the cleaning, the prepping, the unnoticed efforts that made everything else possible, was done right.
      Personality: Duinathane is blunt, reliable, and no-nonsense, though beneath his sometimes gruff exterior lies a deep respect for the culinary craft. He doesn't tolerate inefficiency, if someone forgets to clean their station or wastes an ingredient, he'll fix it himself without complaint but will give them a look that says, "Really?" Despite his straightforward nature, he has a dry wit that slips out unexpectedly, often making the younger assistants laugh even when the kitchen is at its most hectic. He doesn't seek recognition, but every chef in The Emberhearth knows that without him, their jobs would be infinitely harder. He has a quiet dedication, believing that a well-run kitchen is a living entity, and every piece, from the grand chef to the person scrubbing the last pot, matters.
      Special Skills:
      • Speed Cleaning: He can scrub a mountain of dishes in record time, ensuring cleanliness never slows down service.
      • Ingredient Prep: Though not a full-fledged cook, he's surprisingly skilled at chopping vegetables, portioning meats, and mixing dough with efficiency.
      • Kitchen Organization Mastery: Duin keeps everything exactly where it needs to be, ensuring no time is wasted searching for misplaced tools or ingredients.
      • Anticipation: He knows what a chef needs before they ask, from extra herbs to an extra clean skillet ready at just the right time.

      Quirks:
      • Never actually "stops working", even on breaks, he'll be fixing something or tidying a counter without realizing it.
      • Has a personal collection of knives, not fancy, but incredibly sharp and well-maintained, though he rarely uses them himself.
      • Prefers tea over alcohol, believing kitchens are chaotic enough without adding drunken mistakes into the mix.
      • His apron has been repaired dozens of times, each patch a reminder of meals served and nights survived in the kitchen.
      • Knows every shortcut to get rid of food stains, whether it's on clothing, countertops, or even ancient cookware.

      Role at The Emberhearth: Duinathane is the backbone of the kitchen, ensuring its smooth operation. He isn't the one designing dishes or plating artful creations, but he keeps the gears turning, making sure the chefs have exactly what they need, when they need it. While he isn't formally recognized among the culinary greats, everyone knows his value, especially when The Emberhearth is at peak capacity.
      Notable Contributions:
      • Ensuring everything stays clean and organized despite the chaos of service.
      • Fixing mistakes quietly, often rescuing a disaster before anyone even notices.
      • Making simple but perfect bread, though he refuses to take credit for it.
    21. Ael`Korath
      Role: Head Bouncer
      Appearance: A towering, lithe automaton with silvered armor resembling finely detailed Elven plate mail, glowing runes etched into its surface. The eyes are made of enchanted sapphire, flickering with a faint arcane light.
      Personality: Calm, methodical, and deeply loyal to the Silverthorn family, Ael`Korath is the embodiment of quiet authority. It doesn't speak much but exudes an air of intimidation that is enough to make anyone reconsider their actions. Ael`Korath was the first of the Bouncers created by Thomael as a symbol of power and protection. It is very protective of Gaelenna and Thomael, recognizing their importance to the success of Emberhearth.
      Backstory: Ael`Korath was created from a rare, long-forgotten blend of magic and craftsmanship, imbued with memories of Elven warrior spirits. Its first task was to act as a guardian to the Silverthorn family, and its loyalty is unshakable. It has not forgotten the trials it endured during its creation, which were shrouded in dark arcane rituals. Despite its mechanical nature, Ael`Korath holds a grudging respect for the Elven way of life and sees its role as a protector, often serving as a silent sentinel over the more vulnerable members of the Silverthorn family.
      Special Traits: Ael`Korath's eyes can see through magical illusions and disguise, allowing it to detect hidden threats or individuals trying to deceive their way into the Emberhearth.
    22. Vaelon`ithar
      Role: Secondary Bouncer
      Appearance: Vaelon`ithar is a strikingly elegant automaton, designed to resemble a tall, imposing Elven warrior. Its silver armor gleams in the light, and its face is cold and expressionless, with intricate Elven features carved into the metal. It has long, flowing filaments of enchanted energy running down its back, giving it an ethereal, otherworldly look.
      Personality: Vaelon'ithar is more aggressive than Ael'Korath, relishing in its role as a deterrent. It speaks with a cold, calculated tone, never raising its voice, but always ensuring its presence is felt. It is fiercely loyal to the Silverthorns, willing to engage with any intruder or unwanted guest that threatens the establishment.
      Backstory: Vaelon`ithar was constructed by Thomael in a rush when the Emberhearth's success began attracting more attention, both good and bad. Unlike Ael`Korath, which was built with more grandeur and ceremonial magic, Vaelon`ithar was crafted for efficiency. Created using a combination of Elven smithing techniques and arcane technology, it was designed to be a perfect enforcer, quick, lethal, and intimidating. Vaelon`ithar has been known to remove threats with brutal precision, though it operates with a strict code of non-lethal force unless absolutely necessary.
      Special Traits: Vaelon`ithar is capable of conjuring arcane shields to protect itself or others from incoming attacks, making it nearly impervious to physical assault.
    23. Elira'nalor
      Role: Support Bouncer
      Appearance: A more delicate design compared to Ael`Korath and Vaelon`ithar, Elira`nalor is clad in lightly enchanted Elven robes over sleek metallic plating. Its figure is tall, yet slender and agile, with glowing violet markings tracing along its limbs. The automaton's head has a smooth, expressionless mask with soft, glowing runes in place of eyes.
      Personality: Elira`nalor is quieter and more reserved than the other Bouncers. It often uses subtle body language and gestures to convey its intentions, preferring not to speak unless absolutely necessary. It is programmed to be more diplomatic, handling situations where force isn't immediately required.
      Backstory: Elira'nalor was created as a more "gentle" enforcer, designed to assess threats with a cool head and resolve issues without violence whenever possible. It specializes in disarming tense situations and preventing conflict from escalating. Created after a particular incident where a nobleman tried to blackmail the Silverthorn family, Elira`nalor was intended to ensure that negotiations would never escalate into open violence, though, if needed, it is fully capable of holding its own in combat.
      Special Traits: Elira`nalor can manipulate calming magic to ease the emotions of those it interacts with, providing a moment of peace in tense situations, often diffusing hostility without a word.
    24. Tethril`raen
      Role: The Last Resort Bouncer
      Appearance: Tethril`raen is the most intimidating of the automatons, designed to resemble a larger-than-life Elven sentinel with intricately designed, spiked, and reinforced plating. Its entire body hums with raw arcane energy, and its helmet features elongated horns that give it a demonic, terrifying appearance. Its eyes glow bright red, a sign of its power.
      Personality: Cold, unfeeling, and direct. Tethril`raen only operates with the command of Thomael or Gaelenna. It does not question orders and will never hesitate to perform its task, even if that task is to eliminate a threat entirely. It is not concerned with the welfare of any other being, seeing its role as the ultimate enforcer.
      Backstory: Tethril`raen was crafted after an assassination attempt was made on the Silverthorn family during their early days in Newhaven. Thomael saw the need for a final line of defense, and thus Tethril`raen was created using a combination of both forbidden magic and ancient Elven smithing techniques. It is said that the automaton was bound by powerful eldritch forces, giving it the unique ability to summon arcane blasts of energy and defensive shields. Tethril`raen is essentially the ultimate weapon that will only be called upon in extreme situations when every other option fails.
      Special Traits: Tethril`raen can create arcane explosions and shockwaves that disorient and immobilize opponents. Its abilities allow it to deal devastating blows to both physical and magical threats.
      Hidden Underground (Basement):
      • Secret headquarters of the Thieves' Guild. Access hidden behind a wine rack in the cellar. Includes training rooms, meeting rooms, vaults, escape tunnels.
      First Floor (Public Areas):
      • The central arched entryway should be clearly visible as the heart of the building, drawing visitors inside. From this entrance, there's access to a central Grand Entry Hall, with a concierge desk (Virilion's).
      • Large dining room at the center, featuring the signature Emberhearth stone fireplace in the middle.
      • The bar area on the left should be luxurious, with dark polished wood, surrounded by comfortable seating like private couches.
      • Private dining rooms are along the right wall with elegant wood and magical sound-dampening wards.
      • The kitchen complex in the back, behind a hidden wine cellar door, should also be noted. The entrance to the thieves' guild secret passage should be subtly incorporated into the design.
      Second Floor (Guest Rooms):
      • The hallways on this floor should be shown looping around a central lightwell with stained glass dome above, allowing soft natural light to filter in.
      • Luxury guest rooms arranged symmetrically, each with small reading alcoves or lounges.
      • Private balconies on the second floor should face either the front of the inn or the gardens.
      Third Floor (Premium Suites):
      • The Noble Suites here should be marked as large, elegant rooms with separate sitting areas, private baths, and balconies that offer more exclusive views.
      • The Sky Garden Balcony, located on the third floor, should be a heavily warded space, showing signs of lush, exclusive plant life that is visible only from the inn's premium suites or the owners' private quarters.
      Fourth Floor (Owner and Staff Suites):
      • The Owner's Suite (for Gaelenna and Thomael) should be in a private section with hidden reinforced doors and tightly guarded for security.
      • The Sky Garden Balcony, located on the third floor, should be a heavily warded space, showing signs of lush, exclusive plant life that is visible only from the inn's premium suites or the owners' private quarters.

    Emberhearth Signature Menu

    Menu & Services Pricelist

    Dining Menu

    ItemDescriptionPrice
    Firekissed VenisonVenison medallions in cherry-brandy glaze8 sp
    Glimmerleaf SaladFresh greens and flowers, elderflower vinaigrette3 sp
    Sunfire TroutHerb-wrapped, citrus-baked river trout6 sp
    Emberhearth RoastSlow-roasted boar shoulder with root vegetables7 sp
    Wild Mushroom BisqueCreamy bisque with herbs and woodland mushrooms7 sp
    Hearthbaked Bread BasketAssorted fresh breads with herb butter3 sp
    Seasonal Fruit PlatterSelection of rare and imported fruits5 sp
    Custom Meal RequestsPersonal chef service for off-menu meals10 gp

    Drinks Menu

    ItemDescriptionPrice
    Sylvan GoldwineSweet, shimmering elven wine2 gp per glass / 8 gp per bottle
    The Velvet EmberBlackberry brandy cocktail with spices2 gp per glass / 8 gp per bottle
    Newhaven StarSparkling mint-berry spirit1 gp per glass / 6 gp per bottle
    Moonshadow AleDark, smooth ale exclusive to the Emberhearth1 gp per mug
    Emberhearth Spiced CiderNon-alcoholic, aromatic spiced cider5 sp per mug

    Room Accommodations

    Room TypeDescriptionPrice per Night
    Standard RoomSingle bed, writing desk, hearth, simple luxury2 gp
    Superior RoomQueen-sized bed, sitting area, private bath5 gp
    Noble SuiteKing-sized bed, private hearth, bathing chamber, balcony view12 gp
    The Emberhearth Grand SuitePalatial rooms, dining area, private servant entrance, secured safe25 gp
    Notes: All stays include breakfast (Glimmerleaf Salad, Hearthbaked Bread, and choice of drink). Bath service and valet laundering available (+1 gp/day). Additional security for belongings can be arranged discreetly (+2 gp/night).

    Additional Services

    ServiceDescriptionPrice
    Private Dining Room RentalFor events or meetings; includes personalized service10 gp (half-day)
    Sajorte ServicesFor events or meetings; includes personalized service50 gp/day
    Message HandlingDiscreet message delivery inside Newhaven1 gp per message
    Secret Guild Meeting Access(Only for Guild members, password required)5 gp per use
    Horse Boarding (Secure)Stabled in protected Emberhearth stables5 sp/night
    Personal Guard (discreet)Hire a plainclothes "guest" as personal protection10 gp/day
    Valet Stable ServiceBoarding and grooming for one horse per night1 gp
    Healing Arrangements (Cleric on Retainer)Minor wounds (up to 1d8 hp) or detox treatments10 gp
    "Special Courier Services" (Guild Members Only)Confidential transport of sensitive goodsNegotiated privately
    Meal Delivery to RoomsFine dining delivered directly to your room.5gp extra
    Guided Tours of NewhavenA private guide will show you the best spots in the city10gp
    Special Promotions: Stay 5 nights in a Noble Suite or higher and receive free private dining.
    Secret Signals for Thieves' Guild Operatives: The Emberhearth maintains subtle traditions for the Guild:
    • Placing a silver ring upside-down on the table signals a request for contact.
    • Ordering "Moonshadow neat" (a nonexistent drink) alerts staff that a private room is needed for Guild business.
    • Brushing the third candle from the left at the bar moves a hidden panel behind the wine rack, used for secret meetings.
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    Thomael Silverthorn
    Noble & Host of The Emberhearth

    Character Overview

    Name: Thomael Silverthorn Race: Elf (High Elf) Class: Noble / Entrepreneur Alignment: Abberant Age: 362 Gender: Male Height: 6'2" Weight: 160 lbs Hit Points: 24 SDC: 30 PPE: 12

    Attributes

    IQ: 17 ME: 15 MA: 22 PS: 10 PP: 13 PE: 12 PB: 21 Spd: 11

    Skills

    • Etiquette: Noble & Courtly
    • Business & Finance
    • Public Speaking
    • Gourmet Cooking
    • Appraise Goods (Luxury/Fine Art)
    • Barter & Diplomacy
    • Heraldry
    • History: Elven Nobility
    • Wine Tasting & Evaluation
    • Literacy: Elven, Trade Tongue

    Appearance

    Thomael carries himself with the poise of old nobility. His tall, lithe form is matched with flowing silvery hair and sharp, refined features. His deep amber eyes hold centuries of knowledge, and his richly embroidered robes speak of wealth, taste, and heritage.

    Background

    Born to the prestigious Silverthorn family of Palladia, Thomael was groomed for high society. Trained in diplomacy, fine arts, and luxury trade, he eventually established The Emberhearth in Newhaven after the Elven Exodus. It serves as both a prestigious inn and a symbol of his personal legacy.

    Personality

    Thomael is graceful, composed, and highly intelligent. He values refinement, charm, and influence, preferring social maneuvering over confrontation. Though seemingly serene, he is never without intent, every gesture and word is carefully calculated.

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    Gaelenna Silverthorn
    Hostess & Co-Owner of The Emberhearth

    Character Overview

    Name: Gaelenna Silverthorn Race: Elf (High Elf) Class: Noble / Social Operative Alignment: Abberant Age: 349 Gender: Female Height: 5'11" Weight: 140 lbs Hit Points: 22 SDC: 26 PPE: 14

    Attributes

    IQ: 18 ME: 16 MA: 21 PS: 10 PP: 14 PE: 12 PB: 19 Spd: 11

    Skills

    • Etiquette: High Society
    • Public Speaking
    • Barter
    • Intelligence Gathering
    • Mathematics: Advanced (Accounting)
    • Wardrobe & Grooming
    • Seduction
    • Interrogation (Subtle)
    • Performance: Courtly Dance

    Background

    Gaelenna Silverthorn was born into one of Palladia's most notorious noble families. Groomed in diplomacy and control from an early age, she expertly walked the line between courtly grace and criminal subtlety. After the Elven Exodus, she and her husband Thomael established The Emberhearth in Newhaven, turning it into a haven of refinement and quiet power.

    Personality

    Elegant, mysterious, and supremely capable, Gaelenna commands respect through charm and intellect. While she projects warmth and calm, her mind is always calculating the next move. She is not one to be underestimated.

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    Virilion Silvearnnin
    Concierge of The Emberhearth

    Character Overview

    Name: Virilion Silvearnnin Race: Elf (Silver Elf) Class: Diplomat / Concierge Alignment: Unprincipled Age: 212 Gender: Male Height: 6'0" Weight: 150 lbs Hit Points: 20 SDC: 24 PPE: 10

    Attributes

    IQ: 16 ME: 14 MA: 21 PS: 9 PP: 13 PE: 11 PB: 18 Spd: 12

    Special Skills

    • Expert in etiquette, noble protocol, and high-society diplomacy
    • Well-versed in local Newhaven lore, politics, and establishments
    • Highly perceptive; can intuit guests' needs before they're voiced
    • Fluent in multiple languages, including Trade Elven, Eastern, and Western dialects
    • Skilled negotiator and conflict mediator

    Quirks & Notable Items

    • Always carries a small silver quill behind his ear
      a family heirloom
    • Favors deep violet and silver attire, tailored and immaculately kept
    • Speaks with a soft, fluid cadence that puts others at ease

    Personality

    Calm, diplomatic, and endlessly observant, Virilion thrives in the art of subtlety. He is charming without being overbearing, direct without being rude. Whether smoothing tensions between rival guests or arranging an elite outing with no notice, he handles each task with flawless grace.
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    Talandor Quenwyll
    Stablehand & Porter

    Character Overview

    Name: Talandor Quenwyll Race: Elf (Forest Elf) Class: Stablehand / Porter Alignment: Unprincipled Age: 179 Gender: Male Height: 6'1" Weight: 170 lbs Hit Points: 22 SDC: 30 PPE: 12

    Attributes

    IQ: 16 ME: 13 MA: 14 PS: 16 PP: 18 PE: 14 PB: 20 Spd: 17

    Skills

    • Animal Husbandry (Expert)
    • Horsemanship: General & Exotic Breeds
    • Wilderness Survival
    • Rope Use & Maintenance
    • Tracking: Animals
    • Identify Plants & Fruits
    • Climbing & Scaling
    • Basic Mechanics (Wagons, Harnesses)
    • Discreet Observation

    Background

    Born on the forested borderlands between the Western Empire and the Sylvan Republics, Talandor grew up among a Forest Elf clan devoted to the breeding of noble horses. His affinity for animals, especially equines, was clear from a young age. Known among his kin as a "whisperer," Talandor could soothe even the most skittish stallion. When the Elven Exodus began, he journeyed across the continent to preserve rare Elven bloodlines of steeds. His skills and quiet discipline earned him a place at The Emberhearth, where he now serves loyally.

    Personality

    Humble, loyal, and quietly observant, Talandor exudes a peaceful confidence. Though he prefers listening over speaking, his words carry warmth and wisdom. He treats animals and people with equal care and respect. While he seems content in his work, those who pay close attention know that he watches everything with a sharp eye, especially anything that may endanger the Silverthorns or the guests of the inn.

    Special Traits & Quirks

    • Known to carry a bone-handled knife, primarily for chores, but never far from reach.
    • Has an uncanny ability to calm distressed animals with a few whispered words.
    • Keeps a hidden journal of horse lineages, old clan symbols, and strange dreams.
    • Speaks fluent Elven, Sylvan dialects, and some Low Trade for dealing with caravan hands.
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    Elora Wyndraeder
    Head Housekeeper

    Character Overview

    Name: Elora Wyndraeder Race: Elf (Wood Elf) Class: Head Housekeeper Alignment: Scrupulous Age: 310 Gender: Female Height: 5'7" Weight: 128 lbs Hit Points: 24 SDC: 35 PPE: 14

    Attributes

    IQ: 13 ME: 16 MA: 15 PS: 10 PP: 12 PE: 14 PB: 17 Spd: 11

    Skills

    • Housekeeping & Domestic Management (98%)
    • Herbal Lore (82%)
    • Holistic Medicine (70%)
    • Wardrobe & Tailoring (75%)
    • Landscaping & Indoor Gardening (88%)
    • Empathy
      Keen Emotional Insight
    • Leadership
      Quiet Authority

    Personality

    Elora is calm, composed, and deeply wise, possessing an aura of peaceful authority that comes from her long years of experience. She is firm but fair in her leadership, maintaining order without harshness. Though soft-spoken, her words carry weight, and her presence alone commands respect. Her deep empathy makes her an anchor for both staff and guests. She often surprises those close to her with a dry, well-timed sense of humor.

    Background

    Raised in a secluded enclave within the deep forests of Palladia, Elora grew up immersed in the rhythms of nature and community. Her natural talents in domestic harmony and herbal crafts set her apart early. After the Exodus, she found purpose at The Emberhearth, where her steady presence and meticulous standards helped shape the inn's legendary ambiance. She sees the Emberhearth as a living being, one she nurtures and protects fiercely.

    Quirks

    • Always wears a woven bracelet of forest reeds, changed every season.
    • Keeps a journal of floral symbolism under her pillow.
    • Believes certain corners of the inn "speak" to her when something is amiss.
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    Elmirna Shudaneth
    Housekeeper

    Character Overview

    Name: Elmirna Shudaneth Race: Elf (High Elf) Class: Housekeeper / Ritualist Alignment: Unprincipled Age: 228 Gender: Female Height: 5'6" Weight: 120 lbs Hit Points: 20 SDC: 28 PPE: 16

    Attributes

    IQ: 16 ME: 17 MA: 15 PS: 10 PP: 12 PE: 13 PB: 14 Spd: 11

    Skills

    • Housekeeping & Temple Upkeep
    • Meditation & Ritual Cleansing
    • Spatial Awareness & Harmonization
    • Aromatherapy & Moon-Elf Fragrances
    • Silence & Stealth Movement
    • Herbal Lore (Lunar Plants)
    • Flawless Precision & Attention to Detail
    • Elven Script & Record Keeping

    Background

    Born in Vela`Sora, a high-altitude Moon Elf sanctuary in the Starfall Range, Elmirna was trained in lunar magic, ritual service, and the upkeep of sacred spaces. When the Elven Exodus scattered her order, she journeyed west, eventually joining The Emberhearth at Gaelenna's invitation. Her calm devotion and exacting standards have made her one of the inn's most trusted housekeepers.

    Personality

    Soft-spoken and introspective, Elmirna brings a soothing presence wherever she goes. She notices every detail and treats her work as sacred stewardship. Though reserved, her quiet wisdom puts guests and staff at ease, and she is often sought out for calm counsel in tense moments.

    Quirks & Notable Habits

    • Collects stories and can often be found reading or listening in hidden corners.
    • Wears moonstone pins from her order in her braid as a sign of her heritage.
    • Maintains a small ritual altar in her quarters for nightly lunar observances.
    • Prefers working by candlelight and hushed tones, believing it honors her training.
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    Caerila Daewnfth
    Housekeeper

    Character Overview

    Name: Caerila Daewnfth Race: Elf (High Elf) Class: Housekeeper Alignment: Unprincipled Age: 195 Gender: Female Height: 5'8" Weight: 125 lbs Hit Points: 22 SDC: 30 PPE: 12

    Attributes

    IQ: 18 ME: 17 MA: 16 PS: 10 PP: 13 PE: 14 PB: 15 Spd: 11

    Skills

    • Housekeeping & Estate Maintenance
    • Efficient Time Management
    • Discretion & Confidentiality
    • Organizational Systems
    • Attention to Detail & Precision
    • Refinement of Elven Aesthetics
    • Herbal Remedies & Scented Herb Preservation
    • Romantic Poetry Collection (Secret)

    Background

    Born in Thael`Mire, a former Elven stronghold along Palladia's coast, Caerila was raised in a scholarly environment, steeped in academic pursuits. However, her true passion lay in creating order and grace in the physical world. Leaving her academic career behind after the Elven Exodus, she moved to Newhaven and joined The Emberhearth. There, she began her work as a housekeeper, bringing the refinement of her homeland to every corner of the inn. Known for her unwavering standards, Caerila became an irreplaceable member of the staff.

    Personality

    Caerila is known for her composure and sharp intellect. With a formal tone and meticulous nature, she expects those around her to meet her high standards. Though her aloofness may come across as demanding, it stems from her deep loyalty to her work and pride in her Elven heritage. She is a perfectionist, and her dry wit often surfaces when speaking with those she trusts.

    Quirks & Notable Habits

    • Compulsively straightens objects as she walks by, including items she does not consciously notice.
    • Keeps a small satchel of lavender and dried mint inside her apron to clear rooms emotionally and keep them smelling fresh.
    • Secretly fond of romantic poetry, which she hides inside a hollowed-out book in the housekeeping closet.
    • Refuses to use magical cleaning tools, believing only hand labor can bring true order to her work.
    • Has a perfect mental map of the Emberhearth, including hidden nooks and undocumented spaces and secret basement
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    Alliraela Waendampher
    Housekeeper

    Character Overview

    Name: Alliraela Waendampher Race: Elf (High Elf) Class: Housekeeper Alignment: Unprincipled Age: 212 Gender: Female Height: 5'9" Weight: 130 lbs Hit Points: 26 SDC: 35 PPE: 15

    Attributes

    IQ: 20 ME: 18 MA: 17 PS: 12 PP: 14 PE: 16 PB: 18 Spd: 12

    Skills

    • Hospitality & Estate Management
    • Floral Arranging (Elven Techniques)
    • Elven Culture & Etiquette
    • Luxury Service & Organization
    • Elven Music & Art Appreciation
    • Antique Curation & Decoration
    • High-Class Event Hosting
    • Attention to Detail in Room Design

    Background

    Alliraela was born into the prestigious Waendampher family, known for their noble status and influence in the courts of Palladia. Raised among wealth, refinement, and culture, Alliraela was trained from a young age to be a hostess and a keeper of high standards. She excelled in organizing elegant gatherings, hosting the Empire's elite, and maintaining beautiful, functional spaces. However, after the Elven Exodus, Alliraela's family fled Palladia, eventually finding refuge in Newhaven. Leaving her family behind, she sought a personal way to use her skills and found a new purpose at The Emberhearth, where her aristocratic touch quickly became invaluable.

    Personality

    Alliraela carries the dignified grace of her noble upbringing with calm composure and immense politeness. Her tone is formal, yet her sharp wit emerges when she is at ease. She is highly observant, always noticing the smallest details others might overlook, and takes great pride in her work. While she holds herself with poise, Alliraela views her work at The Emberhearth as a meaningful pursuit, believing that luxury should be accessible to all who appreciate it. She values unity and mutual respect within the inn's staff and fosters a warm, welcoming environment for guests.

    Quirks & Notable Habits

    • Has a peculiar fondness for arranging flowers in every room she works in, using intricate Elven techniques.
    • Often hums soft Elven lullabies while working, her voice imbued with the ancient melodies of her homeland.
    • Shares a playful and respectful rapport with Caerila, appreciating their complementary approaches to housekeeping.
    • Takes great pride in using her aristocratic expertise to elevate The Emberhearth into a bastion of refinement and grace.
    • Believes that beauty should be shared with all and ensures that every guest feels they are receiving the highest standard of service.

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    Nymerel Khlatitaen
    Head Sajorte

    Character Overview

    Name: Nymerel Khlatitaen Race: Elf (High Elf) Class: Sajorte (Head) Alignment: Principled Age: 248 Gender: Female Height: 5'7" Weight: 115 lbs Hit Points: 35 SDC: 40 PPE: 18

    Attributes

    IQ: 21 ME: 20 MA: 18 PS: 12 PP: 14 PE: 16 PB: 20 Spd: 10

    Skills

    • Empathic Reading & Emotional Resonance
    • Etiquette & Courtly Arts
    • Performance & Healing Massage
    • Healing Touch
    • Calming & Therapeutic Techniques
    • Advanced Elven Poetry & Singing
    • Subtle Aroma Therapy (Mood Adjustment)
    • Mastery in Highborn Hospitality

    Background

    Nymerel was born into a minor noble family in the ancient High Elven cities of Palladia, receiving the finest education and training in etiquette and courtly life. However, Nymerel found her true calling not in ruling, but in serving. She chose to study at one of the rare Silk Houses, an academy for Sajorte, where she honed her natural talent for soothing and empathizing with others. Her training focused on healing, performance, and empathic resonance, a gift that allowed her to ease pain, sorrow, or fear with a simple touch or presence. After traveling through the Western Empire serving noble families and temples, Nymerel joined the Elven Exodus and settled in Newhaven. Her rare combination of grace, skill, and insight earned her the position of Head Sajorte at The Emberhearth, where she oversees guest wellness, highborn hospitality, and mentors the junior Sajorte.

    Personality

    Nymerel is a calm, serene, and deeply empathetic individual who seems to anticipate the needs of others before they speak. Her voice is gentle, and though she never raises it, her words hold great weight and are listened to with reverence. She is kind and compassionate, but also holds high standards and expects excellence from those who serve with her. Nymerel believes that true service comes with dignity and grace, and she instills this philosophy in her subordinates. Her calm demeanor makes her an effective healer and guide, and her presence alone provides comfort to those in need.

    Quirks & Notable Habits

    • Frequently hums ancient Elven lullabies, which are said to have calming effects on those nearby.
    • Carries a rune-inscribed scent fan that subtly adjusts the emotional atmosphere of a space through fragrances.
    • Never walks in haste; believes that calm and dignity should always lead service.
    • Has memorized the personal preferences, anxieties, and allergies of every regular guest at The Emberhearth, providing a highly personalized experience for each one.

    Special Abilities (Sajorte O.C.C. Features)

    • Inspire (5th Level+): Nymerel can grant +3 (or up to +15%) to skill rolls or saving throws of nearby allies through her presence and encouragement.
    • Healing Touch (8th Level): Capable of healing 4d6 Hit Points through calming massage and ceremonial touch, particularly effective after emotional trauma or mental strain.
    • Courtly Training: Proficient in etiquette, singing, poetry, massage, and performance arts. She uses these skills not for show, but to bring peace and joy to her guests.
    • Aura of Trust: Even strangers instinctively confide in Nymerel, sensing her genuine intent to help and heal.
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    Oaedell Mythraelln
    Sajorte

    Character Overview

    Name: Oaedell Mythraelln Race: Elf (High Elf) Class: Sajorte Alignment: Principled Age: 189 Gender: Female Height: 5'5" Weight: 110 lbs Hit Points: 30 SDC: 35 PPE: 12

    Attributes

    IQ: 18 ME: 19 MA: 16 PS: 12 PP: 13 PE: 15 PB: 18 Spd: 9

    Skills

    • Emotional Healing & Intuitive Touch Therapy
    • Sacred Elven Dance & Calming Rituals
    • Elven Lullabies & Quiet Elocution
    • Advanced Elven Meditation & Serenity Techniques
    • Expert in Soothing Emotional Energy
    • Moonflower Rituals & Aromatherapy
    • Personalized Guest Comfort & Care

    Background

    Oaedell was born in a secluded Elf enclave in the Cradlelight Peaks, where she grew up in a deeply spiritual environment, surrounded by serene landscapes and steeped in the Elven traditions of introspection and peace. From an early age, she was drawn to the healing arts, focusing on emotional healing and meditative practices rather than the typical pursuits of her peers, who were more focused on the arcane or celestial studies. At the age of 90, she left her homeland in search of greater meaning and traveled across Palladia to train at one of the revered Sajorte Lodges. After decades of learning touch therapy, sacred dance, and emotional resonance, Oaedell became known for her ability to calm even the most distressed souls. When rumors of a new Elven haven reached her, she journeyed to Newhaven, where she offered her services to The Emberhearth. There, Nymerel Khlatitaen recognized her rare gifts and brought her into the household as one of the elite Sajorte.

    Personality

    Oaedell is gentle, introspective, and exudes a calming presence that draws others to her. Her soft-spoken nature and careful choice of words allow her to maintain an air of serenity that makes her incredibly approachable. Guests find themselves sharing their deepest concerns with her, as if instinctively trusting her. Though she may seem distant due to her devotion to maintaining inner harmony, it is a deliberate choice to preserve peace in her surroundings. She is a listener at heart, offering guidance and comfort through silence, soft gestures, and an intuitive understanding of emotional needs.

    Quirks & Notable Habits

    • Frequently hums ancient Elven lullabies to soothe guests, particularly those who are grieving or distressed.
    • Keeps a small pouch of moonflower petals, which she uses in her personal rituals or to subtly scent a guest's pillow for restorative sleep.
    • Has an impeccable memory for faces and names, and often recalls guests she's only encountered once.
    • Refuses to speak when silence is more healing than words, preferring the quiet of the space to allow others to find their own peace.

    Role at The Emberhearth

    Oaedell serves primarily in the private guest suites, assisting the noble, diplomatic, and high-paying patrons who seek not only physical comfort but emotional calm and grace. Her role requires discretion, sensitivity, and an intuitive understanding of what guests need without ever asking. In addition, she assists Nymerel Khlatitaen in mentoring and training junior Sajorte, ensuring the continuation of the sacred traditions of the art.
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    Calion Disecitin
    Sajorte

    Character Overview

    Name: Calion Disecitin Race: Elf (High Elf) Class: Sajorte Alignment: Principled Age: 290 Gender: Male Height: 6'2" Weight: 160 lbs Hit Points: 35 SDC: 40 PPE: 15

    Attributes

    IQ: 20 ME: 19 MA: 18 PS: 14 PP: 17 PE: 16 PB: 19 Spd: 10

    Skills

    • Expert in Diplomatic Behavior & Etiquette
    • Master of Non-Verbal Communication & Emotional Resonance
    • Trained in Elven Pressure-Point Massage & Ceremonial Touch
    • Skilled in Mood-Setting Spells & Magical Ambiance Control
    • Refined Elven Tea Rituals & Cultural Hospitality
    • Personalized Care & Attention to Patron Preferences

    Background

    Born into the prestigious Disecitin family, a noble house known for its arcane scholarship and diplomatic endeavors, Calion was groomed for a life in politics and magic. Raised amidst grand libraries, salons, and crystalline towers, he was expected to follow in the footsteps of his ancestors, representing his family with honor and mastery in both magical arts and diplomacy. However, from a young age, Calion felt a yearning for something more, he was drawn not to politics or power, but to the beauty of service and the quiet dignity of graceful interaction. When the Elven Exodus forced his family to flee Palladia, Calion saw it as an opportunity to shed the heavy expectations of his heritage. He arrived in Newhaven, seeking to forge his own path. There, at The Emberhearth, he found a vocation that aligned with his true calling as a Sajorte. His blend of emotional intelligence, cultural refinement, and dedication to service quickly earned him the respect of both patrons and peers.

    Personality

    Calion is refined, introspective, and gentle in demeanor. He speaks with eloquence when necessary but prefers meaningful silence over idle conversation. His presence exudes a calm, meditative energy that brings a sense of tranquility to any space he enters. Though often reserved, Calion is deeply passionate about the sacred role of service, and he takes great pride in maintaining the high standards of the Sajorte tradition. His quiet reserve belies a fierce dedication to the well-being of others, and he remembers small details about the people he serves with remarkable clarity.

    Quirks & Notable Habits

    • Always arranges his personal tea set at the start of each shift, preparing a cup of jasmine or silver needle tea before greeting guests.
    • Has an uncanny ability to recall the exact preferences (drink, scent, room temperature) of returning patrons.
    • Occasionally hums ancient Elven lullabies while polishing glassware, a habit from his time studying at court.
    • Prefers quiet, meaningful interactions over social banter, choosing his words carefully and thoughtfully.

    Role at The Emberhearth

    Calion serves as one of The Emberhearth's elite Sajorte, known for his ability to blend emotional intelligence, cultural mastery, and elegance into every guest interaction. He attends to noble patrons and diplomats who require both grace and discretion, ensuring that their needs are met with subtlety and refinement. His deep understanding of personal presence and non-verbal communication allows him to offer comfort and peace to those he serves without intrusion, embodying the highest ideals of the Sajorte tradition.
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    Syllia Wynwhisren
    Sajorte

    Character Overview

    Name: Syllia Wynwhisren Race: Elf (Wood Elf) Class: Sajorte Alignment: Principled Age: 145 Gender: Female Height: 5'7" Weight: 125 lbs Hit Points: 30 SDC: 35 PPE: 12

    Attributes

    IQ: 18 ME: 16 MA: 18 PS: 14 PP: 17 PE: 16 PB: 19 Spd: 12

    Skills

    • Expert in Emotional Healing & Intuitive Service
    • Natural Gift for Listening & Offering Insightful Comfort
    • Skilled in Herbology, Foraging, & Plant Lore
    • Proficient in Archery & Survival Techniques
    • Natural Storyteller & Cultural Mediator
    • Trained in the Subtle Art of Sajorte Rituals & Comforting Touch

    Background

    Raised in the mystical Eldalor Woodlands, Syllia grew up surrounded by the serenity and wisdom of nature. Her family were herbalists, foragers, and hunters, revered for their connection to the natural world. While Syllia excelled in these practices, she was always drawn to the wider world beyond the trees. When the Elven Exodus scattered her people, she seized the opportunity to explore civilization, eventually finding herself in Newhaven. Here, she discovered The Emberhearth, a place that resonated with both her natural grace and her newfound love for urban life. Initially hired as a server, Syllia's warmth and insight quickly set her apart, and she rose to the esteemed position of Sajorte. Her ability to read people and provide comfort makes her a vital part of The Emberhearth's success.

    Personality

    Syllia is deeply kind and intuitive, her presence calming and nurturing. She listens attentively to others, offering them a space to share their thoughts and feelings, often responding with quiet wisdom or a gentle smile. She thrives on making others feel seen and heard, helping them find peace or clarity through her understanding. While she remains deeply connected to her Wood Elf heritage, Syllia has adapted well to urban life, seeing herself as a bridge between the wilderness and civilization. She has a deep appreciation for storytelling, encouraging guests to share their experiences and adventures over tea or wine.

    Quirks & Notable Habits

    • Always carries a sachet of wild herbs (lavender, pine needles, dried clover) tied to her sash for grounding.
    • Frequently hums old forest songs under her breath while working, a comforting habit from her time in the woods.
    • Has an uncanny ability to remember a guest's favorite drink or dish, even from a single mention.
    • Encourages guests to share their personal stories, offering a listening ear and gentle guidance when needed.

    Role at The Emberhearth

    Syllia serves as a Sajorte in The Emberhearth, specializing in personal care, emotional healing, and creating an atmosphere of calm and serenity. Her role extends beyond that of a traditional server, she offers comfort, insight, and a deep sense of connection to nature. Guests find solace in her presence, often drawn to her warmth and the quiet elegance she brings to every interaction. Whether offering a peaceful tea ceremony or guiding someone through a difficult moment, Syllia is a steady, grounding presence in the busy world of The Emberhearth.
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    Kaodath Melnkaeln
    Sajorte

    Character Overview

    Name: Kaodath Melnkaeln Race: Elf (Sun Elf) Class: Sajorte Alignment: Unprincipled Age: 227 Gender: Male Height: 6'1" Weight: 160 lbs Hit Points: 31 SDC: 38 PPE: 14

    Attributes

    IQ: 17 ME: 15 MA: 18 PS: 11 PP: 13 PE: 14 PB: 21 Spd: 12

    Personality

    Kaodath is serene, articulate, and contemplative. A believer in the sacred harmony of service, he is both philosophical and disciplined in his conduct. Though intense at first glance, he radiates warmth and quiet wit once one earns his trust. His very presence brings order and peace to those around him.

    Background

    Born in the sun-temples of Vel'Saerith, Kaodath was raised in a society dedicated to refinement, aesthetic wisdom, and spiritual serenity. He trained in empathic resonance, healing through presence, and emotional refinement. For years, he attended to diplomats and high nobility before leaving behind the intrigues of politics to find purpose through personal connection. Now at The Emberhearth, Kaodath serves with radiant dignity, beloved by those seeking quiet strength and emotional clarity.

    Quirks & Notes

    • Begins every day with a sunward meditation, rain or shine.
    • His voice carries a subtle harmonic resonance, naturally soothing.
    • Wears a gold ring with his temple's crest, never speaks of it.
    • Composes Elven poetry in Highscript and leaves verses tucked in flower vases or books.
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    Aerendil Luthcteap
    Bartender

    Character Overview

    Name: Aerendil Luthcteap Race: Elf (High Elf) Class: Bartender / Alchemical Mixologist Alignment: Scrupulous Age: 240 Gender: Male Height: 6'2" Weight: 155 lbs Hit Points: 24 SDC: 32 PPE: 22

    Attributes

    IQ: 18 ME: 16 MA: 19 PS: 12 PP: 15 PE: 13 PB: 20 Spd: 11

    Skills of Note

    • Mixology & Alchemical Brewing (90%)
    • Performance: Bartending Flair & Showmanship (80%)
    • Cooking: Elven Cuisine (75%)
    • Herbal Lore & Rare Ingredients (88%)
    • Charm/Impress (70%)
    • Streetwise (55%)
    • Language: Elven, Eastern, Western, Dragonese

    Notable Equipment

    • Custom-crafted cocktail kit with enchanted vials
    • Elven alchemy ring (used to subtly infuse magic into drinks)
    • Recipe book of ancient and modern elixirs
    • Apron of preservation (keeps ingredients perfectly fresh)

    Personality & Notes

    Aerendil blends sophistication with a touch of roguish charm. Known for making even the most reserved guest smile, he excels at elevating moods with a perfectly timed drink and word. Despite his noble roots, he treats everyone with relaxed warmth and is often seen listening patiently to guests' stories long after his shift ends. His subtle use of alchemical enhancement in drinks is both discreet and unforgettable, earning him many loyal admirers at The Emberhearth.
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    Lirael Dhawnstraerin
    Wine Steward

    Character Overview

    Name: Lirael Dhawnstraerin Race: Elf (High Elf) Class: Wine Steward / Sommelier Alignment: Scrupulous Age: 215 Gender: Female Height: 5'9" Weight: 123 lbs Hit Points: 22 SDC: 30 PPE: 18

    Attributes

    IQ: 17 ME: 15 MA: 18 PS: 10 PP: 13 PE: 12 PB: 20 Spd: 11

    Skills of Note

    • Wine Tasting & Evaluation (Expert)
    • Elven Wine Lore
    • Etiquette & Formal Protocol
    • Botany: Grapes & Vintner Crops
    • Literary & Cultural Knowledge
    • Recognize Quality & Craftsmanship
    • Public Speaking

    Notable Equipment

    • Custom silver wine key with family crest
    • Selection of rare vintages from Palladian Highlands
    • Silken sommelier's satchel with scent vials & tasting notes
    • Silver necklace with wineglass charm

    Personality Traits

    Lirael is elegant, soft-spoken, and deeply knowledgeable. Her love of wine is matched only by her desire to share its stories and mysteries. Though reserved, she is warm to those who earn her trust, and delights in kindling moments of wonder with the perfect vintage.

    Background

    Born into the Dhawnstraerin family, famed for their vineyards and noble traditions, Lirael trained from youth in the subtle arts of wine selection and cultural refinement. After the Elven Exodus, she journeyed to Newhaven to continue her craft at The Emberhearth, enriching its cellar and guest experience with unmatched skill and grace.
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    Lyari Evenfaella
    Head Chef

    Character Overview

    Name: Lyari Evenfaella Race: Elf (High Elf) Class: Head Chef / Culinary Master Alignment: Principled Age: 285 Gender: Female Height: 5'10" Weight: 125 lbs Hit Points: 22 SDC: 32 PPE: 20

    Attributes

    IQ: 18 ME: 16 MA: 15 PS: 11 PP: 14 PE: 13 PB: 18 Spd: 12

    Appearance

    Lyari is a striking High Elf with an ethereal grace. Standing at 5'10", she carries herself with poise and elegance. Her fair skin glows faintly, and her sharp features are framed by long, silver hair often braided during her work. Deep sapphire blue eyes reveal both wisdom and a deep passion for culinary excellence. Her uniform is dark purple with silver embroidery reflecting Elven motifs of nature and fire, and she wears a long leather apron for kitchen work.

    Background

    Lyari was born into a noble culinary family in Faeloria, a renowned Elven city of gastronomy. She mastered the arts of cooking from a young age, trained under top chefs, and developed a reputation across Palladia for her transcendent dishes. Traveling through many lands, she integrated foreign techniques into the refined Elven tradition. After the Elven Exodus, she joined The Emberhearth in Newhaven to honor her heritage and elevate cuisine in a new land.

    Personality

    Lyari is elegant, composed, and holds herself to exacting standards. Her voice is soft but commands attention, and she expects professionalism from her staff. While often reserved and demanding, she fosters deep loyalty among those who earn her respect. Her passion for food is both an art and a tradition, and she views every meal as a chance to connect past and present through refined flavors.

    Skills & Special Abilities

    • Gourmet Cooking (Elven & international cuisine)
    • Magical infusion of ingredients for minor effects (flavor enhancement, preservation)
    • Knife Mastery and Artistic Plating
    • Extensive knowledge of rare herbs, spices, and magical reagents
    • Multilingual: Elven, Eastern, Faerie Speak, and Trade Tongue
    • Lore: Fauna, Flora, and Arcane Gastronomy

    Notable Items

    • Apron of Eternal Cleanliness: A finely enchanted leather apron that resists stains, burns, and spills.
    • Chef's Blade of Precision: A magically sharpened blade that never dulls and can detect poison or spoilage on contact.
    • Portable Herb Satchel: A dimensional pouch containing rare spices and herbs gathered over centuries.

    Amaril Whoshaerin
    Chef

    Character Overview

    Name: Amaril Whoshaerin Race: Elf (Wood Elf) Class: Chef / Wild Culinary Artisan Alignment: Unprincipled Age: 214 Gender: Male Height: 5'9" Weight: 136 lbs Hit Points: 20 SDC: 35 PPE: 18

    Attributes

    IQ: 16 ME: 14 MA: 12 PS: 13 PP: 18 PE: 14 PB: 15 Spd: 17

    Skills of Note

    • Cooking (Wild & Gourmet): 98%
    • Identify Edible Plants & Herbs: 92%
    • Preserve Food (Natural Methods): 88%
    • Field Foraging: 85%
    • Wilderness Survival: 90%
    • Fire Building (Primitive): 95%
    • Knife Proficiency (Throwing & Prep): +3 strike
    • Magical Infusion (minor culinary enchantments)

    Notable Equipment

    • Enchanted Belted Tunic (resists heat & stains)
    • Carved wooden spice box (family heirloom)
    • Set of hand-forged Elven cooking knives
    • Flame-kissed stone mortar and pestle

    Personality

    Amaril is spirited, curious, and unafraid to challenge tradition. He has a creative fire that constantly pushes him to experiment and improve, blending wild ingredients with high Elven culinary precision. Though energetic and spontaneous, he deeply respects nature and the food it offers. He brings balance to Lyari's structured discipline, and their dynamic kitchen is one of harmony through contrast. Guests often hear him humming or cracking a light joke, his warmth is as comforting as his rustic stew.
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    Saharasan Tae`Kiniel
    Baker/Pastry Chef

    Attributes:

    • IQ: 14
    • ME: 13
    • MA: 16
    • PS: 11
    • PP: 15
    • PE: 12
    • PB: 18
    • Spd: 10

    Hit Points & S.D.C:

    • Hit Points (HP): 22
    • S.D.C. (Structural Damage Capacity): 20
    • P.P.E. (Personal Energy Pool): 25

    Skills of Note

    • Baking: (98%) - Mastered the art of baking, from delicate pastries to hearty breads.
    • Culinary Arts (Pastry): (90%) - Specializes in pastries, sweets, and confections with an innate ability to combine flavors and textures.
    • Alchemy (Food-Related): (80%) - Knowledge of magical food preparation techniques, such as using enchanted ingredients or creating minor magical effects.
    • Herbology: (75%) - Identifies and uses wild herbs, flowers, and plants in both savory and sweet dishes.
    • Natural Lore (Cooking and Baking): (65%) - Familiar with traditional cooking techniques rooted in elven customs.
    • Mathematics (Basic): (70%) - Applies this skill when calculating ingredient ratios and precise measurements.
    • Art (Food Presentation): (80%) - Skilled in creating visually stunning dessert arrangements and food presentations.
    • Language (Elven): (98%) - Fluent in her native tongue, essential for communicating with other Elves.
    • Literacy (Elven and Common): (90%) - Can read and write both Elven and Common.
    • Charismatic Leadership: (70%) - Inspires respect and admiration in others through skill and confidence.

    Special Abilities:

    • Enchanted Baking: Minor magical effects to enhance freshness or flavor, providing an edge to her baked goods.
    • Food Alchemy: Ability to create extraordinary results using rare ingredients, such as pastries with ethereal qualities.
    • Moonlit Creation: Once a month, creates a pastry infused with moonlight essence, granting unique benefits to those who partake.

    Quirks and Traits:

    • Respect for Bread: Deep emotional attachment to bread, ensuring it is always respected and properly stored.
    • Incredible Memory for Ingredients: Can discern the age and quality of herbs and spices by scent alone.
    • Private Stash of Recipes: Keeps an enchanted recipe book containing ancient Sun Elf family recipes.
    • Minimalist Cooking Tools: Uses only the finest, hand-carved tools in the kitchen.

    Role at The Emberhearth:

    Saharasan manages the baking and dessert sections at The Emberhearth, crafting everything from intricate pastries to hearty breads. She ensures every meal has a flawless finish, designs seasonal sweets, and works closely with Lyari Evenfaella to ensure desserts complement the broader menu. Saharasan's desserts surprise and captivate, blending rare ingredients and unexpected flavor combinations.

    Notable Creations:

    • Celestial Honey Loaf: A lightly enchanted bread infused with golden wildflower honey and sun-kissed saffron, known for its delicate glow.
    • Gilded Berry Tarts: Buttery pastry filled with citrus curds and fresh berries, brushed with an edible shimmer glaze.
    • Twilight Chocolate Souffle: A rich soufflé infused with deep elven cocoa and enchanted starlight, subtly sparkling when cut.
    • Silken Almond Crescents: Moon-shaped cookies made from finely crushed almonds and aged vanilla, dusted with fragrant powdered sugar.
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    Johaenella Furneacanth
    Kitchen Assistant

    Attributes:

    • IQ: 14
    • ME: 12
    • MA: 14
    • PS: 13
    • PP: 15
    • PE: 14
    • PB: 12
    • Spd: 14 -

    Hit Points & S.D.C:

    • Hit Points (HP): 20
    • S.D.C. (Structural Damage Capacity): 18
    • P.P.E. (Personal Energy Pool): 15

    Skills of Note

    • Cooking (Basic): (80%) - Though not formally trained, Johae has honed her skills through years of hands-on work in kitchens.
    • Kitchen Organization: (90%) - She excels in keeping the kitchen efficient and organized, ensuring every ingredient is prepped and ready to go.
    • Food Preparation (Vegetable Chopping, Meat Prepping, etc.): (85%) - Master of prep work, she can quickly and precisely prepare ingredients for any dish.
    • Taste Adjustment: (80%) - Johae has an intuitive sense for balancing flavors and textures, able to salvage any dish that is off.
    • Multitasking: (90%) - She can juggle multiple tasks at once without losing focus, a key skill in a busy kitchen environment.
    • Basic First Aid: (60%) - While she doesn't specialize in healing, she can handle basic kitchen injuries until more experienced help arrives.
    • Language (Elven & Common): (85%) - Fluent in both Elven and Common, facilitating communication in a diverse kitchen setting.

    Special Abilities:

    • Speed & Efficiency: Johae can multitask effortlessly, helping the kitchen run like a well-oiled machine.
    • Master Prep Work: She prepares ingredients quickly and precisely, ensuring the chefs have everything they need to create their masterpieces.
    • Taste Correction: Johae's instincts for flavor are unmatched, enabling her to correct any minor flaws in a dish before it is served.
    • Crisis Management: In the event of any kitchen disaster, Johae is the first to jump in and fix it without losing composure.

    Quirks:

    • Minimal Eating Habits: She rarely eats full meals, living on scraps, bits of bread, and tastes of finished dishes.
    • Finger Tapping: She often taps her fingers on countertops while thinking, creating a rhythm that others unconsciously follow.
    • Kitchen Trinket Collector: Johae has a growing collection of kitchen tools, including wooden spoons, spice tins, and antique rolling pins, each with sentimental value.
    • Recipe Journal: Though she has never been formally trained, Johae keeps hundreds of personal recipes in worn notebooks, which she rarely shares.

    Role at The Emberhearth:

    Johae is the glue that holds the kitchen together. She prepares ingredients, keeps stations organized, and ensures that everything runs smoothly. While chefs like Lyari Evenfaella and Amaril Whoshaerin receive the spotlight for their creations, Johae's steady hands and keen intuition ensure every dish is ready to meet their expectations. She works quietly, without seeking recognition, but her contributions are invaluable in the kitchen.

    Notable Contributions:

    • Perfectly Kneaded Dough: Johae's expert hands are responsible for creating the dough for every bread and pastry served.
    • Last-Minute Sauce Fixer: She can rescue any sauce disaster, adjusting its thickness, acidity, or seasoning with ease.
    • Stealthy Kitchen Coordination: While guests may never know her name, Johae is the reason the kitchen operates so smoothly behind the scenes.
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    Duinathane Kyaltheir
    Dish Cleaner/Utility Cook

    Attributes:

    • IQ: 12
    • ME: 14
    • MA: 13
    • PS: 15
    • PP: 13
    • PE: 14
    • PB: 11
    • Spd: 14

    Hit Points & S.D.C:

    • Hit Points (HP): 22
    • S.D.C. (Structural Damage Capacity): 19
    • P.P.E. (Personal Energy Pool): 10

    Skills of Note

    • Cleaning (Speed Cleaning): (85%) - Duin can scrub and wash dishes in record time, ensuring the kitchen remains clean and organized.
    • Ingredient Prep: (75%) - Though not a chef, he can prep ingredients, chop vegetables, and portion meats with impressive speed.
    • Kitchen Organization: (90%) - Duin keeps everything exactly where it needs to be, from tools to ingredients, ensuring the kitchen never slows down.
    • Anticipation: (80%) - He knows exactly what chefs need before they ask, whether it's an extra clean skillet or additional herbs.
    • Basic Cooking (Bread Making): (65%) - Duin is able to make simple but perfect bread, though he doesn't take credit for it.
    • Food Stain Removal: (90%) - Duin knows every trick to remove food stains from clothing, countertops, and cookware.
    • Language (Elven & Common): (85%) - Duin speaks fluently in both Elven and Common, helping him communicate in a multicultural kitchen environment.

    Special Abilities:

    • Speed Cleaning: Duin can clean a massive pile of dishes in a fraction of the time it takes most others.
    • Ingredient Prep: His efficiency in preparing vegetables, meats, and other ingredients makes him an essential part of the kitchen team.
    • Kitchen Organization Mastery: He is the king of organization, knowing exactly where everything should be and making sure nothing goes out of place.
    • Anticipation: Duin always knows what is needed, whether it's a clean knife or an extra pot, often before the chef even asks.

    Quirks:

    • Constant Work: Duin rarely ever stops working; even on breaks, he's cleaning something or tidying up the space around him.
    • Knife Collection: He has a personal collection of knives, incredibly sharp and well-maintained, though he uses them sparingly.
    • Prefers Tea: Duin prefers tea over alcohol, believing it helps him maintain his focus and keep the kitchen running smoothly.
    • Sentimental Apron: His apron, worn and patched from years of use, holds sentimental value, each repair a testament to his dedication.
    • Food Stain Expert: He is the go-to person for getting rid of food stains, with an uncanny knowledge of how to treat stains on anything, from clothing to cookware.

    Role at The Emberhearth:

    Duinathane is the quiet backbone of the kitchen, ensuring its smooth operation. While he isn't the one designing dishes or plating artistic creations, his work is vital. He makes sure that everything is organized and that the kitchen functions at peak capacity, even during the busiest hours. He might not seek recognition, but everyone in the kitchen knows that without him, the flow of service would be significantly hindered.

    Notable Contributions:

    • Ensuring Cleanliness: Duin ensures everything stays clean and organized, even in the chaos of service.
    • Fixing Mistakes: He quietly fixes mistakes and rescues near disasters before anyone even notices.
    • Making Perfect Bread: Duin is responsible for some of the best bread in The Emberhearth, though he refuses to take any credit for it.
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    Real Appearance

    Illusionary Appearance

    Ael`Korath - Head Bouncer

    Attributes:

    • IQ: 16
    • ME: 15
    • MA: 12
    • PS: 18
    • PP: 14
    • PE: 20
    • PB: 20
    • Spd: 12

    Hit Points & S.D.C:

    • Hit Points (HP): 35
    • S.D.C. (Structural Damage Capacity): 80
    • P.P.E. (Personal Energy Pool): 25

    Skills:

    • Combat Training (Hand-to-Hand): (90%) - Ael`Korath is highly skilled in hand-to-hand combat, ensuring it can handle threats efficiently and non-lethally.
    • Threat Detection (Magical Illusions): (95%) - Ael`Korath can see through magical illusions and detect hidden threats with ease.
    • Perception (Environmental Awareness): (85%) - It is highly perceptive of its surroundings, quickly noticing when something is out of place.
    • Leadership: (75%) - Though it doesn't speak much, Ael`Korath exudes silent authority and is able to take command in tense situations.
    • Defensive Posture: (80%) - It can adopt defensive stances that make it nearly impossible to knock down or harm in physical confrontations.

    Special Abilities:

    • Magical Vision: Ael`Korath's sapphire eyes can see through magical illusions, ensuring that deceptive individuals or hidden dangers cannot slip by unnoticed.
    • Unyielding Protector: As a guardian of the Silverthorn family, Ael`Korath will stop at nothing to protect Gaelenna and Thomael from any threat.
    • Imposing Presence: Its mere presence is enough to intimidate most, making Ael`Korath an effective deterrent against any unruly patrons or potential troublemakers.
    • Mechanical Endurance: Ael`Korath's mechanical body can withstand significant damage and keep functioning, allowing it to remain a steadfast protector through any conflict.

    Quirks:

    • Silent Guardian: Ael`Korath rarely speaks, but when it does, its words carry weight, often bringing immediate order to chaotic situations.
    • Old-World Technology: Ael`Korath sometimes exhibits mechanical quirks, like occasional creaking or whirring sounds, reminders of its ancient construction.
    • Loyalty to the Silverthorn Family: Ael`Korath shows unwavering loyalty to Gaelenna and Thomael, protecting them not just out of duty, but genuine affection for their well-being.
    • Constant Vigilance: It never fully rests, always on guard, constantly surveying the surroundings even when not actively engaged in protection.

    Role at The Emberhearth:

    Ael`Korath serves as the Head Bouncer at The Emberhearth. As the first line of defense, it ensures that only those with good intentions are allowed entry. With its keen eye for deception and its intimidating presence, Ael`Korath maintains order and discipline among patrons. Though it doesn't speak much, Ael`Korath's silent authority ensures that peace is kept within the establishment. Its mechanical form, though sometimes stiff and cold, carries the unmatched strength and loyalty needed to protect The Emberhearth and those within it.
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    Real Appearance

    Illusionary Appearance

    Vaelon`ithar - Secondary Bouncer

    Attributes:

    • IQ: 14
    • ME: 17
    • MA: 13
    • PS: 18
    • PP: 15
    • PE: 19
    • PB: 18
    • Spd: 14

    Hit Points & S.D.C:

    • Hit Points (HP): 30
    • S.D.C. (Structural Damage Capacity): 75
    • P.P.E. (Personal Energy Pool): 20

    Skills:

    • Combat Training (Hand-to-Hand): (85%) - Vaelon`ithar is highly trained in hand-to-hand combat, quickly incapacitating threats without lethal force.
    • Magical Shielding: (80%) - Vaelon`ithar can summon arcane shields to block incoming attacks, enhancing its defensive capabilities.
    • Threat Detection: (90%) - Capable of detecting both physical and magical threats, Vaelon`ithar can neutralize dangers before they escalate.
    • Perception (Environmental Awareness): (80%) - Vaelon`ithar can quickly assess and respond to changes in its environment, ensuring immediate action in high-stress situations.
    • Intimidation: (75%) - Vaelon`ithar's cold and imposing presence is enough to make most intruders think twice before making a move.

    Special Abilities:

    • Magical Shield: Vaelon`ithar can create a magical barrier to protect itself or others from attacks, making it nearly impervious to harm.
    • Arcane Precision: It is capable of striking with deadly precision, using its enhanced combat abilities to neutralize threats swiftly and efficiently.
    • Non-Lethal Force: While capable of devastating force, Vaelon`ithar prefers to subdue opponents without causing permanent harm, adhering to a strict code of non-lethal action unless absolutely necessary.
    • Battlefield Awareness: Vaelon`ithar can remain calm under pressure, quickly assessing the battlefield and adjusting its tactics to maintain control.

    Quirks:

    • Cold Efficiency: Vaelon`ithar operates with mechanical precision, rarely wasting motion or energy, and is always focused on the task at hand.
    • Imposing Silence: It speaks only when necessary, often communicating through gestures and its presence, which is enough to command authority.
    • Preferred Battlefield: Vaelon`ithar excels in controlled environments where its tactics and combat prowess are maximized, often avoiding open spaces where its defensive abilities are less effective.
    • Repair Rituals: Vaelon`ithar has a specific routine for maintaining its body, ensuring that its systems remain in perfect working order. It considers any malfunction or degradation a personal failure.

    Role at The Emberhearth:

    Vaelon`ithar serves as the secondary bouncer, acting as both a deterrent and an enforcer at The Emberhearth. While it is more aggressive than Ael`Korath, Vaelon`ithar shares a deep loyalty to the Silverthorn family, ensuring that any troublemakers are dealt with swiftly and without hesitation. Its presence in the Emberhearth is enough to keep most guests in line, while its cold efficiency and combat prowess make it an invaluable protector of the establishment.
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    Real Appearance

    Illusionary Appearance

    Elira`nalor - Support Bouncer

    Attributes:

    • IQ: 15
    • ME: 16
    • MA: 17
    • PS: 12
    • PP: 18
    • PE: 14
    • PB: 23
    • Spd: 16

    Hit Points & S.D.C:

    • Hit Points (HP): 25
    • S.D.C. (Structural Damage Capacity): 45
    • P.P.E. (Personal Energy Pool): 15

    Skills:

    • Diplomacy: (85%) - Elira`nalor excels in peaceful negotiation, using calm gestures and words to defuse tension before it escalates.
    • Calming Magic: (90%) - Elira`nalor can cast soothing spells that ease emotions and promote peace, often calming agitated individuals without the need for words.
    • Conflict Resolution: (80%) - It can assess potential conflict and take the necessary actions to prevent violence, focusing on peaceful outcomes.
    • Perception (Emotional Insight): (85%) - Elira`nalor has a keen sense for emotional undercurrents, able to identify when someone is lying or when tension is building.
    • Movement (Agility): (70%) - It moves with grace, ensuring that it never appears threatening and can easily navigate through crowds or around obstacles in a delicate manner.

    Special Abilities:

    • Calming Aura: Elira`nalor can radiate a soothing energy that relaxes those around it, helping to prevent conflicts from escalating.
    • Diplomatic Tact: With an innate ability to read and de-escalate tense situations, Elira`nalor can often diffuse aggression without physical confrontation.
    • Emotion Manipulation: It has limited control over others' emotions, able to subtly influence feelings like anger or fear to promote peace and cooperation.
    • Subtle Intervention: Elira`nalor can intervene in disputes quietly, using non-verbal gestures or soft-spoken words to resolve conflicts before violence becomes necessary.

    Quirks:

    • Silent Mediator: Elira`nalor rarely speaks unless absolutely necessary. It often communicates through gestures or soft body language.
    • Love for Harmony: Elira`nalor enjoys maintaining peaceful environments, often seen tending to small matters such as arranging seating or calming patrons during quiet moments.
    • Protective Presence: Despite its gentle approach, Elira`nalor is highly protective of the Silverthorn family, stepping in if peace is threatened.
    • Subtle Music: Elira`nalor has a soft, calming hum that emanates from its body when it is at ease, which some patrons find soothing.
    • Dislikes Conflict: Elira`nalor actively seeks out peaceful resolutions and dislikes engaging in violence, even when it's justified.

    Role at The Emberhearth:

    Elira`nalor serves as the calming force among the bouncers, often stepping in when situations begin to heat up. With a focus on diplomacy and de-escalation, Elira`nalor ensures that tensions don't rise into full-blown conflicts. It is an expert at resolving disputes and ensuring that the Emberhearth remains a place of peaceful enjoyment, but when necessary, it can stand its ground and defend the establishment.
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    Real Appearance

    Illusionary Appearance

    Tethril`raen - The Last Resort Bouncer

    Attributes:

    • IQ: 18
    • ME: 20
    • MA: 10
    • PS: 22
    • PP: 18
    • PE: 25
    • PB: 15
    • Spd: 14

    Hit Points & S.D.C:

    • Hit Points (HP): 45
    • S.D.C. (Structural Damage Capacity): 80
    • P.P.E. (Personal Energy Pool): 25

    Skills:

    • Combat (Arcane Energy Manipulation): (95%) - Tethril`raen can channel raw arcane energy to create devastating blasts, shockwaves, and defensive barriers.
    • Advanced Combat Tactics: (90%) - It is a tactical enforcer, knowing when to strike and when to defend, ensuring maximum efficiency in combat.
    • Endurance: (95%) - Tethril`raen has been built to last, with superior endurance to both physical and magical attacks.
    • Weaponry (Arcane Constructs): (80%) - While it doesn't use traditional weapons, Tethril`raen can form and wield magical constructs of energy to attack enemies at range.
    • Intimidation: (100%) - Tethril`raen exudes an aura of terror. Its mere presence is often enough to discourage any would-be threats from taking action.

    Special Abilities:

    • Arcane Energy Blasts: Tethril`raen can unleash destructive bursts of pure arcane energy, obliterating anything in its path.
    • Shockwave Generation: By slamming its armored fists into the ground, Tethril`raen can send out a concussive shockwave that disorients and immobilizes enemies within a large radius.
    • Magical Shields: Tethril`raen can create powerful arcane barriers that deflect physical and magical attacks, rendering it nearly invulnerable to harm.
    • Destructive Precision: Tethril`raen is capable of targeting specific weak points in an opponent's defense, ensuring that even the most formidable of enemies can be overcome.

    Quirks:

    • Silent Enforcer: Tethril`raen does not speak, nor does it need to. Its actions speak louder than any words could.
    • Imposing Presence: It often stands in silence, watching and waiting for a command. Its mere presence is enough to instill fear in any who encounter it.
    • Unyielding Loyalty: Tethril`raen follows its commands without question, viewing its duty as the last line of defense for the Silverthorn family.
    • Unrelenting: Once activated, Tethril`raen will pursue its target until the threat is neutralized, no matter how long or difficult the task may be.

    Role at The Emberhearth:

    Tethril`raen is the ultimate line of defense at the Emberhearth. It is the last resort, the final solution to any threat that cannot be resolved by the other Bouncers. Its mere presence deters most, but when called upon, it can annihilate even the most formidable adversaries with overwhelming force.
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  2. Moonwhisper Orchard:

    (Elven):,Orchard (Cherries and Apricots) top

  3. Purity Pails Laundry:

    Purity Pails Laundry stands near the center of the New Section of Newhaven built over a natural Hotspring that is used to fill, drain, and clean the various laundry vats and wash the chemicals from the laundry after they are washed. The facade is made of timber and stone, with a pine-shingled roof. A sign, hand painted with a depiction of clean linen hanging on a line, swings gently in the breeze, announcing the establishment's purpose to passersby, although its purpose is obvious from the odor of cleaning chemicals wafting from its open windows. The entrance is a simple, unmarked wooden door. The interior smells of soap, lye, bleach, and other chemicals. It is poorly lit and has a stone and mortar floor. A large back door opens to several lines to air dry the clothes. The main workspace has large wooden tables where the laundress meticulously folds, sorts, and mends garments. Wooden shelves are stocked with various soaps, herbs, and other cleaning agents used in the laundering process. They have various tools to clean clothes, sheets, blankets, rugs, and other cloth items. They use small and large wash tubs, washboards, a beedle for pounding clothes and rugs, drying racks and lines, and flat irons, heated in a small charcoal brazier, to press and iron the items once dried. They even have a horizontal water wheel that straddles part of the interior spring attached to a series of belts and pullies to power agitators in a few large wash tubs, as well as a wringer to squeeze the water from the cleaned articles before hanging them on drying racks and lines. The owner, Audrey Thornton, is a human woman in her late 40s with a strong and weathered demeanor that reflects years of hard work. Her hands bear the chap marks and redness of countless washings in harsh chemicals, and her graying hair is often tied back into a practical bun to keep it away from her sweat-stained face. She wears simple, well-worn clothing, generally covered in sweat and in need of a good washing by the end of the day. She speaks more in grunts than words, allowing her assistant to deal with customers who need to talk. She works long days without complaint, but the decades of work are taking their toll on her ache-ridden back, frequently making her grunts come out more gruff than intended. Her favorite job nowadays is ironing and folding lines, finding the warmth of the charcoal brazier comforting to her aching bones. Apprentice: Thomas Weaver is a neighborhood human boy of about sixteen with the typical wiry frame of a vigorous youth. His mother, Yolia, convinced Audrey to take him on to get him off the streets. Though not yet calloused like Audrey's, his hands bear the first signs of hard work. His unruly brown hair often peeks out from under his well-worn cap, and his bright blue eyes reflect a curiosity about the world beyond the shop. He wears a simple, patched-up tunic and trousers. He would prefer to be in the streets with his friends but is proud of the money he makes to help his family, which makes the job bearable. He is fascinated by the water wheel mechanism and enjoys watching the laundry spin in the powered tubs. He is oddly talented at working the clotheslines, folding the dried clothes, and carefully placing them into baskets for pickup, a skill he learned helping his mom all these years. Items:
    • Bar of Soap: 2 cp
    • Bundle of Lavender: 5 sp
    • Cedarwood Laundry Chest: 5 gp
    • Clothespins (set of 10): 5 cp
    • Darned Linen Shirt: 5 sp
    • Enamel Wash Basin: 1 gp
    • Fine Linen Tablecloth: 3 gp
    • Flat Iron: 1 sp
    • Handkerchief: 1 sp
    • Hand-Knit Woolen Socks: 2 sp per pair
    • Handmade Linen Apron: 2 sp
    • Herb-Infused Laundry Sachet: 2 sp
    • Iron Laundry Rings (set of 6): 2 sp
    • Linen Towel: 1 sp
    • Mending Needle Set (assorted sizes): 5 cp
    • Small Wooden Washboard: 5 cp
    • Sturdy Laundry Basket: 2 sp
    • Travel-Size Folding Clothesline: 5 cp
    • Travel-Size Stain Remover Po􀀡on (single use): 1 gp
    Services:
    • Basic Laundry Service (per load): 5 sp
    • Custom Scented Laundry Service (choose from lavender, chamomile, or rose): 2 sp
    • Linen Folding and Packing Service (for travel): 5 sp
    • Linen Mending and Patching Service: 5+ sp
    • Pressing and Ironing Service (per garment): 1 sp
    • Stain Removal Service (per garment): 2 sp
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    Audrey Thornton - Shop Owner & Master Laundress

    Attributes:

    • IQ: 14
    • ME: 15
    • MA: 9
    • PS: 17
    • PP: 10
    • PE: 18
    • PB: 8
    • Spd: 8

    Hit Points & S.D.C:

    • Hit Points (HP): 30
    • S.D.C. (Structural Damage Capacity): 40
    • P.P.E. (Personal Energy Pool): 10

    Skills:

    • Laundering & Textile Care: (90%): Decades of experience have made her an expert in washing, drying, ironing, and folding all manner of garments and linens.
    • Cleaning Techniques (Chemical/Herbal): (75%): Knows how to mix and apply solutions for stubborn stains using both traditional and folk methods.
    • Endurance: (85%): Capable of working long days in hot, humid conditions with minimal rest.
    • Ironing & Folding: (95%): Finds comfort in repetitive motion and heat, mastering even the most delicate folds.
    • Customer Avoidance (Unofficial): (N/A): Expert at handing off chatty customers to someone else without offending them.
    • Grunt Communication: (Fluent): Can express annoyance, agreement, or readiness with subtle vocal inflections.

    Background:

    Audrey is a weathered woman in her late 40s whose life has been shaped by hard labor and long hours. Her rough hands, stained clothing, and sunken posture speak of years spent tending fires, hauling linens, and scrubbing stains. Her graying hair is always pulled back, and she communicates more with grunts and glares than words. Though gruff, she cares deeply about her work and the few people she lets close, like Thomas. Her favorite task these days is ironing by the charcoal brazier, the warmth easing her back pain.
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    Thomas Weaver - Apprentice

    Attributes:

    • IQ: 13
    • ME: 12
    • MA: 14
    • PS: 10
    • PP: 11
    • PE: 12
    • PB: 13
    • Spd: 15

    Hit Points & S.D.C:

    • Hit Points (HP): 18
    • S.D.C. (Structural Damage Capacity): 22
    • P.P.E. (Personal Energy Pool): 10

    Skills:

    • Basic Carpentry: (45%): Has begun learning how to shape wood and understands basic tools.
    • General Maintenance: (40%): Knows how to clean, oil, and preserve shop tools and equipment.
    • Cooking: (35%): Can prepare simple meals and follow basic instructions.
    • Running: (50%): Has a swift pace and strong legs from years of street roaming.
    • Awareness of Surroundings: (40%): Street instincts have taught him to notice potential trouble.

    Background:

    Thomas is a wiry sixteen-year-old human boy with bright blue eyes and a mop of unruly brown hair. Often seen wearing a patched tunic and worn cap, he was taken in by Audrey at the insistence of his mother, Yolia, in hopes of giving him a better future. Though new to hard work, his hands already show signs of developing calluses. Curious and quick, he's eager to prove himself.
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  4. Serenity Healer's Hall:

    top

  5. Elaran'Thalas (Hall of Justice)

    Location: New section of Newhaven. Architecture: Crafted from living whitewood and silverstone, the Hall blends elven elegance with natural harmony. Great arched pillars rise like the trunks of trees, braided with ivy and soft-glowing blue crystals grown by arcane horticulture. Translucent green crystal panes form the roof, allowing sunlight or moonlight to bathe the central chamber. The air within always carries the clean scent of rain and growing leaves. Exterior Details:
    • Intricate carvings of Corellon Larethian, Sehanine Moonbow, and the other Seldarine gods line the archways.
    • The outer courtyard, called the Path of Mercy, features reflective pools, judicial statues, and a Tree of Oaths where Justicars make their vows.
    • A soft chime sounds when one steps under the outer portico, no bell, just the singing of magic reacting to truthfulness.

    Interior Layout:

    1. The High Rotunda of Judgment:
      • A vast open dome with tiered seating around a smooth, polished floor of moonstone.
      • In its center lies the Circle of Truth, a magically warded space where testimony is heard.
      • Floating blue crystal lanterns hover in the air, glowing brighter when lies are spoken.
      • Justice is not declared loudly here: Justicars speak in calm, resonant Elven, and silence is enforced by enchantment.
    2. The Justicar's Wing (Sanctum of the Silver Bough):
      • Private quarters, armories, and war rooms for the six Justicars.
      • Each has a study lined with ancient case-scrolls and magical tomes, an armor stand carved with Seldarine runes, and a meditation alcove lit by natural light.
      • The Justicar's Oath Circle: a round room where the six gather in council and perform rites of judgment: features six chairs arranged around a living bonsai silverwood tree grown from the sacred bough of Arethane.
    3. The Chamber of Petitions:
      • Open to Newhaven's citizens, this sun-drenched chamber has no doors, only veils of woven moon-silk.
      • Here, the people bring disputes, grievances, or seek absolution under Seldarine law.
      • Priests of Corellon and legal scribes assist Justicars in interpreting both divine and civic justice.
    4. The Vault of Shadows:
      • Beneath the Hall lies a secret tribunal chamber for trials of espionage, demonkind, and traitors.
      • Only the senior Justicars and the High Speaker of the Order may convene here.
      • It is warded against scrying, teleportation, and deception.

    Symbolism and Rituals:

    • Justice Trees grow around the perimeter: they are said to bloom only when the law is honored, and wither when it is broken.
    • Each Justicar inscribes their name upon the bark when they take the Oath of the Silver Bough.
    • Moonrise Hearings are held under open sky on high holy days of the Seldarine, particularly honoring Sehanine and Corellon.

    Order of the Silver Bough: Justicars of Newhaven

    • Lord Sir Tamrealis Aelrindel
      Role: High Magistrate of Newhaven
      Background: A veteran of three border wars and devout servant of Corellon Larethian, Tamrealis is a stern but fair arbiter of ancient Elven law. His word is final in the Hall of Verdant Judgment.
    • Dame Aelaris Myrthien
      Role: Keeper of Petitions
      Background: A gentle speaker and intuitive empath, Aelaris presides over civil hearings in the Chamber of Petitions. She's known for uncovering deep truths with a single question.
    • Sir Davenerial Virellan
      Role: Marshal of Trials
      Background: A former knight turned investigator, Davenerial is relentless in exposing corruption and is the lead Justicar for criminal trials in the High Rotunda.
    • Dame Serelthia Duskryn
      Role: Overseer of the Vault of Shadows
      Background: Mysterious and feared, Serelthia handles cases of espionage and demonic infiltration. Only whispers follow her footsteps in the secret halls beneath the Court.
    • Sir Eryndor Naelith
      Role: Speaker of Oaths
      Background: Eryndor guards the sacred traditions of Seldarine law. He is known for his deep knowledge of ritual, and he maintains the Tree of Oaths within the Path of Mercy.
    • Justicar Faelarion Thiramin
      Role: Arbiter of Appeals
      Background: Calm and deliberate, Faelarion is often the final voice in disputed cases. His presence at a tribunal is viewed as both mercy and last resort.

      Elven Law in Newhaven

      1. Foundational Principles
        1. Harmony and Balance: Elven law is not founded on domination or deterrence, but on restoration and equilibrium. Justice exists to restore the balance of relationships, between individuals, the community, and the natural world.
          • Nature-Centric Codes: Laws protect sacred places, rare species, and arcane energies that permeate elven lands. Destruction of nature is treated as spiritual blasphemy.
          • Consequences are Cyclical: A wrong ripples outward, thus, justice must repair the web, not just punish the offender.
        2. Longevity & Precedent: Given their long lifespans, Elves maintain vast oral and written legal traditions.
          • Ancient Precedent: Laws rarely change, instead accumulating through centuries of arbitration.
          • Memory as Authority: Elders are often consulted not for status, but for living memory of similar judgments.
        3. Divine Guidance and The Seldarine: All Elven law flows from the teachings of the Seldarine, particularly Corellon Larethian.
          • Oaths & Ritual Law: Sworn oaths in the names of the gods bind a soul and are enforced magically.
          • Clerical Oversight: Priests of Corellon often serve as interpreters of divine law in complex matters.
      2. Legal Procedures and Customs
        1. The Circle of Truth (in the High Rotunda): A magically warded space where the accused and accuser speak without enchantment or illusion. Lies glow visibly in the air or cause harmonic disruption in magical crystal lanterns.
          • Silence is Sacred: The accused may not be interrupted. Enchanted silence preserves solemnity.
          • Calm Judgment: The Justicars speak in serene Elven, emphasizing the dignity of the trial.
        2. Trial by Consensus (Oath Circle): Major decisions are reached by agreement among the six Justicars, who each represent a different facet of justice (judgment, mercy, retribution, inquiry, healing, lawkeeping).
          • Deliberative Model: Votes are not taken lightly. Sessions may last days in complex cases.
          • Magic as Aid, not Proof: Divination is used cautiously. The Elves believe even the gods respect free will.
        3. Restorative Sentencing: Most Elven sentences seek to transform the offender through reparative tasks.
          • Balance Sentences: A thief may serve their victim or restore what was broken.
          • Exile or Rebirth: In extreme cases, memory-altering rituals or binding pacts may be used.
      3. Codified Law: Examples
        • The Law of Verdant Sovereignty: "He who strikes the roots of the world shall be judged by her tears." (Laws against destruction of forested lands.)
        • The Law of Names and Faces: "To wear another's face without sanction is to wear their crimes." (Laws against impersonation or illusion.)
        • The Law of Moonlight Binding: "What is sworn under the Eye of Sehanine cannot be undone without blood." (Sacred oaths, particularly marriage, duels, and vengeance pacts.)
      4. Social Enforcement - Public Shame as Deterrent: Minor offenders may face public memory rituals, binding them to community service under magical observation.
      5. Justice Trees: Saplings planted in honor of just outcomes. If they wither, it is seen as a spiritual failing in the verdict.
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      Lord Sir Tamrealis Aelrindel

      High Magistrate of Newhaven

      14th Level Justicar

      Race: Elf
      Alignment: Principled
      Gender: Male
      Age: 428
      Height: 6'2"
      Weight: 170 lbs
      Land of Origin: Arethane
      Religion: Follower of the Seldarine Attributes:
      • I.Q.: 18
      • M.E.: 20
      • M.A.: 22
      • P.S.: 15
      • P.P.: 17
      • P.E.: 14
      • P.B.: 19
      • Spd.: 18
      Health & Combat Stats:
      • Hit Points: 61
      • S.D.C.: 50
      • P.P.E.: 64
      Skills of Note:
      • Interrogation (+60%)
      • Law (Elven & Civil) (+65%)
      • Lore: Demons & Monsters (+55%)
      • Detect Ambush (+60%)
      • W.P. Sword, W.P. Shield
      Weapons & Equipment:
      • Silver-etched Elven Longsword (2D6+2, +1 strike/parry)
      • Runic Scale Mail (A.R. 15, S.D.C. 60, silent enchantment)
      • Cloak of Inquisition (resists illusions, +2 save vs mind control)

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      Lady Aelaris Myrthien

      Keeper of Petitions

      10th Level Justicar

      Race: Elf
      Alignment: Principled
      Gender: Female
      Age: 611
      Height: 6'0"
      Weight: 150 lbs
      Land of Origin: Arethane
      Religion: Follower of the Seldarine Attributes:
      • I.Q.: 19
      • M.E.: 21
      • M.A.: 15
      • P.S.: 13
      • P.P.: 18
      • P.E.: 16
      • P.B.: 17
      • Spd.: 20
      Health & Combat Stats:
      • Hit Points: 56
      • S.D.C.: 46
      • P.P.E.: 78
      Skills of Note:
      • Wards & Runes (+60%)
      • Interrogation (+50%)
      • Intelligence (+55%)
      • Law: Criminal (+65%)
      • Lore: Demon & Magic Symbols (+50%)
      Weapons & Equipment:
      • Runeblade of Binding (3D6+3, binds target on natural 19-20)
      • Enchanted Vaultkeeper Robes (A.R. 12, S.D.C. 40, +2 to save vs magic)
      • Amulet of Seldarine Sanction (+3 vs possession, glows in presence of demonic entities)

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      Sir Davenerial Virellan

      Marshal of Trials

      10th Level Justicar

      Race: Elf
      Alignment: Scrupulous
      Gender: Female
      Age: 334
      Height: 5'9"
      Weight: 125 lbs
      Land of Origin: Arethane (Newhaven)
      Religion: Follower of the Seldarine Attributes:
      • I.Q.: 17
      • M.E.: 21
      • M.A.: 24
      • P.S.: 12
      • P.P.: 17
      • P.E.: 13
      • P.B.: 23
      • Spd.: 15
      Health & Combat Stats:
      • Hit Points: 52
      • S.D.C.: 46
      • P.P.E.: 58
      Skills of Note:
      • Public Speaking (+65%)
      • Law (Elven & Religious) (+60%)
      • Lore: Spirits (+55%)
      • Sing (+60%)
      • W.P. Dagger
      Weapons & Equipment:
      • Silver Dagger of Resolve (1D6, truth-detecting glow)
      • Robes of the Seldarine Voice (A.R. 10, +10% to Law)
      • Medallion of Sehanine (glows softly when lies are spoken)

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      Lady Serelthia Valaith

      Overseer of the Vault of Shadows

      12th Level Justicar

      Race: Elf
      Alignment: Scrupulous
      Gender: Female
      Age: 334
      Height: 5'9"
      Weight: 125 lbs
      Land of Origin: Arethane (Newhaven)
      Religion: Follower of the Seldarine Attributes:
      • I.Q.: 17
      • M.E.: 21
      • M.A.: 24
      • P.S.: 12
      • P.P.: 17
      • P.E.: 13
      • P.B.: 23
      • Spd.: 15
      Health & Combat Stats:
      • Hit Points: 52
      • S.D.C.: 46
      • P.P.E.: 58
      Skills of Note:
      • Public Speaking (+65%)
      • Law (Elven & Religious) (+60%)
      • Lore: Spirits (+55%)
      • Sing (+60%)
      • W.P. Dagger
      Weapons & Equipment:
      • Silver Dagger of Resolve (1D6, truth-detecting glow)
      • Robes of the Seldarine Voice (A.R. 10, +10% to Law)
      • Medallion of Sehanine (glows softly when lies are spoken)

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      Faelarion Duskwind

      Arbiter of Appeals

      10th Level Justicar

      Race: Elf
      Alignment: Principled
      Gender: Male
      Age: 361
      Height: 6'0"
      Weight: 162 lbs
      Land of Origin: Arethane
      Religion: Follower of the Seldarine Attributes:
      • I.Q.: 16
      • M.E.: 19
      • M.A.: 18
      • P.S.: 13
      • P.P.: 20
      • P.E.: 16
      • P.B.: 16
      • Spd.: 19
      Health & Combat Stats:
      • Hit Points: 49
      • S.D.C.: 52
      • P.P.E.: 50
      Skills of Note:
      • Interrogation (+55%)
      • Detect Concealment (+65%)
      • Prowl (+60%)
      • Law (Criminal) (+55%)
      • W.P. Knife, W.P. Crossbow
      Weapons & Equipment:
      • Nightpiercer Crossbow (2D6, enchanted silence)
      • Shadowcloak (+20% to prowl, A.R. 12)
      • Boots of Swift Step (+2 Speed, +10% Prowl)

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      Sir Eryndor Naelith

      Speaker of Oaths

      11th Level Justicar

      Race: Elf
      Alignment: Principled
      Gender: Male
      Age: 295
      Height: 6'2"
      Weight: 140 lbs
      Land of Origin: Arethane
      Religion: Follower of the Seldarine Attributes:
      • I.Q.: 20
      • M.E.: 19
      • M.A.: 20
      • P.S.: 10
      • P.P.: 15
      • P.E.: 14
      • P.B.: 22
      • Spd.: 13
      Health & Combat Stats:
      • Hit Points: 45
      • S.D.C.: 38
      • P.P.E.: 72
      Skills of Note:
      • Ritual Casting (+70%)
      • Lore: Magic (+60%)
      • Law (Ceremonial) (+60%)
      • History: Elven (+55%)
      • W.P. Staff
      Weapons & Equipment:
      • Staff of Verdict Flame (2D6 fire, casts Light of Truth)
      • Ceremonial Justicar Robes (A.R. 9, +10% to Ritual Casting)
      • Scroll Case of Divine Writs

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    • Willowshade Farmhouse:

      (Half-Elven):,Ordinary Farm top

    • Highbranch Farmhouse:

      (Elven):,Ordinary Farm top

    • Brindlebrook Orchard:

      (Halfling):,Orchard (Mixed Berries) top

    • Elmshade Farmhouse:

      (Human):,Ordinary Farm top

    • Silverbranch Winery:

      Nestled along the banks of the Gryphon River in the newly developed section of Newhaven, Silverbranch Winery is a crown jewel of elven winemaking. This renowned establishment is the newest one of several vinyards owned by the King and serves as a testament to the deep-rooted elven mastery of winemaking, blending ancient traditions with refined techniques passed down through millennia. The Gryphon River's cool, mineral-rich waters nourish the soil, contributing to the rich flavors of the winery's exceptional vintages. Silverbranch Winery spans approximately 40 acres of lush, carefully cultivated fields where grapevines, berries, and other fruit-bearing plants grow in harmony. The vineyard is divided into the Main Fields, where moonberry, nightgrape, and starfruit vines dominate, and the Adjacent Fields, which grow specialty fruits for unique blends. Owned by King Rhysanus, Silverbranch Winery produces some of the finest wines in the Kingdom of Arethane. The estate's prized wines are often reserved for royal feasts and diplomatic gatherings, though select vintages are sold to prominent elven families and nobles. The winery's reputation extends far beyond Newhaven, with its wines sought after in cities across the world.

      Architecture and Layout

      The winery is contained entirely within an elegant three-story building of smooth white stone and pale goldenwood, situated directly on the riverbank. Intricate carvings of grapevines and silver leaves decorate the archways and doorframes, while the crest of House Ariquis, is etched above the grand entrance. Delicate stained-glass windows depict scenes of bountiful harvests and moonlit vineyards.
      • The Ground Floor:
        • Fermentation Hall: The heart of the winery, where polished oak barrels and crystal vats are carefully maintained to preserve the delicate flavors of the wine. The hall is kept cool through a series of enchanted elven runes that regulate temperature and humidity.
        • Tasting Room: A spacious hall lined with silverwood beams and decorated with hanging vines. Elven crystal goblets are used for tastings, and the ceiling features a magical illusion of a starry night sky.
        • Processing Area: The freshly harvested grapes and fruits are brought here for sorting, crushing, and initial fermentation.
      • The Second Floor:
        • Administrative Offices: The private offices of Lady Valeria Caelthorn and the senior staff are located here.
        • Guest Quarters: Private suites for visiting nobles and diplomats.
        • Library: A collection of ancient scrolls and tomes on elven winemaking traditions and agricultural lore.
      • The Third Floor:
        • Private Dining Hall: Reserved for intimate gatherings and tastings with elite guests.
        • Observation Balcony: Overlooks the vineyards and the Gryphon River, providing a breathtaking view at sunset.
      • The Wine Cellars (Underground):
        • The deepest levels of the winery, carved into the stone beneath the building, house the most prized vintages. Bottles over 400 years old are stored here under heavy magical protection and guarded by the Silverbranch Guard.
        • Temperature and humidity are maintained by ancient elven runes, ensuring the wines age perfectly over centuries.

      Management and Key Figures

      Lady Valeria Caelthorn: Steward of the Winery

      Lady Valeria is a calm and precise individual with an eye for detail. Her deep connection to the land and elven magic allows her to sense changes in the vineyard's health and the delicate balance of each vintage. Valeria descends from an ancient line of Elven vintners who have managed the Silverbranch Winery for generations. She serves as both steward and winemaker, directly answering to King Rhysanus.

      Lord Kaelith Caelthorn: Master of the Vineyards

      Kaelith meticulously oversees planting, pruning, and harvesting. He leads the workers with a gentle but firm hand, ensuring the grapes are picked under the correct moon phase for the finest flavor.

      Elarin Caelthorn: Vineyard Horticulturist

      Elarin is the son of Lady Valeria and Lord Kaelith. A skilled botanist and druid, he ensures the health of the vineyard's soil and vines. His bond with the land allows him to use subtle earth magic to maintain balance and encourage growth. Elarin's understanding of plants and magical energy makes him indispensable to the winery's success.

      Elarion Starwhisper: Cellar Master

      Elarion ensures that the wines are properly aged and blended. His understanding of both magical and alchemical properties allows him to refine the fermentation process, enhancing the subtle flavors of moonberry and starfruit.

      Cylwen Lirael: Tasting Mistress Cylwen manages the tasting room and handles diplomatic guests. Her ability to recall the details of vintages produced over centuries is highly valued in royal court politics.

      Security and Protection

      • The cellars are enchanted with protective wards to prevent theft or sabotage.
      • Magical illusions and hidden passageways provide emergency exits in case of attack or infiltration.
      • The vineyards and cellars of Silverbranch are under the constant protection of a small but elite unit of Elven rangers. Tasked with ensuring the safety of the winery and its precious vintages, these rangers are hand-selected by King Rhysanus himself for their loyalty, skill, and discretion. They patrol the vineyards at all hours, warding off potential threats and safeguarding the winery's secrets.

          The leader of the Silverbranch Guard is Captain Aerion Velassar, a veteran ranger with centuries of experience. His tactical mind and keen instincts make him a formidable protector of the vineyard.
          Key Members of the Silverbranch Guard:
          • Waelar Orithiel: A sharp-eyed archer, Faelar's precision and calm demeanor have made him one of the most trusted members of the guard.
          • Sylraen Starwhisper: A master tracker and scout, Sylraen is known for her ability to disappear into the foliage and strike with deadly accuracy.
          • Akaelion Vaelaris: A swordmaster and close-combat specialist, Kaelion's skill with a blade is matched only by his loyalty to the crown.
          • Deloria Moonbrook: A ranger-mage who specializes in protective spells and magical barriers, Eloria's enchantments help conceal and protect the vineyard from intruders.
          • Sthandor Duskbane: The eldest of the guards, Thandor's wisdom and deep knowledge of the Vale's geography make him invaluable during crises.
          • Farannis Velara: Aerion's second-in-command, Arannis is a strategist and tactician, ensuring the guard's patrols are meticulously planned and executed.
          • Vaeril Dawnsinger: A swift and agile ranger known for his unmatched speed, Vaeril is often the first to respond to threats.
          • Tyra Elensar: A healer and marksman, Lyra's ability to switch from supporting her comrades to striking down enemies makes her a versatile asset.

        Exports and Trade:

        Silverbranch Winery's products are exported to Elven and Human cities alike, with Saerloonian Glowfire and Elverquisst fetching particularly high prices at Human markets. Feywine, however, remains a strictly Elven indulgence, rarely offered to non-Elves except in rare circumstances or under the influence of mischief.

        Silverbranch Winery Price List

        Wines

        Name Description Price (Silver) Price (Gold) Availability
        Feywine A rare and magical Elven drink made from flower nectar, honey, and secret ingredients. Highly intoxicating for non-Elves and known to induce prolonged, euphoric revelry. Not for sale Not for sale Elves Only
        Elverquisst A ruby-colored liquor magically distilled from summer fruits and sunlight. It glows faintly and is highly prized for its smooth, iridescent flavor. 200 silver 40 gold Nobility and Special Guests
        Quefirre A distilled rice-based wine, light and fragrant with a delicate sweetness. 30 silver 6 gold Public
        Saerloonian Glowfire Pale, luminous white wine with a crisp pear flavor and a faint shimmer. 40 silver 8 gold Public
        Saerloonian Topaz A yellow-amber wine with nutty undertones and bold fruit overtones. 50 silver 10 gold Public
        Arabellan Dry A fine red wine with dry, woodsy overtones and a subtle berry finish. 35 silver 7 gold Public
        Berdruskan Dark A heavy, sweet, almost black wine with high alcohol content and a lingering burn. 70 silver 14 gold Nobility and Export
        Morimatra A dark spiced wine favored by the Drow, produced in small quantities due to its rarity and complex spice profile. 120 silver 24 gold Exclusive to the Royal Family
        Nightgrape Noir A dark, almost black wine with notes of plum and bitter chocolate. 150 silver 30 gold Exclusive to the Royal Family
        Moonberry Reserve Deep red with hints of black cherry and spice. Aged 30 years. 100 silver 20 gold Royal and Noble Houses Only
        Starfruit Blossom Light golden with floral and honeyed notes. Crisp and refreshing. 50 silver 10 gold Public
        Silverleaf Blanc Pale white with citrus and herbaceous undertones. Light and dry. 40 silver 8 gold Public
        Emberred Sunset Rosé with hints of strawberry and melon. Sweet and smooth. 45 silver 9 gold Public

        Meads and Honey-based Wines

        Name Description Price (Silver) Price (Gold) Availability
        Mead A delicate fermented honey wine, lightly sweet and well-suited to the Elven palate. 20 silver 4 gold Public
        Evermead Imported from Eavermysst, Evermead is considered the finest honey-based drink among Elves. 80 silver 16 gold Nobility and Special Guests
        Clarry A table wine blend, sweetened with honey and spiced for warmth and depth. 25 silver 5 gold Public

        Fruit and Specialty Wines

        Name Description Price (Silver) Price (Gold) Availability
        Talkana A potent sweet purple wine made from Ram Berries. 40 silver 8 gold Public
        Mushroom Wine A clear, earthy wine made from fermented mushrooms, offering an umami-like complexity. 50 silver 10 gold Nobility and Export

        Juices and Non-Alcoholic Options

        Name Description Price (Silver) Price (Gold) Availability
        Sisyita`tae A non-alcoholic blend of sisyita nectar and apple juice, served chilled. 10 silver 2 gold Public

        Events and Reputation

        • Harvest Festival: The Silverbranch Harvest Festival is held each autumn, where nobles and commoners alike are invited to celebrate the year's harvest.
        • Royal Gatherings: King Rhysanus often holds diplomatic meetings at the winery, using its reputation and fine wines to impress foreign emissaries.
        • Exclusive Tasting Nights: Once a month, Lady Valeria invites select nobles and honored guests for an exclusive tasting of rare vintages.

        Rumors and Secrets

        • The Oldest Wines, Gifts of Time and Sight: Whispers among the nobility speak of the oldest vintages stored deep within the wine cellars, some said to be over 400 years old. It is rumored that these ancient bottles, infused with centuries of elven magic, possess remarkable properties. Those fortunate enough to taste these elusive vintages have claimed to experience profound effects: some speak of enhanced vitality and extended lifespans, while others recount vivid visions of the past or prophetic glimpses of the future. Certain nobles have discreetly attempted to purchase these bottles at exorbitant prices, but Lady Valeria has ensured that they remain locked away under heavy magical warding and the protection of the Silverbranch Guard. It is said that only King Rhysanus himself holds the key to these sacred vintages.
        • The Nightgrape Noir Incident, A Dangerous Rivalry: Several years ago, a powerful elven lord of high standing, rumored to be a rival to King Rhysanus, sought to purchase an entire vintage of the rare and coveted Nightgrape Noir, offering a fortune in both gold and political favor. Lady Valeria, acting under the king's authority, refused the offer, citing the wine's sacred connection to the royal bloodline. The rejection sparked quiet but dangerous tension between House Ariquis and the noble lord's family. There are whispers that the lord's agents have since tried to infiltrate to steal a bottle of the prized vintage, but they were thwarted by the sharp eyes and swift arrows of the Silverbranch Guard. Some say that the lord's grudge remains unresolved, and that he continues to seek revenge through more subtle, political means.
        • The Haunted Cellar: Staff members and even some guests have reported strange occurrences in the deepest levels of the wine cellars. Faint whispers echo through the stone corridors, and flickering lights have been seen in the darkness where no lanterns burn. Some claim to have seen shadowy figures moving between the barrels, and a few workers have reported waking nightmares after spending too much time in the lower vaults. Though Lady Valeria dismisses these reports as fanciful imaginations, the Silverbranch Guard discreetly patrols the cellar more frequently than the upper levels. There is quiet speculation that the haunting may be linked to the ancient enchantments guarding the oldest vintages.
        • The Silverbranch Guard's Secret Vigil: It is no secret that the Silverbranch Guard is fiercely loyal to the King, but rumors persist that their orders extend beyond mere protection of the winery. Some speculate that Captain Aerion Velassar and his rangers are charged with guarding a hidden vault beneath the cellar, a chamber said to contain not only the oldest wines, but also relics of elven history and artifacts of magical significance. It is whispered that King Rhysanus himself visits the vault in secret, accompanied only by Lady Valeria and Captain Aerion, to consult the ancient relics in times of political crisis or spiritual uncertainty. The vault's existence has never been confirmed, but those who speak of it insist that its contents could shift the balance of power within the elven realm if ever revealed.
        top


        Lady Valeria Caelthorn

        Elven Steward of Silverbranch Winery

        8th Level Noble/Winemaker

        Race: Elf
        Alignment: Scrupulous
        Gender: Female
        Age: 512
        Height: 5'10"
        Weight: 130 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 19
        • M.E.: 18
        • M.A.: 24
        • P.S.: 11
        • P.P.: 16
        • P.E.: 14
        • P.B.: 22
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 42
        • S.D.C.: 30
        • P.P.E.: 60
        Skills of Note:
        • Winemaking (+65%)
        • Botany (+60%)
        • Business & Administration (+55%)
        • Lore: Elven History (+50%)
        • Magical Analysis (+45%)
        Weapons & Equipment:
        • Silver Dagger (1D6 damage, +1 to strike)
        • Elegant Green and Silver Robes (A.R.: 8, S.D.C.: 10)
        • Silverleaf Amulet (Enhances connection to plant life, +10% to Botany)

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        Lord Kaelith Caelthorn

        Elven Master of the Vineyards

        7th Level Druid/Vintner

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 374
        Height: 6'0"
        Weight: 150 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 18
        • M.E.: 17
        • M.A.: 20
        • P.S.: 12
        • P.P.: 15
        • P.E.: 16
        • P.B.: 20
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 40
        • S.D.C.: 35
        • P.P.E.: 80
        Skills of Note:
        • Horticulture (+65%)
        • Earth Magic (+50%)
        • Winemaking (+55%)
        • Plant Lore (+60%)
        • Animal Handling (+45%)
        Weapons & Equipment:
        • Elven Longbow (1D8+2 damage, +2 to strike)
        • Leather Armor (A.R.: 10, S.D.C.: 20)
        • Silverleaf Pendant (+5% to Horticulture and Earth Magic)

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        Elarin Caelthorn

        Elven Horticulturist of Silverbranch Winery

        4th Level Druid

        Race: Elf
        Alignment: Principled
        Gender: Male
        Age: 122
        Height: 5'11"
        Weight: 145 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 16
        • M.E.: 16
        • M.A.: 18
        • P.S.: 11
        • P.P.: 14
        • P.E.: 15
        • P.B.: 19
        • Spd.: 13
        Health & Combat Stats:
        • Hit Points: 34
        • S.D.C.: 28
        • P.P.E.: 60
        Skills of Note:
        • Horticulture (+55%)
        • Earth Magic (+50%)
        • Winemaking (+50%)
        • Plant Lore (+45%)
        • Animal Handling (+40%)
        Weapons & Equipment:
        • Elven Staff (1D8+2 damage)
        • Leafwoven Cloak (A.R.: 8, S.D.C.: 15)
        • Silverleaf Charm (+5% to Earth Magic)

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        Elarion Starwhisper

        Elven Cellar Master

        5th Level Alchemist

        Race: Elf
        Alignment: Unprincipled
        Gender: Male
        Age: 267
        Height: 5'10"
        Weight: 140 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 20
        • M.E.: 16
        • M.A.: 18
        • P.S.: 10
        • P.P.: 14
        • P.E.: 15
        • P.B.: 17
        • Spd.: 12
        Health & Combat Stats:
        • Hit Points: 30
        • S.D.C.: 25
        • P.P.E.: 50
        Skills of Note:
        • Alchemy (+60%)
        • Winemaking (+55%)
        • Botany (+50%)
        • Magical Brewing (+45%)
        • Appraisal (+40%)
        Weapons & Equipment:
        • Silver Dagger (1D6+1 damage)
        • Elven Cloak (A.R.: 8, S.D.C.: 12)
        • Alchemical Satchel (Contains rare herbs and ingredients)

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        Cylwen Lirael

        Half-Elven Tasting Mistress

        5th Level Diplomat

        Race: Half-Elf
        Alignment: Scrupulous
        Gender: Female
        Age: 174
        Height: 5'8"
        Weight: 125 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 18
        • M.E.: 16
        • M.A.: 22
        • P.S.: 11
        • P.P.: 14
        • P.E.: 15
        • P.B.: 21
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 35
        • S.D.C.: 30
        • P.P.E.: 25
        Skills of Note:
        • Public Speaking (+65%)
        • Winemaking (+50%)
        • Lore: Wines and Spirits (+60%)
        • Charm/Impress (+55%)
        • Business & Trade (+45%)
        Weapons & Equipment:
        • Elven Dagger (1D6 damage)
        • Silk Robes with Silver Grape Motif (A.R.: 8, S.D.C.: 12)
        • Crystal Wine Goblet (Used in tastings; +10% to Charm/Impress)

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        Captain Aerion Velassar

        Elven Captain of the Silverbranch Guard

        9th Level Ranger

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 372
        Height: 6'2"
        Weight: 175 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 16
        • M.E.: 18
        • M.A.: 15
        • P.S.: 20
        • P.P.: 22
        • P.E.: 18
        • P.B.: 18
        • Spd.: 19
        Health & Combat Stats:
        • Hit Points: 48
        • S.D.C.: 50
        • P.P.E.: 30
        Skills of Note:
        • Tracking (+70%)
        • Archery (+65%)
        • Camouflage (+60%)
        • Tactics (+55%)
        • Stealth (+50%)
        Weapons & Equipment:
        • Elven Longbow (2D6 damage)
        • Enchanted Elven Chainmail (A.R.: 14, S.D.C.: 45, +1 to P.P.)
        • Silverleaf Pendant (+10% to Tracking)

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        Waelar Orithiel

        Elven Ranger and Archer

        6th Level Ranger

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 288
        Height: 6'1"
        Weight: 165 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14
        • M.E.: 17
        • M.A.: 13
        • P.S.: 18
        • P.P.: 21
        • P.E.: 17
        • P.B.: 16
        • Spd.: 20
        Health & Combat Stats:
        • Hit Points: 40
        • S.D.C.: 40
        • P.P.E.: 20
        Skills of Note:
        • Archery (+70%)
        • Tracking (+60%)
        • Survival (+55%)
        • Hunting (+50%)
        • Camouflage (+45%)
        Weapons & Equipment:
        • Elven Longbow (2D6 damage)
        • Leather Armor (A.R.: 12, S.D.C.: 35)
        • Enchanted Quiver (Arrows automatically return after firing)

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        Sylraen Starwhisper

        Elven Tracker and Scout

        7th Level Ranger

        Race: Elf
        Alignment: Scrupulous
        Gender: Female
        Age: 296
        Height: 5'11"
        Weight: 140 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 15
        • M.E.: 18
        • M.A.: 14
        • P.S.: 17
        • P.P.: 23
        • P.E.: 16
        • P.B.: 19
        • Spd.: 22
        Health & Combat Stats:
        • Hit Points: 42
        • S.D.C.: 45
        • P.P.E.: 25
        Skills of Note:
        • Tracking (+75%)
        • Stealth (+70%)
        • Camouflage (+65%)
        • Survival (+60%)
        • Archery (+55%)
        Weapons & Equipment:
        • Elven Longbow (2D6+2 damage)
        • Leather Armor (A.R.: 13, S.D.C.: 40)
        • Ring of Silent Steps (+10% to Stealth)

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        Akaelion Vaelaris

        Elven Swordmaster and Close-Combat Specialist

        8th Level Warrior

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 342
        Height: 6'3"
        Weight: 185 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14
        • M.E.: 16
        • M.A.: 15
        • P.S.: 21
        • P.P.: 20
        • P.E.: 19
        • P.B.: 17
        • Spd.: 18
        Health & Combat Stats:
        • Hit Points: 46
        • S.D.C.: 55
        • P.P.E.: 20
        Skills of Note:
        • Weapon Proficiency: Sword (+70%)
        • Parrying (+65%)
        • Hand-to-Hand Combat: Expert
        • Leadership (+55%)
        • Strategy (+50%)
        Weapons & Equipment:
        • Elven Longsword (2D6+4 damage)
        • Elven Steel BreaSPlate (A.R.: 15, S.D.C.: 60)
        • Silverleaf Pendant (+5% to Parrying)

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        Deloria Moonbrook

        Elven Ranger-Mage and Enchanter

        7th Level Mage

        Race: Elf
        Alignment: Principled
        Gender: Female
        Age: 311
        Height: 5'10"
        Weight: 135 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 18
        • M.E.: 20
        • M.A.: 17
        • P.S.: 12
        • P.P.: 16
        • P.E.: 15
        • P.B.: 18
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 35
        • S.D.C.: 30
        • P.P.E.: 120
        Skills of Note:
        • Spellcasting (+80%)
        • Enchantment (+75%)
        • Tracking (+50%)
        • Camouflage (+45%)
        • Archery (+55%)
        Weapons & Equipment:
        • Elven Longbow (2D6+2 damage)
        • Enchanted Robes (A.R.: 12, S.D.C.: 35)
        • Ring of Protection (+2 to Saving Throws)

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        Sthandor Duskbane

        Veteran Ranger and Strategist

        10th Level Ranger

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 588
        Height: 6'4"
        Weight: 190 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 19
        • M.E.: 18
        • M.A.: 14
        • P.S.: 22
        • P.P.: 18
        • P.E.: 21
        • P.B.: 15
        • Spd.: 17
        Health & Combat Stats:
        • Hit Points: 55
        • S.D.C.: 60
        • P.P.E.: 40
        Skills of Note:
        • Tracking (+80%)
        • Tactics (+75%)
        • Archery (+70%)
        • Camouflage (+65%)
        • Survival (+60%)
        Weapons & Equipment:
        • Elven Longbow (2D6+2 damage)
        • Elven Chainmail (A.R.: 15, S.D.C.: 55)
        • Silverleaf Amulet (+5% to Tracking)

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        Farannis Velara

        Second-in-Command and Tactician

        8th Level Ranger

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 368
        Height: 6'1"
        Weight: 170 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 17
        • M.E.: 16
        • M.A.: 15
        • P.S.: 18
        • P.P.: 21
        • P.E.: 19
        • P.B.: 16
        • Spd.: 18
        Health & Combat Stats:
        • Hit Points: 45
        • S.D.C.: 50
        • P.P.E.: 25
        Skills of Note:
        • Archery (+75%)
        • Strategy (+70%)
        • Tracking (+65%)
        • Camouflage (+60%)
        • Stealth (+55%)
        Weapons & Equipment:
        • Elven Longbow (2D6+2 damage)
        • Leather Armor (A.R.: 13, S.D.C.: 45)
        • Enchanted Quiver (Arrows replenish once per day)

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        Vaeril Dawnsinger

        Swift and Agile Ranger

        6th Level Ranger

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 289
        Height: 6'0"
        Weight: 165 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14
        • M.E.: 15
        • M.A.: 13
        • P.S.: 17
        • P.P.: 23
        • P.E.: 16
        • P.B.: 15
        • Spd.: 24
        Health & Combat Stats:
        • Hit Points: 38
        • S.D.C.: 42
        • P.P.E.: 30

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        Tyra Elensar

        Elven Healer and Marksman

        7th Level Ranger/Healer

        Race: Elf
        Alignment: Principled
        Gender: Female
        Age: 312
        Height: 5'8"
        Weight: 130 lbs
        Land of Origin: Newhaven
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 16
        • M.E.: 17
        • M.A.: 18
        • P.S.: 14
        • P.P.: 20
        • P.E.: 18
        • P.B.: 19
        • Spd.: 17
        Health & Combat Stats:
        • Hit Points: 42
        • S.D.C.: 48
        • P.P.E.: 60
        Skills of Note:
        • Healing (+75%)
        • Herbalism (+70%)
        • Archery (+65%)
        • First Aid (+80%)
        • Tracking (+55%)
        Weapons & Equipment:
        • Elven Longbow (2D6+2 damage)
        • Elven Leather Armor (A.R.: 12, S.D.C.: 40)
        • Healer's Pouch (Contains herbs, bandages, and potions)
        • Silverleaf Amulet (+2 to Healing rolls)

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  1. Tirithroval Hlare:

    "The best lock is one only you can open." On a shadowed corner near the border of the trade quarter and the less-traveled artisan lanes stands Tirithroval Hlare, a compact but well-fortified structure made of dense timber and stone. Its small, slit-like windows are barred in blackened iron, and the front door is clad in iron bands and heavy hinges, a statement of its owner's priorities. Mounted beside the entrance is a board shaped like a shield, where a series of varnished skeleton keys form the name Tirithroval Hlare in elegant Elven runes, literally "Fortress Lock." The board gleams under the glow of the ever-burning lantern that keeps the entrance lit into the late hours. The front room is modest but immaculate, lit by hooded oil lanterns with smoky glass. The walls are lined with Display racks holding locks of various complexity, padlocks, bolt locks, hidden-key puzzles, rotating tumblers, and magical lock cores, Cabinets with small enchanted lockboxes and Wall-mounted examples of door latches, hinge-reinforcers, and security bars. A narrow threshold leads to the rear workshop, filled with Two long worktables covered in tools, fine rasps, lock vises, metal blanks, picks, awls, engraving chisels, A small, hooded coal forge used to shape metal components, Racks of key blanks and intricate tumblers and a shelf of security system diagrams and magical blueprint scrolls. The air smells faintly of sulfur, scorched oil, and paraffin smoke, mildly acrid, but clean. In the back corner stands a thick-legged desk cluttered with lock diagrams, bits of mechanisms, enchanted glyph stamps, and notebooks in Elven shorthand. Here, the master craftsman works well into the night, often scribbling improvements in the margins or tweaking designs mid-conversation. The owner, Aelyrion Blethire, once known in the underworld by the name "Moonshadow," is a middle-aged Elven male with a past carefully locked away behind the iron door of his new life. With silver-threaded black hair, and sharp, bespectacled eyes, Aelyrion carries himself like a scholar, but those who know the signs can still see the movements of a former thief. Decades ago, after a stint in the Blackspire Gaol, Aelyrion used a hidden hoard from his thieving days to open Tirithroval Hlare. Now, he earns his coin protecting others from thieves like he once was. His reputation for designing impenetrable lockwork and magically enhanced security systems has grown across the principality. He uses his criminal experience as a selling point, he knows where others will strike and how they think. He works from early afternoon until well past midnight, a habit formed in his old life and now convenient for merchants, nobles, and others seeking privacy in their consultations. Though reformed, Aelyrion's edge remains. He speaks softly but with precision, his voice carrying the same cadence as the intricate gears he crafts. In conversation, he often pauses mid-sentence to jot down a design idea or adjust a gear prototype, his mind always working, always turning. Aelyrion offers several services at Tirithroval Hlare:
    • Custom Lock Design: From aesthetic pieces to fortress-grade mechanisms, he crafts locks tailored to the client's needs, mechanical, magical, or a hybrid of both.
    • Security Consultation: He visits estates, vaults, and workshops to assess vulnerabilities and recommend layered defenses.
    • Key Duplication and Recovery: Even broken or long-lost keys can be reconstructed with enough remnants or memory, he calls it "unlocking a forgotten memory."
    • Magical Security Systems: Runic-coded glyph locks, enchantments that identify the user by aura, or alert-triggered locks that send silent magical messages to the owner or guard patrols.
    Despite his past, he maintains a strict code. He refuses work for known criminals or anything related to prisons, he says, "I broke out once. I won't help anyone else try." Still, those who need him most often find a way to prove their intent is noble, or at least desperate. Notable Quirks & Traits:
    • Aelyrion refuses to allow shoes in his workspace. "Sand in gears is worse than blood on hands."
    • He's been known to spend a month on a single lock if he finds the challenge engaging enough.
    • His cat, Ashveil, a gray, sharp-eyed mouser, is trained to recognize certain magical auras and will hiss at anyone under an illusion or enchantment.
    His apprentice, Hanna Vorspak is a wiry young half-Elven woman in her late teens, rescued from the guards by Aelyrion after a bungled burglary. Recognizing talent behind her desperation, he offered her a choice: gaol or apprenticeship. She chose wisely. Now, she is clad in an oversized leather apron, her short-cropped hair perpetually streaked with soot, and her fingernails always blackened from forgework. She's quick-witted, fast-fingered, and slightly too curious for her own good, but fiercely loyal to Aelyrion. He treats her with gruff mentorship, often snapping at her for mistakes but quietly proud of her growing skill. She is learning not just the craft of locks, but how to walk the thin line between redemption and temptation.
    Services Offered
    ServicePrice
    Basic Lock (Iron)25-40 sp
    Custom Lock (Ornate/Concealed) 75-120 sp
    Magelock (Arcane Sealing)300-600 sp
    Trap-Lock Mechanism150-400 sp
    Security System Install (Non-magical)100-250 sp (size dependent)
    Security System Install (with Alarm Glyphs)450-1,000 sp
    Lock Consultation / Vulnerability Assessment25 sp (basic) / 75 sp (full estate)
    Rekeying / Key Replacement5-15 sp
    Inscription Insurance Contract (security install + 3-year break-in warranty)100 gp + 20% of system cost
    Need a lock no one can pick? Aelyrion will tell you, "There's no such thing, but we can make it close enough."
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    Aelyrion Blethire

    Race: Shadow Elf
    OCC: Master Locksmith (Thief)
    Alignment: Aberrant
    Level: 7
    Age: 200
    Height: 6'0"
    Weight: 160 lbs
    Hair/Eyes: Black / Dark
    Disposition: Quiet, calculating, methodical
    Attributes: IQ: 17, ME: 13, MA: 14, PS: 12, PP: 21, PE: 15, PB: 11, SPD: 24
    Skills: Pick Locks 98%, Find Contraptions 94%, Safe-Cracking 88%, Tailing 76%, Pick Pockets 89%, Prowl 90%, Locksmithing 90%, Recognize Weapon Quality 82%
    Weapons: Dagger x2, Throwing Knives, Light Crossbow, Lock Pick Set (Silvered)
    Armor: Padded Leather with hidden compartments (AR 11, SDC 25)
    Notes: Former master thief known as "Moonshadow." Uses his criminal past to design magical and mechanical security systems. Keeps a personal code, will not aid criminals.

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    Hanna

    Race: Half-Elf
    OCC: Apprentice Locksmith (Scholar)
    Alignment: Unprincipled
    Level: 2
    Age: 18
    Height: 5'4"
    Weight: 115 lbs
    Hair/Eyes: Blonde / Green
    Disposition: Curious, clever, quick-tempered when underestimated
    Attributes: IQ: 16, ME: 12, MA: 13, PS: 9, PP: 15, PE: 12, PB: 15, SPD: 18
    Skills: Basic Mechanics 70%, Pick Locks 55%, Prowl 40%, Lore: Magic 55%, Literacy (Elven, Common), Trap Detection 60%
    Weapons: Work knife, Slingshot (she tinkered it with extra range), Smoke bombs (training-grade)
    Armor: Leather Apron (AR 10, SDC 10) over simple clothing
    Notes: Has a natural gift for lock mechanisms. Loyal to Aelyrion, though she occasionally challenges his more rigid ethics. Her green eyes are very expressive, and she's often covered in soot or oil.

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  2. Morningmist Farmhouse:

    (Half-Elven):,Ordinary Farm top

  3. Meluval`Quessir, The Honeyed Horn:

    "Where golden nectar flows like song from the bloom." A striking structure nestled near the trade quarters of the Elven city, Meluval`Quessir, "Sweet Horn of the People", stands as a temple to mead-making, its artistry whispered of from the Velluthien Coast to the Lasse'Amon Vale. Three stories tall, its base is carved from pale-veined stone quarried from the low hills of the southern ridges, etched with swirling vine motifs and flowering bees worked in relief. The upper two stories, built of dusky rosewood and sun-stained white pine, curve gently inward like a great honey horn turned on its side. Smoke trails lazily from silver-capped chimneys, and the surrounding district is suffused with the warm, vinegary scent of fermenting honey, bought in bulk from the Amberlyn Bee Farm, pleasantly sharp to those familiar with the brewing arts. A sign out front, carved into the likeness of a honeybee perched on the rim of a gilded mead horn, bears the name in flowing Elven script: Meluval`Quessir. Beneath, a Common translation reads simply: The Honeyed Horn. The front door is a rounded arch shaped like a stylized beehive, embossed in gold leaf and beeswax-treated pine. The rear of the building boasts great reinforced double-doors large enough for two dray horses and a wagon to pass through with ease. The Interior: Inside, the shop reveals its secret, though it appears to have three floors from without, the entire structure is one massive open space rising to the rafters, an echoing cathedral of mead. From the front entry, a suspended wooden platform overlooks the production floor. This space serves as a receiving parlor and office, complete with:
    • Two desks carved from amber-barked sylvanwood
    • A long tasting table with chairs of woven honey-reed
    • A tasting shelf featuring the shop's current seasonal and signature blends, bottled and labeled in delicate Elven calligraphy
    A narrow stair descends to the stonework brewing floor, while a sloped rear ramp allows teams to wheel in supplies or roll out finished barrels and crates. The Brewery: The open expanse below is a humming symphony of scent and sound. Large copper-banded brewing vessels gleam in the ever-present golden light shed by hanging crystal lanterns. Delicate silver pipework runs overhead, operating as both fermentation locks and gentle siphons to move nectar between stages. Surrounding this center are:
    • Oak and ceramic fermentation vats
    • Barrels of honey (From Amberlyn Bee Farm local and imported from distant hives blessed by druids)
    • Jars of fruits, herbs, and florals to enhance the seasonal meads
    • Machinery, some hand-cranked, others magic-assisted, that corks bottles, applies beeswax seals, and etches decorative glyphs onto each container
    Crates of finished bottles and large barrels ready for taverns are stacked near the back, warded and marked with the symbol of a golden bee in flight. The Owner: Aylrenn "Buzzwing" Halorthil is a plump half Elven man in his late second century, his breezy manner and flamboyant attire a rarity even among the most eccentric vintners. With a honey-yellow waistcoat, sapphire fez, and matching tasseled sash, Aylrenn resembles a walking tribute to bumblebees. His hair is a wiry black mop tied with yellow ribbon, and his long, slightly crooked nose is offset by the ever-present, slightly sticky grin of someone who tastes more than he sells. Despite his appearance, he is a master of the fermentation arts and considered something of a genius when it comes to seasonal blending. His preferred method of problem-solving? A mouthful of mead and a long stare into nothing. Aylrenn keeps extensive notes in a book that smells faintly of pollen and orange zest. Staff:
    1. Kaenvyndur Lethrinar, the cellar master, is a quiet, somber High Elf who ensures every batch is blessed with proper preservation runes. He handles logistics and oversees deliveries with near-military precision.
    2. Miriel Starmead, the herbal alchemist, is a Wood Elf who selects and prepares the flavoring herbs and fruits. She's known to talk to the mead as it ferments.
    3. Tavlen "Stickyfingers", a mischievous young apprentice of uncertain lineage, is often blamed for sampling too much, though he always claims it's "for quality assurance."
    Products & Services
    • Standard Blends (1 pint bottle or flagon):
      • Golden Bloom, Classic Elven wildflower honey mead, 5 sp
      • Summer Nectar, Infused with sunberries and lemon-thyme, 6 sp
      • Dark Hive, A richer, molasses-forward mead aged in ashwood casks, 7 sp
      • Forest Flame, Spiced with cinnamon bark and frost-mint, 6 sp
    • Premium Selections:
      • Starpetal Reserve, Made with moonblossom honey and pearl rose infusion, 15 sp
      • Queen's Kiss, A sweet aphrodisiacal blend with whisperleaf and fig, 1 gp
      • Eclipse Horn, Black honey, night plums, and a splash of fae mead, 2 gp
      Custom Batches available for noble houses, festivals, or bardic orders. Prices vary by blend complexity and magical infusion
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      Aylrenn "Buzzwing" Halorthil: Meadmaster & Vintner Extraordinaire

      Attributes:

      • IQ: 16
      • ME: 12
      • MA: 20
      • PS: 9
      • PP: 13
      • PE: 14
      • PB: 18
      • Spd: 10

      Hit Points & S.D.C:

      • Hit Points (HP): 26
      • S.D.C. (Structural Damage Capacity): 30
      • P.P.E. (Personal Energy Pool): 22

      Skills:

      • Fermentation & Brewing (Mead): (95%): Aelryn is a renowned master meadmaker, with seasonal blends that have won him acclaim across multiple courts and taverns.
      • Herbal Lore: (70%): Understands flavor profiles and effects of herbs in fermentation and taste.
      • Art of Presentation: (85%): His flamboyant dress and charm are part of the sales pitch.
      • Quality Assurance Tasting: (90%): Rarely sells a bottle he hasn't sampled first.
      • Note-Keeping (Arcane & Mundane): (60%): Keeps detailed and often fragrant notes on blending methods and experimental batches.
      • Social Distraction Technique: (70%): Can talk circles around bureaucrats and nosy customers.

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      Kaenvyndur Lethrinar: Cellar Master

      Attributes:

      • IQ: 17
      • ME: 18
      • MA: 9
      • PS: 13
      • PP: 11
      • PE: 15
      • PB: 13
      • Spd: 10

      Hit Points & S.D.C:

      • Hit Points (HP): 29
      • S.D.C. (Structural Damage Capacity): 35
      • P.P.E. (Personal Energy Pool): 40

      Skills:

      • Runes & Preservation Magic: (88%): Specializes in arcane methods to preserve and bless batches with longevity and clarity.
      • Logistics & Inventory Control: (80%): Knows exactly what barrel is where, what it's doing, and when it will be ready.
      • Mathematics: (Advanced): (70%): Tracks yields, batches, and arcane ratios precisely.
      • Discipline & Punctuality: (N/A): Keeps the cellar functioning like a noble court's wine vault.
      • Endurance: (65%): Can work long, cold hours underground without faltering.

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      Miriel Starmead: Herbal Alchemist

      Attributes:

      • IQ: 15
      • ME: 13
      • MA: 16
      • PS: 10
      • PP: 14
      • PE: 12
      • PB: 17
      • Spd: 11

      Hit Points & S.D.C:

      • Hit Points (HP): 26
      • S.D.C. (Structural Damage Capacity): 30
      • P.P.E. (Personal Energy Pool): 36

      Skills:

      • Herbal Alchemy: (90%): Crafts infusions, flavoring syrups, and fermentation blends with botanical precision.
      • Botany & Plant Identification: (85%): Can find just the right leaf, petal, or root in any season.
      • Magical Brewing Rituals: (75%): Whispers encouragement to fermenting meads; occasionally they bubble in reply.
      • Cooking (Elven Gastronomy): (70%): Enhances tasting sessions with perfect pairings.
      • Animal Lore: (65%): Talks to bees and birds like trusted coworkers.

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      Tavlen "Stickyfingers": Apprentice

      Attributes:

      • IQ: 12
      • ME: 11
      • MA: 17
      • PS: 8
      • PP: 15
      • PE: 10
      • PB: 14
      • Spd: 13

      Hit Points & S.D.C:

      • Hit Points (HP): 21
      • S.D.C. (Structural Damage Capacity): 25
      • P.P.E. (Personal Energy Pool): 8

      Skills:

      • Sampling (Stealthy): (65%): Claims to be testing for "quality assurance" but often just wants a buzz.
      • Label Copying & Branding: (55%): Makes extra labels with doodles and questionable spelling.
      • Fermentation Basics: (50%): Knows just enough to be dangerous or helpful, rarely both at once.
      • Pickpocket (Allegedly Retired): (40%): He says he doesn't do that anymore. Mostly.
      • Charm/Impress: (70%): Somehow gets out of trouble more often than not.

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  1. Brightvale Orchard:

    Where mist rolls in at dawn and sunbeams sparkle through the rising fog, Brightvale Orchard is a picturesque and tranquil holding tended by a family of half-elves. While the farm produces vegetables and herbs, its true pride lies in its lush orchard of shimmering fruit trees, silverleaf apples, moonglow cherries, and dewplums, all cultivated with quiet reverence. These fruits are known for their subtle enchantments, long shelf life, and delicately perfumed flavor. The orchard is interwoven with trellises of flowering vines and shaded meditation stones, encouraging a sense of peace for all who visit. In spring, the orchard glows faintly under moonlight, drawing artists and pilgrims alike.

    Produce: Tomatoes, wild lettuce, goat cheese, herbal tinctures, lavender honey, silverleaf apples, moonglow cherries, dewplums

    Notable Features: A mirror-pool known as Calenmere, believed to reveal one's true heart under moonlight.

    ✦ Thalen Brightvale

    • Race: Half-Elf
    • Age: 34
    • Role: Head Farmer, Herbalist, Orchard Tender

    Thalen is thoughtful and nurturing, often found barefoot in the orchard or singing softly to the fruit trees. He crafts healing salves and tinctures that are prized by local herbalists, and he is known to press a rare, sparkling cherry wine during the midsummer bloom. His connection to the land seems half-magical, and the trees bloom more brightly in his presence.

  2. Brightvale Orchard - Goods & Services
    Harvested Goods
    ItemUnitPrice
    Silverleaf Apples3 lb basket6 SP
    Moonglow Cherries1 pint8 SP
    Dewplums (soft-skinned)Per piece2 SP
    Tomatoes (vine-ripened)2 lb bundle2 SP
    Wild Lettuce Greens1 lb1 SP
    Lavender Honey8 oz jar5 SP
    Goat Cheese (soft, fresh)Per round4 SP
    Crafted Goods & Herbal Remedies
    ItemDescriptionPrice
    Herbal Tincture (calming) Soothes anxiety and promotes restful sleep 7 SP
    Salve of Soothing Balm Heals minor burns, rashes, and irritations 1 GP
    Moonwine (seasonal) Pressed from moonglow cherries, lightly enchanted 12 GP (per bottle)
    Enchanted Fruit Sampler A gift box of orchard fruits with minor preservation charm 5 GP
    Services
    ServiceDescriptionPrice
    Guided Orchard Tour Includes tasting, lore, and meditation walk 1 GP per person
    Herbal Consultation Custom tincture blending and natural remedy advice 2 GP per session
    Moonpool Meditation Evening access to Calenmere mirror-pool (supervised) 5 SP
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  3. Silimë'Lótea, Milky Way Delights {"Blessings of the White Stream"}:

    Not far from the mist-veiled banks of the Gryphon River, where glacial waters flow fresh and pure from the highlands of Lasse'Amon, the Silimë'Lótea Milk House (Elven for *"Moon-Sweet Delights"*) stands as both a beacon of Elven ingenuity and a cherished provider of dairy to the region. Part of Whisperwind Farmstead, the facility is one of the most elegant examples of farm-to-table artistry.

    Exterior: The building is constructed from river-polished stone and pale timber accents, its foundations sunk deep to tap the chill of the earth. Ivy winds its way up the stone walls, and a barnyard mural, tastefully rendered in painted bas-relief, depicts goats, silver-furred sheep, and gentle star-eyed cows, beasts native to the pastoral herds of the Vale. At the rear is a sun-dappled delivery platform where milk runners arrive from nearby farms with carts full of fresh milk in enchanted wooden barrels. These are hoisted up with winches and poured into a shining silver funnel, cleansed daily with a herbal rinse, to be pumped into the subterranean chill-vats within. To one side, an open awning shields the loading area where swift-footed couriers gather chilled bottles and hand-labeled packages for delivery across the city. The front boasts a round, vine-carved door that opens to the business office and walk-in service counter.

    Interior: Inside, the majority of the structure dips into the ground, where natural coolness mingles with enchanted flow from the Lúminarë. Chilled silver containers nest deep in the stone floors, with a network of river-fed channels silently circulating water through the floors and vessels. The chamber also contains:

    • Skimming vats for cream collection
    • A butter-turning room, enchanted to maintain the perfect temperature
    • Cheese fermenters made from amber-glazed ceramic
    • A bottle-filling and waxing machine using beeswax from nearby hives

    The atmosphere is a blend of fresh milk, lavender soap, and clean river stone. Though highly mechanized by Elven standards, the process retains artisanal touches in every bottle.

    The Proprietor Barthalien aelthirion: A jolly, round-faced Elf, Barley Vaelthirion embodies the hospitality of the land. His curly chestnut hair spills from beneath a milk-white cap stitched with silver leaves. His warm sky-blue eyes sparkle with joy, and he hums old Vale tunes while working. With a hearty laugh and a twinkle in his eye, Barley is beloved by all, from highborn lords to barefoot milkmaids. Though his family line once served in the court of a noble house, Barley left that life behind for the honest warmth of farming and dairycraft. He is surprisingly nimble, gliding through the milk house with a grace that belies his round frame.

    Apprentice Tennalire Daeweniel: A soft-spoken Elven girl of only 84 years, Tenny came from the wildflower meadows of the southern woods. Orphaned young, she found purpose in the rhythm of farm life and now assists with both cream skimming and delivery logistics. She is quiet but keenly observant, her hair always tied in braids with bluebells woven in.

    Goods & Services - Silimë'Lótea, Milky Way Delights

    Daily Dairy Offerings
    Item Description Price (SP)
    Fresh Bottled Milk 1 quart, chilled; sourced from star-eyed cows of the Vale 1 SP
    Flavored Milk Honeyed, lavender-infused, or wildberry blend (1 quart) 2 SP
    Skimmed Cream 1 jar; perfect for tea, baking, or scones 3 SP
    Clover Butter 2 salted or unsalted blocks, hand-churned 5 SP
    Aelun'Butter (Seasonal) Herb-infused whipped butter with moonblossom & sage 6 SP
    Cottage Cheese Wreath Artisan curds in a braided leaf basket 4 SP
    Star-Sweet Yogurt Set 3 jars - moonberry, calendula, and honey-spiced 3 SP
    Lavender Ice Cream (Seasonal) Hand-churned frozen cream with subtle florals 5 SP per pint
    Subscription & Specialty Services
    Service Description Price
    Milk Delivery (Weekly) Fresh bottled milk (3 quarts/week) delivered 3 SP/week
    Butter & Cream Subscription 2 blocks of butter + 2 cream jars/week 5 SP/week
    Feast Orders Custom dairy crates for weddings & seasonal banquets Starts at 15 SP
    Moonmilk Reserve (Limited) Enchanted milk bottled under a full moon; used in rituals & pastries 10 SP
    Elven Aged Cheese Wheel Rare cheese aged in amber-ceramic fermenters; strong floral notes 12 SP (per small wheel)
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  4. Lindórivaë Tirith (Chordcraft Studios):

    *"Where every chord is carved from starlight."* Set within the vibrant heart of the market quarter, Lindórivaë Tirith, "Sanctuary of Melodic Craft", is a haven for minstrels, bards, and musicians of every stripe. The shop's rounded front is dominated by an enchanted crystal window that subtly amplifies the light around it, causing the displayed instruments to shimmer faintly like moonlight on water. A carved wooden sign in the shape of a crescent lute swings gently from a wrought silver bracket above the porch. Elegant Elven runes spell out *Lindórivaë Tirith* in iridescent script, with Common below in more practical, but no less artful, lettering reading "Chordcraft Studios." Several polished rocking chairs line the shaded porch. It's not uncommon to hear the soft trill of a novice practicing a melody while seated, or a bard testing the soul of a new instrument beneath the flickering sound-ward that surrounds the shop, ensuring only beauty escapes its bounds. --- ### Interior Inside, the shop exudes warmth and artistry. Walls and display stands overflow with instruments of every type: - Harps strung with moon-silver gut - Lutes of songwood and rose-maple - Mandolins inlaid with mother-of-pearl runes - Silver-banded flutes, bone whistles, ocarinas, and glass harmonics - Exquisite violas and bowed instruments suspended in arcs of elven wire Shelves hold shaped leather and velvet cases, and behind the main counter are drawers filled with fine strings, bridge pieces, rosin jars, cleaning oils, picks, tuning forks, and other components. Delicate bell-chimes ring when customers handle the displays, warded to gently discourage rough treatment. --- ### Workshop A fragrant haze of varnish, wood dust, and rosin floats from the workshop beyond the counter. Several artisans, most of them journeymen or apprentices from across the realm, labor at benches where instruments are: - Clamped and glued - Sanded and smoothed - Carefully bound with magical thread where required for bardic foci A separate woodworking alcove features enchanted saws and chisels that sing softly while in use. Near the back, under a daylight-bright magelight, sits an embellishment table where a craft-artist applies inlays, arcane etchings, and leaf-gilding to the finished pieces before their final polish. --- ### Owner: _Kaelthir Lómelaindë_ Elegant even beneath sawdust, Kaelthir Lómelaindë is a highborn Elf who long ago turned away from noble trappings in favor of crafting the perfect harmony of tone and form. Slender, silver-haired, and with eyes like stormlight, Kaelthir wears layered robes of twilight blue and indigo, trimmed with filigree that reflects musical notation. He is never without his spectacles, set with amber lenses, and a fine brush tucked behind one pointed ear. He is meticulous, kind, and exacting. A former bard of some renown, Kaelthir is especially beloved by young musicians seeking mentorship. He offers: - Demonstrations of rare instruments - Private instruction in the art of sound - Custom work for traveling performers, especially bardic spellcasters He changes robes throughout the day to reflect the tasks at hand, deep red for woodcraft, gray for meetings, and luminous white for performances or final inspections. --- ### Apprentice: Nuala Silmyará *Nuala*, a young half-Elven woman with a quiet demeanor and nimble fingers, came to Lindórivaë Tirith from a wandering troupe after her voice was stolen by a curse. Though she no longer sings, her expression and hands are eloquent, and she now pours her soul into crafting instruments that "speak" for her. Kaelthir has taken a personal interest in her training. Nuala is a natural at delicate inlay work and is developing her own unique style of carved storytelling through wood patterns. Bards sometimes commission her instruments specifically, whispering that her silent heart makes them sing clearer. --- ### Services & Prices Standard Instruments (Base Quality): - Lute, Flute, Lyre, Recorder, Ocarina, 40-100 gp - Harp (small), 150 gp - Mandolin, Viola, Rebec, 90-200 gp Masterwork Instruments (Enhanced Sound, Decorated): - +20-40% cost over standard - May grant bonuses to Performance rolls (GM discretion) Custom Bardic Instruments (Tailored to Bard): - Price: 250-1000 gp+ (depending on complexity and enchantment) - Consultation required; wait time 2-8 weeks Repairs: - Minor (string replacement, peg fixing): 5-10 gp - Structural (cracks, warping, etc.): 20-75 gp - Magical Restoration (through partner enchanters): By quote Accessories: - Strings: 1-5 gp - Rosin, Oils: 2-10 gp - Cases: 10-50 gp - Tuning Forks (set of 8): 25 gp Instruction: - Private Lessons: 1 gp/hour (basic), 5 gp/hour (advanced or bardic) - Group Workshops (weekly): 2 gp per attendee top

  5. Foxmere Farmhouse:

    Nestled in the gentle, rolling green hills just east of the river, Tobbar Foxmere's Farmhouse is a cozy halfling homestead built of warm riverstone and red-shingled clay tiles. It's known locally for its neat rows of root vegetables, potatoes, turnips, carrots, and for the large pumpkin patch behind the smokehouse. A tidy herb garden and bee boxes hum with life, while a low stone wall marks the boundaries of the property. The air always smells of fresh bread and pipe smoke. Famous for its spiced pumpkin preserves and Foxmere honeycakes. The Foxmere family have worked farms for nearly two centuries. They are respected among the local halfling community for their work ethic, warm hospitality, and stubborn independence. The farmhouse is often bustling with activity, cooking, singing, and an almost reverent devotion to keeping their traditions alive. Though modest in stature and means, they are rich in heart and heritage.
    • Tobbar Foxmere (Male, Age 56)
      Role: Patriarch of the household, primary farmer
      Traits: Jovial, deeply rooted in tradition, secretly adventurous in his youth
      Notable: Keeps the family's lore and stories alive by the hearth; quietly watches over a hidden root cellar that once sheltered a fleeing scout from the Baron's army.
    • Mira Foxmere (née Brushwillow) (Female, Age 54)
      Role: Tobbar's wife, household matron, herbalist and baker
      Traits: Sharp-witted, fiercely protective, always smells of cinnamon and cloves
      Notable: Known for her honeycakes and healing teas, Mira also keeps a small grimoire of practical herbal recipes passed down from her grandmother.
    • Shillo Foxmere (Male, Age 30)
      Role: Eldest son, plowhand and tinkerer
      Traits: Quiet, clever, mechanically inclined
      Notable: Built a self-watering irrigation system that impressed even the elven neighbors; dreams of inventing a “grain-milling wind wagon.”
    • Calla Foxmere (Female, Age 28)
      Role: Daughter, orchard keeper and beekeeper
      Traits: Bold, free-spirited, always barefoot
      Notable: Has an unusual affinity with bees; they never sting her, and she often speaks to them as if they understand. Some say she has druidic potential.
    • Nibbin Foxmere (Male, Age 14)
      Role: Youngest child, troublemaker and storyteller
      Traits: Energetic, curious, always covered in dirt
      Notable: Can recite nearly every family tale and local legend; has a knack for getting into things he shouldn't-like that hidden cellar.

    Primary Products of Foxmere Farmhouse:

    1. Crops: Potatoes, carrots, turnips, parsnips, onions, and radishes
      Details: Grown in neat rows using traditional halfling techniques, their root vegetables are flavorful and store well through winter. Tobbar rotates crops carefully to maintain soil health.
    2. Pumpkins & Gourds: Seasonal Specialty: Especially in autumn, the Foxmeres are known for their enormous, sweet-fleshed pumpkins.
      Uses: Sold for pies, preserves, and decorative purposes during harvest festivals.
    3. Honey: (Calla's Domain) Type: Wildflower honey from halfling-designed bee boxes along the orchard and hedgerows
      Details: Light, floral, and sold in ceramic crocks; often used in Mira's famed honeycakes
      Notable Product: Calla's Golden Hive Honey, sometimes said to have mild restorative properties.
    4. Apples & Plums (Small Orchard): Uses: Eaten fresh, dried, or made into jams and Mira's apple-spice preserves.
      Plum Wine: A small batch is made each year by Tobbar and Shillo for family use (and the occasional festival).
    5. Herbs & Kitchen Greens: Herbs: Sage, thyme, chives, parsley, mint, and lemon balm
      Use: Mostly for cooking and medicinal teas (Mira's specialty)
      Product: Mira's Soothing Hearth Tea: a mild relaxant often traded with traveling herbalists.
    6. Honeycakes & Preserves (Cooked Goods): Mira's Honey-Spiced Pumpkin Cakes and jars of Apple-Pear Butter are sold at local markets and have a modest reputation beyond the village.
    7. Notable Trade Goods:
      • Honey in trade jars for spices or tools
      • Root vegetable bundles sold at the nearby halfling village and elven outposts
      • A few jars of moon-aged plum wine gifted to friends and allies during spring equinox

    Goods & Services

    Farm Produce
    ItemUnitPrice
    Root Vegetable Bundle (mixed)5 lb2 SP
    Sack of Potatoes20 lb3 SP
    Fresh Carrots10 count1 SP
    Seasonal Pumpkin (large)Each3 SP
    Preserved Root Vegetables5 lb2 SP
    Orchard & Hive Goods
    ItemUnitPrice
    Wildflower Honey (small crock)8 oz3 SP
    Wildflower Honey (large crock)1 quart5 SP
    Dried Apples or Plums1 lb2 SP
    Calla's Golden Hive Honey8 oz1 GP
    Apple-Pear ButterJar3 SP
    Herbs & Prepared Goods
    ItemUnitPrice
    Fresh Culinary HerbsBundle1 SP
    Mira's Soothing Hearth Tea10 servings4 SP
    Spiced Pumpkin PreservesSmall jar3 SP
    Herbal Salve (minor healing)Tin6 SP
    Mira's HoneycakesDozen4 SP
    Crafted & Special Items
    ItemUnitPrice
    Plum Wine (seasonal)Bottle5 SP
    Foxmere Moonwine (aged)Bottle1 GP
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  6. Sunhollow Farmhouse:

    Perched on a gentle rise where the morning sun lingers longest, Sunhollow Farmhouse is an elegant and serene Elven homestead steeped in beauty, harmony, and ancient memory. The farmhouse is constructed from pale ashwood and living vines, its architecture a testament to elven grace and their deep connection to the land. The structure appears to have grown from the earth itself-arched beams and curving supports woven with ivy and fragrant star-blooms. Surrounding the house are wide terraced fields that catch the sun in layered brilliance. The farm yields golden wheat that shimmers faintly at dusk, believed to be a gift of Aerdrie Faenya herself. This rare grain is used in moonbread, a ceremonial bread only baked during full moons and elven rites, and in a delicate wine with soft luminescence. The irrigation system, channels of gently flowing water. A shrine to Aerdrie Faenya, is sheltered beneath whispering willows that only shed their leaves when moonlight touches them. Crystalline chimes crafted from shell and glass ring with the breeze, and a soft hush seems to settle over visitors, as if the land itself asks for quiet reverence. ✦ Aerynathil Sunhollow Race: Elf Age: 217 Role: Matron of Sunhollow, Herbalist, Spiritual Attendant Description: Aerynathil moves like a wind-borne leaf, calm and measured, her golden hair woven with flax blossoms and moonvine leaves. Her eyes are the color of pale green jade, often focused distantly on things unseen. She tends to both field and shrine with equal care, blending practical farming with soft rituals passed down through generations. Personality: Wise, patient, and enigmatic. Aerynathil rarely speaks unless necessary, but when she does, her words are carefully chosen and laced with poetic insight. She listens to the wind and often interprets omens from falling leaves, cloud shapes, or how wheat bends in the breeze. Abilities: Skilled herbalist and maker of ceremonial poultices and infusions Light druidic magic, especially related to crop vitality and weather-sense Keeper of the ley-water paths that nourish the fields ✦ Thalanir Sunhollow Race: Elf Age: 233 Role: Steward of the Fields, Millwright, Historian of the Land Description: Tall and stoic, Thalanir carries the sun's memory in his skin and eyes like late summer skies. His voice is deep and calm, and his hands are rarely still-always adjusting the irrigation ley-ditches, inscribing stone markers, or repairing the flour mill beneath the terrace. Personality: Pragmatic and reverent, Thalanir believes farming is a sacred act and treats each harvest as a gift, not a right. He often tells stories about past eras, using the stars or root formations as his metaphors. Abilities: Expert in ley-aligned farming techniques Maker of tools and ritual plows blessed at solstices Knows forgotten names of local constellations and land spirits ✦ Sylraen Sunhollow Race: Elf Age: 74 Role: Daughter, Apprentice Herbalist, Wind-Initiate Description: Curious and bright, Sylraen is often seen skipping between the flax fields with a basket in one hand and a book of pressed flowers in the other. Her hair is golden-white and falls in wild braids, often stuck with wind-chimes, feathers, or crystal beads. Personality: Eager and empathetic. Sylraen wants to know everything-how vines talk, why some plants hum under the moon, and how to shape the wind like the ancient Elves did. She speaks to animals often and claims the willows whisper her secrets. Abilities: Learning minor air magic (from rituals to wind-guided seed dispersal) Talented at combining herbs into teas and perfumes Empathic bond with the family's white fox, Minae ✦ Minae (Bonded Familiar) Species: Elven white fox (fae-touched) Age: Unknown Role: Spirit-bound companion to Sylraen Traits: Silent-footed, with silver eyes and fur that reflects moonlight. Occasionally disappears for days and returns with small trinkets or sprigs of rare herbs. May be a manifestation of Aerdrie Faenya's blessing.

    Goods & Services

    Field & Harvest Goods
    ItemUnitPrice
    Golden Wheat (Sunshorn Grain)1 lb3 SP
    Golden Wheat Flour (milled)1 lb4 SP
    Moonbread (Ceremonial)Per loaf2 GP
    Flax (bundled, dried)1 bundle2 SP
    Sun-kissed Vegetables (mixed)5 lb crate3 SP
    Moonvine Squash (seasonal)Each4 SP
    Herbal & Alchemical Goods
    ItemUnitPrice
    Sunhollow Herbal Infusion (calming tea)10 servings6 SP
    Aerdrie's Whisper (mild stimulant)Vial1 GP
    Elven Healing Poultice (1d4+2 HP)Per use1 GP 2 SP
    Ley-Blessed Compost5 lb pouch2 SP
    Wines & Specialty Items
    ItemUnitPrice
    Ceremonial Wine (Golden Wheat)Per bottle3 GP
    Radiant Nectar (glowing cordial)Small flask5 GP
    Twilight Vinegar (floral, aged)Per bottle1 GP/td>
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  7. Hollowbrook Horse Ranch:

    The Hollowbrook Horse Ranch is one of the most prestigious and well-maintained ranches in the Vale, located in the north of the new section of Newhaven along the gently rolling hills that stretch from the Silverbranch Vineyards. Surrounded by wide pastures, ancient oak groves, and natural springs, the ranch is renowned for producing some of the finest warhorses and riding steeds in Jordaine, prized by both knights and nobility for their strength, endurance, and temperament. The ranch covers approximately 200 acres of prime grassland, divided into carefully maintained paddocks and grazing fields. A stone wall reinforced with wooden fencing encircles the ranch, with carefully positioned gates at key points for easy access. A pair of intricately carved wooden gates bearing the Hollowbrook crest stand open during daylight hour Main Features:
    • 90A-The Manor House: Constructed from weathered grey stone with dark oak accents, the manor reflects the Hollowbrook family's taste for quiet strength and resilience. A central hearth dominates the great hall, where leather furnishings and tapestries depicting horses and battles create a warm, lived-in atmosphere. The manor's interior is decorated with hunting trophies, family crests, and banners from Trennar's service in the Jordaine military. A large dining hall with long wooden tables serves as the gathering place for the ranch hands and visiting trade partners.
    • 90B- The Stables: The stables are a masterwork of Elven and Human craftsmanship, built from dark oak beams and whitewashed stone. Rows of spacious stalls line both sides of the main stable hall, each fitted with brass nameplates for the horses. Fresh hay, soft bedding, and automatic water troughs keep the horses comfortable and well-fed. The stables house up to 40 horses at a time, with separate areas for breeding mares, stallions, and training horses. A tack room attached to the stables contains finely crafted saddles, bridles, and horseshoes, many custom-made by Newhaven's blacksmith, Fulgur Stormwind.
    • 90C- The Breeding Barn: A specialized barn located at the far end of the property, away from the main stables. Stallions and breeding mares are kept here under close watch by Elariale and her stablehands. A staff of skilled breeders and veterinarians ensures that bloodlines are carefully managed to maintain the horses' strength, intelligence, and agility. Bloodlines are recorded in a large leather-bound registry kept in the manor's library.
    • 90D- The Training Grounds: A large fenced field with soft-packed earth, suitable for both riding and combat training. Wooden dummies, lances, and training obstacles are used for breaking in warhorses and training new riders. A smaller circular pen is used for training younger horses and familiarizing them with rider commands. Trennar often supervises training sessions, ensuring that the horses are prepared for both battle and long-distance travel.
    • 90E- The Pasture: Rolling fields of lush green grass dotted with natural springs and groves of ancient oak and ash. Horses are rotated throughout the pasture to keep the land healthy and avoid overgrazing. Some areas are designated for foals and younger horses, where they are watched over by experienced stablehands and occasionally visited by Dain and Trennar.
    • 90F- Lake Hollowbrook: Nestled on the northern edge of the Hollowbrook Ranch lies a small, pristine lake, a mirror-like expanse of water that reflects the silver light of the moon and the gentle sway of the surrounding willows. The lake was not shaped by natural forces, but rather by ancient Elven magic, a gift from the druids who roam the Vale. An Elven druid named Lirael Ambersong, a distant ancestor of Elariale Hollowbrook, crafted the lake through a sacred ritual. The land where the lake now rests was once barren and dry, unsuitable for grazing or growth. Seeking to restore balance to the land, Lirael called upon the ancient spirits of water and earth, weaving a delicate spell that shaped the land and summoned underground springs to the surface. The waters flowed forth, creating a crystal-clear lake fed by the hidden aquifers beneath the Vale. The surrounding soil, enriched by the magic, transformed into fertile ground where wildflowers and tall grasses now flourish. The lake is small, no more than 100 yards across at its widest point, but its waters are unnaturally pure, shimmering with a faint silver sheen under moonlight. The edges of the lake are framed by river stones, and clusters of white and blue water lilies that bloom even in the cooler months. Tall reeds and cattails line parts of the shore, swaying gently with the breeze, while willow trees extend their limbs over the water, creating a shaded canopy. The sound of rustling leaves and the soft murmur of the lake's gentle current create an atmosphere of peace and stillness. The lake is rumored to possess subtle magical properties. Horses that drink from its waters are said to grow stronger and more resilient, their coats taking on an extra sheen and their endurance increasing. Foals born near the lake are often healthier and quicker to train. Locals believe the lake's magic extends to those who care for the land, ranch hands often speak of feeling refreshed and energized after a swim in the cool waters. At the heart of the lake stands a single smooth stone that rises just above the surface. Known as the Heartstone, it is said to be the anchor of Lirael's magic. The stone hums faintly with power during the full moon, and on rare nights, silver light is said to rise from the water in thin, twisting tendrils before dissolving into the night air. The Hollowbrook family has taken great care to preserve the lake's purity, forbidding fishing or drawing too much water from its depths. Elariale, who often visits the lake in the early morning hours, believes that the lake's continued vitality is tied to the well-being of the ranch itself. Though the true source of its power remains a mystery, the Hollowbrook Lake stands as a quiet reminder of the ancient magic that still breathes beneath the land of the Vale.

    Notable Staff and Positions

  • Family
    • Trennar Hollowbrook
      Master of the Guild | 6th Level Fighter | Age 52 | Scrupulous | Follower of the Seldarine
      A broad-shouldered veteran of both battlefield and breeding hall, Trennar leads Hollowbrook Stables with the force of will and sense of justice that built his family's legacy. Revered for his strength, charisma, and discipline, he embodies the blend of martial command and rural stewardship. Though a devout follower of the Seldarine, Trennar is practical and grounded, often seen working alongside his hands or mediating disputes with the weight of wisdom. His voice carries in a storm, and when he speaks, the guild listens.
    • Elariale Hollowbrook
      Senior Rancher | Trennar's Wife
      Elegant, deliberate, and intelligent, Elariale oversees the agricultural and breeding cycles of the estate. Gifted in both administration and animal care, she ensures every corner of Hollowbrook operates smoothly. She is deeply spiritual and serves as a quiet priestess of the Seldarine faith among the household, tending to the moonlit groves behind the estate. She is the calm at the center of the Hollowbrook whirlwind.
    • Dain Hollowbrook
      Guardsman | Eldest Son of Trennar and Elariale
      Silent, watchful, and dependable, Dain commands the property's security and handles tactical defense matters. With his father's strength and his mother's composure, Dain has taken a leadership role in protecting the land, livestock, and people of Hollowbrook. He walks the outer trails alone and is a deadly marksman and melee combatant. Dain is not one for speeches-his actions speak for him.
    • Lirien Hollowbrook
      Breeder | Daughter of Trennar and Elariale
      Bright, meticulous, and deeply bonded to the stables' animals, Lirien manages the selective breeding programs and cares for young foals. She keeps extensive records and has a gift for identifying bloodline strengths and flaws. Lirien often speaks softly to animals in the old tongue, claiming that even the most skittish creature understands tone and intent. She hopes to one day breed a mount worthy of Elven princes.
    • Randell Hollowbrook
      Lead Stablehand | Trennar's Brother
      Gruff but loyal, Randell handles the physical labor and logistics of daily stable operations. He oversees the hands, trains newcomers, and maintains the quality of care expected from the Hollowbrook name. With a weathered face and a sharp wit, Randell acts as a tough but fair second-in-command to his brother. He is respected by all, feared by slackers, and trusted implicitly.
    • Lira Hollowbrook
      Cook | Randell's Wife
      The heart of the household, Lira ensures that everyone-from guild apprentices to visiting dignitaries-is well-fed and well cared for. Her cooking is legendary in the Vale, known especially for hearty winter stews and spiced oatcakes. But beyond her meals, Lira serves as a maternal figure for many of the younger hands. She listens, comforts, and, when needed, puts even Trennar in his place.
    • Caelrik Hollowbrook
      Lead Breeder | Randell's Son
      Intense and detail-oriented, Caelrik has taken on major responsibilities in maintaining the Hollowbrook breeding lines. He is fascinated by heredity, magical augmentation, and endurance breeding. Though sometimes perceived as aloof, Caelrik is fiercely proud of his work and often rises before dawn to check on pregnant mares or special breeds. He is the future of the guild's prestige bloodlines.
    • Gareth Hollowbrook
      Breeder | Randell's Son
      Gentler than his brother but no less capable, Gareth specializes in behavioral training and stress reduction in high-value or volatile mounts. He works closely with Lirien and is well-liked among the stablehands. His easy smile and quick sense of humor make him popular at the firepit after work, though he remains deeply committed to Hollowbrook's ideals of excellence.
  • Stablehands
    • Erynn Fairbrook
      A quiet, observant hand known for her calm around anxious animals. Youngest of the Fairbrooks, she keeps to the background but sees everything.
    • Coran Duskwind
      Sharp-tongued and nimble, Coran is excellent at handling restless steeds and night watch rotations. He's a skilled rider with a flair for showmanship.
    • Aelarion Farsight
      The eldest stablehand, with Elven blood on his mother's side. Gifted in recognizing early signs of illness or lameness. Revered for his long memory and soft voice.
    • Ralen Fairbrook
      Erynn's older brother, reliable and strong. Known for brute strength and a hearty laugh, but gentle with foals. Likes to sing while he works.
    • Ilvara Moonstep
      Stern and efficient, Ilvara specializes in saddle training and discipline. A former caravan outrider, she brings a soldier's edge to stable life.
    • Garvin Strong
      Massive and cheerful, Garvin does the heavy lifting around the ranch and takes great pride in cleaning and repairing gear. Excellent with draft animals.
  • Breeders
    • Maeril Starwhisper
      A refined, elegant breeder with a noble bearing. Specializes in rare bloodlines and magical creatures. Keeps detailed scrollwork records and rituals.
    • Rowan Brightleaf
      Practical and passionate, Rowan handles the day-to-day breeding cycles. An excellent teacher, often mentoring junior staff and visiting apprentices.
  • Trainers
    • Elandor Faewynn
      Known for his poetic instructions and intuitive feel for animal behavior. Trains elite mounts for scouts and messengers. Partial to Elven techniques.
    • Kellan Thornebrook
      A no-nonsense trainer with military experience. Focuses on warhorse conditioning and mounted combat drills. Demands precision.
    • Keelian Ironvale
      Big-hearted and patient, Keelian excels at rehabilitation, both animal and rider. Many a mistreated beast has found peace under his care.
    • Orin Braelan
      A loud and theatrical figure, Orin is best with spirited or defiant mounts. Uses games and challenges to build trust between rider and beast.
  • Guards
    • Veyrin Halewind
      Chief of the rotating perimeter watch. Sharp-eyed and serious, Veyrin takes no chances. Trusted deeply by Dain Hollowbrook.
    • Garrent Longstride
      A lanky, fast-footed scout who excels in rough terrain. Excellent tracker and forager. Often the first to sense trouble on the wind.
    • Aelric Stormglade
      A stoic veteran with a soft spot for animals. Often seen riding with a hawk companion. Doesn't speak much but commands quiet respect.
    • Kaelan Highbrood
      Youngest of the guard corps, but ambitious and eager. Trains daily with Dain and aims to one day become captain of the guard.

    Horse Breeds of Hollowbrook Ranch

    Hollowbrook Ranch is renowned throughout the Vale and beyond for its exceptional breeding program. Over the centuries, the ranch has specialized in raising and training several distinct horse breeds, each suited for different purposes, from swift couriers and sturdy war mounts to agile riding horses and show steeds. Under the skilled guidance of Elariale Hollowbrook, the ranch has maintained a reputation for excellence, with many nobles and military commanders seeking Hollowbrook horses for their strength, intelligence, and impeccable bloodlines.

      Master Horse Price List, Barony of the Vale

      Horse Type Untrained Price (S) Trained Price (S) Size (Hands) Coloration Temperament Description
      Elear`Kelytha
      (Scout Horse)
      650 1000 16-17 Pale silver, light grey, soft gold Intelligent, quick-witted, loyal Elven-bred for speed and stealth in forest terrain. Forms strong bonds with riders.
      Soor`Kelytha
      (Riding Horse)
      400 700 15-16 Chestnut, bay, white Calm, obedient Bred for endurance and elegance. Ideal for travel and ceremonial use.
      Hyar`Kelytha
      (Work Horse)
      500 800 16-18 Dark brown, black, grey Steady, patient, dependable Heavy labor horse, excellent stamina and resilience for hauling and farming.
      Dagor`Kelytha
      (War Horse)
      900 1500 17-18 Black, dark grey, deep chestnut Aggressive, focused, protective Trained for battle, fearless and responsive under pressure. Loyal to a fault.
      Teu`Kelytha
      (Moon Horse)
      1200 2000 16-17 Pale silver, white, soft blue Calm, intuitive Rare and mystical. Glows faintly under moonlight and bonds telepathically with its rider.
      Rhun`Kelytha
      (Fire Steed)
      1400 2200 15.5-17 Copper, red, blazing orange Fiery, spirited, proud Descended from elemental lines. Resistant to heat, fast, and bold in temperament.
      Stormhoof
      (Mountain Horse)
      500 800 15-16 Dun, grey, dark brown with white fetlocks Calm, steady, sure-footed Wolfen-Rhyanne stock. Extremely stable on rocky and steep terrain. Cold-resistant.
      Whispermane
      (Mystic Horse)
      1300 2100 15.3-16.2 Pale white or silver, blue/green eyes Mysterious, calm, intuitive Sensitive to magical energies and danger. Enhanced stealth at night. Bonded to mages.
      Valewind
      (Courier Horse)
      700 1000 15-16 Light bay, roan, or silver-grey Alert, driven, responsive Bred for speed and precision. Often used by Elven couriers and scouts.

      Tack & Saddle Options

      • Basic Tack Set, 75 S
      • Elven Comfort Saddle, 150 S
      • Warhorse Battle Tack (Reinforced), 250 S
      • Moonweave Bridle (Enchanted, glows), 300 S
      • Elemental Saddle (Fire, Water, Air, or Earth affinity), 500 S

      Magical Horse Variants

      • Moon-Blessed (+Night vision, silent steps), +800 S
      • Grove-Bonded (+Regeneration, bond with druids), +1000 S
      • Elemental-Touched (Fire/Storm/Earth aura), +1200 S
      • Spirit-Bound (Only bond to one rider; +speed & loyalty), +1500 S

      Services

      • Riding Lesson (Per Session), 20 S
      • Daily Rental (Basic Horse), 25 S
      • Grooming, 10 S
      • Farrier Service (Shoeing), 15 S
      • Stabling (Per Day), 12 S
      • Healing/Restoration Treatment, 100 S

      Training & Breeding

      • Basic Riding Training (2 Weeks), 300 S
      • Combat Horse Training (3-4 Weeks), 500 S
      • Magical Creature Familiarization, 750 S
      • Stud Breeding Fee (Standard), 400 S
      • Stud Breeding Fee (Rare/Magical), 1000-1500 S
      • Foal Handling & Early Training (6 Months), 800 S
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      Trennar Hollowbrook

      Master of the Guild

      6th Level Fighter

      Race: Human
      Alignment: Scrupulous
      Gender: Male
      Age: 52
      Height: 6'1"
      Weight: 210 lbs
      Land of Origin: The Vale
      Religion: Follower of the Seldarine Attributes:
      • I.Q.: 14
      • M.E.: 16
      • M.A.: 18
      • P.S.: 24
      • P.P.: 20
      • P.E.: 22
      • P.B.: 15
      • Spd.: 14
      Health & Combat Stats:
      • Hit Points: 50
      • S.D.C.: 70
      • P.P.E.: 10
      Skills of Note:
      • Agriculture (+45%)
      • Animal Husbandry (+50%)
      • Negotiation (+40%)
      • Land Navigation (+35%)
      • Leadership (+30%)
      Weapons & Equipment:
      • Steel-hafted Battle Axe (2D6+8 Damage)
      • Reinforced Leather Armor (A.R.: 12, S.D.C.: 50)
      • Ring of Strength (+2 to P.S.)

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      1. Lirael Lutarwa (Lirael Ferry Company):

        "Swift waters, steady hands." Nestled along the river, where the trees are thin and the river traffic grows dense, lies Lirael Lutarwa, a ferry transport house operated by Valthorion Lirael and his assistant. The business handles the skilled work of ferrying passengers and cargo up and down river. The buildings are squat, weather-worn structures of aged cypress wood, set beside a deep-water dock. Several broad, flat-bottomed ferrys are tethered along the pier, their hulls stained with pitch and age but expertly maintained. A sign, elegantly painted with the Elven rune for "Travel" over stylized waves, is affixed to the side of the building, though locals and travelers alike simply refer to it as Lutarwa, or "The Ferryhouse." The Building and Yard: The structure is a single-room office with an attached workshop in the rear. Out front, a narrow porch wraps around the entry, complete with three well-worn rocking chairs. These are usually occupied by retired boatmen and old Elves of the river, who while away the hours swapping stories and watching the bustle of water traffic. Inside, the air carries the scent of tar, river water, and burning wood drifting in from the rear workshop. Two desks dominate the room, each cluttered with:
        • Shipping manifests
        • River charts and tide tables
        • Arrival/departure schedules
        • Notations of fares, passengers, and routes
        Behind the desks, a simple door leads to a well-stocked storeroom filled with pitch pots, brushes, coils of rope, tarring tools, resin, and boat maintenance supplies. Hooks line the back wall, holding long river poles, oars, ropes, nets, and boat hooks for the lighter crews. Beside the main building is a large barn workshop where the ferrys can be built or repaired. Out back, beneath a large shade tree, sits a round table surrounded by four rough-carved chairs, a favored spot for crews to rest, eat, and wait for their next job while the cargo is being loaded or cleared. Owner: Valthorion Lirael is a wise and deliberate Elven businessman with an impeccable reputation across the Vale. Once a SHip's Captain in the Arethane Navy, he retired and settled in the Vale where he combined his knowledge of magic and logistics to create the Lirael Lutarwa (Lirael Ferry Company). His ferries travel the rivers of the Vale, and are operated by hand selected captain who are also like him Elementalist of Air and Water. Known for fair prices, fairer treatment, and an almost mystical sense of timing, Valthorion commands deep respect from merchants and riverfolk alike. Valthorion Lirael is now in his later years at 556, though by Elven reckoning, that still makes him sharp-eyed and spry. Slender, tanned, and silver-haired, he wears his age like a worn cloak: useful, respected, and never a hindrance. His hands are scarred and calloused from years of pitchwork and pole-handling, and his dark green eyes miss nothing. He performs most of the record-keeping himself and ensures every ferry is properly loaded, balanced, and on time. Assistant: Intelligent and ambitious, Lirae Elorandil serves as the organizational heart of the Lirael Ferry Company. She oversees schedules, contracts, and licensing with sharp efficiency, but it's her charisma and magical talents that make her indispensable. Her magical abilities, subtle but precise, help with foresight, protection, and communication. Though younger than Valthorion, she is treated as an equal partner by most of the staff. Many whisper she will someday inherit the company and elevate it beyond even its current success. Lirae Elorandil has served under Valthorion for two decades. Cheerful and attentive, she handles most of the customer-facing work, booking travel, arranging transfers, and keeping a sharp eye on the dock crews. She knows every ship that anchors in the harbor and every captain's quirks, often acting as a go-between for foreign merchants and local crews.

        The River Snake

        Light Flatbed Ferry

        Type: Small river crossing ferry
        Length: 30' Width: 8' Draft:2'
        Crew: 2 Passengers: up to 6 Cargo:1 ton Top Speed: 12 mph with current; 6 mph rowing or sail Stats:
        • A.R.: 10
        • S.D.C.: 150 (Hull), 25 (Sail), 10 (Oars)
        Skill Bonuses:
        • +10% Pilot: Small Boat
        • +5% Navigation (calm waters only)
        Notes:
        • Flat bottom ideal for shallow river routes.
        • Frequently enchanted to resist current or calm the waters.


        The River Nymph

        Mid-Sized Single-Masted Riverboat

        Type: Medium flatbed barge for cargo and travel
        Length: 60' Width: 14' Draft: 3.5'
        Crew: 4 Passengers: 10-12  Cargo: 4 tons Top Speed: 14 mph with current/wind; 8 mph normal Stats (Palladium RPG):
        • A.R.: 11
        • S.D.C.: 300 (Hull), 50 per Mast, 30 (Steering/Oars)
        • P.P.E.: 6 mundane, 20 if magically enhanced
        Skill Bonuses:
        • +10% Navigation
        • +5% Sailing
        • +5% Camouflage (wood tones)
        Notes:
        • Canvas canopy for passengers or goods
        • Used by trusted merchants and elven patrols


        The Griffin's Wake

        Large Elven River Freighter

        Type: Wide-deck, twin-masted river vessel
        Length: 90' Width: 20' Draft: 4.5'
        Crew: 6 Passengers: 18 Cargo: 10 tons Top Speed: 15 mph max, 10 mph average Stats (Palladium RPG):
        • A.R.: 12
        • S.D.C.: 450 (Hull), 60 per Mast, 100 (Shelter), 40 (Rudder)
        • P.P.E.: 10-30 depending on magical enhancements
        Skill Bonuses:
        • +15% Sailing
        • +10% Navigation (Great Rivers)
        • +5% Lore: Magic River Phenomena
        Notes:
        • Sleeping bunks and hammocks
        • Warding runes against river spirits
        • Magical lanterns for night travel

        Optional Enchanted Add-Ons

        • Magical Oars of Endurance: Halves rowing fatigue
        • Lantern of the Stream: Reveals underwater hazards
        • Elven Fog Veil: Near-invisibility in mist


        The Seawitch

        Large Three-Masted Shallow Bottom River Ferry

        Type: Flat-deck Cargo Ferry
        Length: 120' Width: 24' Draft: 6.5'
        Crew: 15 (Officers, archers, sail hands)
        Passenger Capacity: 10 to 30
        Cargo Capacity: 6 tons + Armament Speed: 10-14 mph depending on winds Stats:
        • A.R.: 14
        • S.D.C.: 600 (Hull), 90 per mast, 30 per weapon station
        Features:
        • 3 Ballistae mounts (2 fore, 1 aft)
        • Elven war archers' perch on mainmast
        • Runes inscribed rudder and reinforced keel
        • Gilded figurehead (a stylized gryphon or stag)

        Optional Enchanted Add-Ons

        • Magical Oars of Endurance: Halves rowing fatigue
        • Lantern of the Stream: Reveals underwater hazards
        • Elven Fog Veil: Near-invisibility in mist

        Ferry Crews:

        1. :

          "The River Snake"

          • Captain Vaneldir Elaran

              Traits: Calm, calculating, deeply familiar with the currents of the Gryphon River
              Skills: River Navigation, Boating: Rowing, Sailing, Recognize Weather Patterns
              Notes: Wears a dark green patch-stitched waxed cloak; keeps a compass gifted by his mentor
          • Tiller/Lookout Enwar Thaliel

              Traits: Sharp-eyed and quiet; watches for danger from treetop shadows or shifting waters
              Skills: Pilot Small Boat, Navigation, Wilderness Survival
              Notes: Keeps a small carved pendant of a hawk's eye around his neck
          • :

            "The River Nymph"

            • Captain Naelion Faerondal

                Traits: Weathered, dry-humored; wears a carved riverstone amulet
                Skills: Seamanship, River Navigation, Bargaining, Lore: Local
                Notes: Known for his dry wit and river folklore
            • Tiller/Signalman Sylira Naelari

                Traits: Precise, intelligent; carries a brass whistle and flag kit
                Skills: Signaling, Optics, Small Boat Piloting, Quick Reflexes
                Notes: Keeps the ferry in sync with port activity at all times
            • Oarsman Theloren Vaelis

                Traits: Hearty, quiet, fond of ghost tales
                Skills: Boating, Endurance, Storytelling, Physical Strength
                Notes: Beloved by children for his fog-bound river ghost stories
            • Deckhand & Repairer Ellisar Aerelion

                Traits: Resourceful, always equipped with tools and pitch rope
                Skills: Rope Use, Carpentry, Basic Mechanics, Swimming
                Notes: Can jury-rig nearly anything with river salvage
            • :

              "The Griffin's Wake"

              • Captain Talarion Finlomee

                  Traits: Calm, calculating, wears a dark blue waxed cloak stitched in patchwork
                  Skills: River Navigation, Boating: Rowing, Sailing (Palladium), Recognize Weather Patterns, Signaling, Optics, Small Boat Piloting, Quick Reflexes, Seamanship, Bargaining, Lore: Vale
                  Notes: Senior-most ferry captain on the Gryphon River; revered among Elven boatfolk
              • Tiller/Signalman Venyaril Saranwe

                  Traits: Keen-sighted, quiet voice, sharp mind; wears a brass whistle
                  Skills: Signaling, Optics, Small Boat Piloting, Quick Reflexes
                  Notes: Excels in fog or twilight conditions; often relied on to guide through sandbars
              • Oarsman/Repairer Thalanil Vorandar

                  Traits: Patient, strong, practical; rarely speaks unless it's vital
                  Skills: Boating: Rowing, Carpentry, Basic Mechanics, Swimming
                  Notes: Always carries pitch, tar, and a curved repair adze on his belt
              • Deckhand Elrinar Celethil

                  Traits: Witty, daring, likes to jump between barges for fun
                  Skills: Climbing, Knot Tying, Boating, Swimming
                  Notes: Often tells exaggerated tales to passengers; wears a red sash
              • Deckhand Faelar Ilphelkiir

                  Traits:Methodical and precise; often handles rigging and safety lines. Wears a woven sash with river knot patterns.
                  Skills: Climbing, Knot Tying, Boating, Swimming
                  Notes: Likes to Dance
              • Deckhand Aenyra Holimion

                  Traits: Energetic and playful; often climbs masts or leaps barges. Keeps a deck knife tied to her boot with red cord.
                  Skills: Climbing, Knot Tying, Boating, Swimming
                  Notes: Likes to whittle and carve wooden animals
              • :

                "The Seawitch"

                • Captain Thaelion Silverthorn

                    Traits: Noble, storm-eyed, always calm in the chaos
                    Skills: Navigation, Tactics, Lore: Sea, Pilot Ship, Language: Dragonese
                    Notes: Uses air magic to catch wind, commands with grace
                • First Mate Aeryndor Silverthorn

                    Traits: Loyal, strict, wears a sea-green cloak of rank
                    Skills: Swordsmanship, Horsemanship, Leadership, Pilot Ship
                    Notes: Brother to Captain Thaelion; intensely protective of crew
                • Navigator Vaelyra Telrunya

                    Traits: Mysterious, cloaked in enchanted midnight robes
                    Skills: Astronomy, Cartography, Literacy, Spell Lore
                • Bosun Tharion Melloriel

                    Skills: Climbing, Seamanship, Rope Use, Whistling Loudly
                • Quartermaster Lirael Maenora

                    Skills: Mathematics: Basic & Advanced, Appraise Goods, Language: Elven & Eastern
                • Ship's Healer Aranil Faevyre

                    Skills: Holistic Medicine, First Aid, Lore: Religion, Meditation
                • Elenwen Thylaris

                    Traits: Calm under fire, never misses a shot
                    Gear: Elven longbow, 40 arrows, two boot knives
                • Saretha Nolmyra

                    Traits: Quick reflexes, short temper
                    Gear: Composite bow, sabre, chainmail shirt
                • Thaliel Virethorn

                    Traits: Sharp eyes, deadly at distance
                    Gear: Hunter's bow, 3 daggers, camouflaged cloak
                • Eroan Faelwen

                    Skills: Knot Tying, Climbing, Scrubbing Decks with Pride
                • Vondir Aerelas

                    Skills: Sword Use, Hauling Rope, Helping the Bosun
                • Myra Serelith

                    Skills: Eavesdropping, Rope Use, Mopping Around Quietly
                • Ithilwen Caerthas

                    Skills: Climb, Balance, Sleight of Hand, Look Innocent
                • Taren Duskbow

                    Skills: Climbing, Tracking, Taking Over Rigging
                • Kaelen Mirthil

                    Skills: Scrub, Tie, Fight Rats Below Deck

        Services and Prices

        ServicePrice (in silver pieces)Notes
        Passenger Transfer (one-way)1 spIncludes one satchel or pack
        Passenger Transfer (with luggage)2 spUp to three medium items
        Small Cargo (up to 100 lbs)2 spSackcloth, crates, barrels
        Medium Cargo (up to 300 lbs)5 spMust be loaded by crew
        Large Cargo (500+ lbs or awkward)8-12 spPrice varies by size & distance
        River Pilot Service (per hour)1 gpFor guiding ships through tricky waters
        Mooring & Wait Time (per hour)5 cpFor docked ferrys waiting on cargo
        Overnight Dock Storage 1 spPer ferry per night
        All transfers include basic crew handling. Special loading needs (animals, fragile goods, magic items) require additional fees and notice.
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        Valthorion Lirael

        Proprietor, Lirael Ferry Company

        14th Level Sailor / 14th Level Air/Water Elementalist / 4th level Merchant

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 556
        Height: 6'1"
        Weight: 160 lbs
        Land of Origin: Teradryn, Arethane
        Religion: Devout follower of Corellon Larethian Attributes:
        • I.Q.: 17
        • M.E.: 14
        • M.A.: 16
        • P.S.: 11
        • P.P.: 13
        • P.E.: 12
        • P.B.: 18
        • Spd.: 10
        Health & Combat Stats:
        • Hit Points: 84
        • S.D.C.: 142
        • P.P.E.: 72
        Skills:
        • Business & Finance
        • Mathematics: Advanced
        • Law: Merchant & Trade
        • Public Speaking
        • Land Navigation (River Routes)
        • Language: Faerie, Dragonese, Eastern
        • Lore: Magic and Ley Lines
        Equipment:
        • Ledger book bound in blue Elven leather
        • Set of enchanted ferry route stones (float when placed in water)
        • Personal brooch of Corellon (protects against curses)
        • Wine-dark overcoat with riverleaf embroidery

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        Lirae Elorandil

        Operations Manager, Lirael Ferry Company

        5th Level Scholar / 5rd Level Water/Air Elementalist

        Race: Elf
        Alignment: Unprincipled (loyal, clever)
        Gender: Female
        Age: 98
        Height: 5'7"
        Weight: 128 lbs
        Land of Origin: Teradryn, Arethane
        Religion: Follower of Sehanine Moonbow Attributes:
        • I.Q.: 18
        • M.E.: 15
        • M.A.: 15
        • P.S.: 9
        • P.P.: 17
        • P.E.: 13
        • P.B.: 20
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 29
        • S.D.C.: 30
        • P.P.E.: 64
        Skills:
        • Research
        • Record Keeping
        • Literacy: Elven, Eastern, Western
        • Writing: Legal Documents & Contracts
        • Cryptography
        • Magical Pigeon & Sense Magic
        Equipment:
        • Ink kit in a carved moonstone case
        • Scroll of business licenses and ferry permits
        • Compact enchanted mirror (used for remote communication)
        • Sapphire-threaded clerical robes

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        Vaneldir Elaran

        Captain of "The River Snake"

        6th Level Sailor/ 6th Level Water/Air Elementalist

        Race: Elf
        Alignment: Principled
        Gender: Male
        Age: 143
        Height: 6'2"
        Weight: 170 lbs
        Land of Origin: The Vale
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 16
        • M.E.: 13
        • M.A.: 12
        • P.S.: 14
        • P.P.: 17
        • P.E.: 15
        • P.B.: 19
        • Spd.: 18
        Health & Combat Stats:
        • Hit Points: 36
        • S.D.C.: 44
        • P.P.E.: 12
        Skills:
        • Navigation (River)
        • Boating: Rowing
        • Sailing (Palladium)
        • Recognize Weather Patterns
        Equipment:
        • Waterproof patch-stitched cloak
        • Pocket compass (heirloom)
        • River knife, small leather-bound logbook

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        Enwar Thaliel

        Tiller/Lookout of "The River Snake"

        2nd Level Sailor

        Race: Half-Elf
        Alignment: Unprincipled
        Gender: Male
        Age: 138
        Height: 5'10"
        Weight: 150 lbs
        Land of Origin: The Vale
        Religion: Follower of the Seldarine Attributes:
        • I.Q.: 14
        • M.E.: 13
        • M.A.: 10
        • P.S.: 12
        • P.P.: 20
        • P.E.: 13
        • P.B.: 12
        • Spd.: 16
        Health & Combat Stats:
        • Hit Points: 25
        • S.D.C.: 32
        • P.P.E.: 6
        Skills:
        • Pilot Small Boat
        • Navigation
        • Wilderness Survival
        Gear: Carved driftwood hawk, river maps, spyglass

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        Naelion Faerondal

        Captain of "The River Nymph"

        7th Level Sailor/ 7th Level Water/Air Elementalist

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 355
        Height: 6'1"
        Weight: 160 lbs
        Land of Origin: The Vale
        Religion: Devout follower of the Seldarine Attributes:
        • I.Q.: 15
        • M.E.: 16
        • M.A.: 15
        • P.S.: 13
        • P.P.: 18
        • P.E.: 16
        • P.B.: 14
        • Spd.: 17
        Health & Combat Stats:
        • Hit Points: 38
        • S.D.C.: 40
        • P.P.E.: 9
        Skills:
        • River Navigation
        • Sailing
        • Leadership
        • Recognize Weather Patterns

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        Sylira Naelari

        Tiller/Lookout - "The River Nymph"

        2nd Level Ranger

        Race: Elf
        Alignment: Unprincipled
        Gender: Female
        Age: 132
        Height: 5'8"
        Weight: 145 lbs
        Land of Origin: Rynthalor
        Religion: Seldarine Attributes:
        • I.Q.: 14
        • M.E.: 15
        • M.A.: 13
        • P.S.: 16
        • P.P.: 23
        • P.E.: 14
        • P.B.: 17
        • Spd.: 19
        Health & Combat Stats:
        • Hit Points: 39
        • S.D.C.: 48
        • P.P.E.: 9
        Skills:
        • Pilot Small Boat
        • Wilderness Survival
        • Navigation
        • Tracking
        Notes:
        • Sharp-eyed and quiet, wears a green scarf around her neck.
        • Keeps a polished driftwood staff tucked under the tiller post.

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        Theloren Vaelis

        Main Oarsman - "The River Nymph"

        3rd Level Sailor

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 111
        Height: 6'0"
        Weight: 180 lbs
        Land of Origin: The Vale
        Religion: Seldarine Attributes:
        • I.Q.: 13
        • M.E.: 14
        • M.A.: 11
        • P.S.: 17
        • P.P.: 14
        • P.E.: 16
        • P.B.: 12
        • Spd.: 16
        Health & Combat Stats:
        • Hit Points: 34
        • S.D.C.: 42
        • P.P.E.: 8
        Skills:
        • Boating: Rowing
        • Endurance
        • Storytelling
        • Physical Strength
        Notes:
        • Hearty and quiet, often shares ghost stories in the fog.
        • Beloved by children along the riverbank.

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        Ellisar Aerelion

        Deckhand & Repairer - "The River Nymph"

        2nd Level Merchant

        Race: Half-Elf
        Alignment: Unprincipled
        Gender: Male
        Age: 102
        Height: 5'10"
        Weight: 165 lbs
        Land of Origin: The Vale
        Religion: Seldarine (lapsed) Attributes:
        • I.Q.: 15
        • M.E.: 13
        • M.A.: 14
        • P.S.: 13
        • P.P.: 16
        • P.E.: 14
        • P.B.: 13
        • Spd.: 18
        Health & Combat Stats:
        • Hit Points: 30
        • S.D.C.: 36
        • P.P.E.: 5
        Skills:
        • Rope Use
        • Carpentry
        • Basic Mechanics
        • Swimming
        Notes:
        • Resourceful, always carries pitch rope and tools.
        • Can jury-rig nearly anything from river salvage.

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        Talarion Finlomee

        Captain - "The Griffin's Wake"

        11th Level Sailor/11th Water/Air Elementalist

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 570
        Height: 6'2"
        Weight: 172 lbs
        Land of Origin: The Vale
        Religion: Seldarine Attributes:
        • I.Q.: 17
        • M.E.: 16
        • M.A.: 14
        • P.S.: 13
        • P.P.: 15
        • P.E.: 14
        • P.B.: 16
        • Spd.: 17
        Health & Combat Stats:
        • Hit Points: 45
        • S.D.C.: 50
        • P.P.E.: 12
        Skills:
        • River Navigation
        • Boating: Rowing
        • Sailing (Palladium)
        • Recognize Weather Patterns
        • Signaling
        • Optics
        • Small Boat Piloting
        • Quick Reflexes
        • Seamanship
        • Bargaining
        • Lore: Vale
        Notes:
        • Senior-most ferry captain on the Gryphon River; revered among Elven boatfolk.
        • Wears a dark blue waxed cloak stitched in patchwork.
        • Calm and calculating with decades of river wisdom.

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        Venyaril Saranwe

        Tiller/Signalman - "The Griffin's Wake"

        4th Level Scholar

        Race: Elf
        Alignment: Principled
        Gender: Male
        Age: 122
        Height: 5'11"
        Weight: 165 lbs
        Land of Origin: The Vale
        Religion: Seldarine Attributes:
        • I.Q.: 17
        • M.E.: 15
        • M.A.: 12
        • P.S.: 11
        • P.P.: 18
        • P.E.: 13
        • P.B.: 14
        • Spd.: 20
        Health & Combat Stats:
        • Hit Points: 32
        • S.D.C.: 36
        • P.P.E.: 10
        Skills:
        • Signaling
        • Optics
        • Small Boat Piloting
        • Quick Reflexes
        Notes:
        • Keen-sighted with a quiet voice, excels in twilight navigation.
        • Wears a polished brass whistle around his neck.

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        Thalanil Vorandar

        Oarsman/Repairer - "The Griffin's Wake"

        5th Level Carpenter

        Race: Elf
        Alignment: Unprincipled
        Gender: Male
        Age: 160
        Height: 6'1"
        Weight: 190 lbs
        Land of Origin: The Vale
        Religion: Seldarine Attributes:
        • I.Q.: 14
        • M.E.: 13
        • M.A.: 10
        • P.S.: 18
        • P.P.: 15
        • P.E.: 17
        • P.B.: 11
        • Spd.: 14
        Health & Combat Stats:
        • Hit Points: 38
        • S.D.C.: 50
        • P.P.E.: 6
        Skills:
        • Boating: Rowing
        • Carpentry
        • Basic Mechanics
        • Swimming
        Notes:
        • Patient and practical, speaks only when necessary.
        • Wears a toolbelt with pitch, tar, and a curved repair adze.

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        Elrinar Celethil

        Deckhand - "The Griffin's Wake"

        2nd Level Sailor

        Race: Half-Elf
        Alignment: Anarchist
        Gender: Male
        Age: 191
        Height: 5'10"
        Weight: 155 lbs
        Land of Origin: Rynthalor
        Religion: Seldarine Attributes:
        • I.Q.: 12
        • M.E.: 13
        • M.A.: 15
        • P.S.: 12
        • P.P.: 16
        • P.E.: 12
        • P.B.: 15
        • Spd.: 18
        Health & Combat Stats:
        • Hit Points: 28
        • S.D.C.: 35
        • P.P.E.: 9
        Skills:
        • Climbing
        • Knot Tying
        • Boating
        • Swimming
        Notes:
        • Daring and witty, loves jumping between barges.
        • Known for exaggerated tales and a trademark red sash.

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        Faelar Ilphelkiir

        Deckhand - "The Griffin's Wake"

        2nd Level Sailor

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 104
        Height: 5'9"
        Weight: 160 lbs
        Land of Origin: The Vale
        Religion: Seldarine Attributes:
        • I.Q.: 12
        • M.E.: 11
        • M.A.: 14
        • P.S.: 15
        • P.P.: 17
        • P.E.: 13
        • P.B.: 13
        • Spd.: 18
        Health & Combat Stats:
        • Hit Points: 31
        • S.D.C.: 38
        • P.P.E.: 6
        Skills:
        • Climbing
        • Rope Handling
        • Boating
        • Swimming
        Notes:
        • Methodical and precise; often handles rigging and safety lines.
        • Wears a woven sash with river knot patterns.

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        Aenyra Holimion

        Deckhand - "The Griffin's Wake"

        2nd Level Sailor

        Race: Elf
        Alignment: Unprincipled
        Gender: Female
        Age: 97
        Height: 5'7"
        Weight: 135 lbs
        Land of Origin: The Vale
        Religion: Seldarine Attributes:
        • I.Q.: 13
        • M.E.: 12
        • M.A.: 15
        • P.S.: 12
        • P.P.: 18
        • P.E.: 12
        • P.B.: 16
        • Spd.: 17
        Health & Combat Stats:
        • Hit Points: 29
        • S.D.C.: 33
        • P.P.E.: 7
        Skills:
        • Acrobatics
        • Climbing
        • Swimming
        • Boating
        Notes:
        • Energetic and playful; often climbs masts or leaps barges.
        • Keeps a deck knife tied to her boot with red cord.

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        Thaelion Silverthorn

        Captain of "The Seawitch"

        8th Level Warlock (Air)

        Race: Elf
        Alignment: Aberrant
        Gender: Male
        Age: 273
        Height: 6'1"
        Weight: 160 lbs
        Land of Origin: Western Empire, Palladia
        Religion: Dragonwright (Styphon) Attributes:
        • I.Q.: 17
        • M.E.: 18
        • M.A.: 21
        • P.S.: 11
        • P.P.: 15
        • P.E.: 13
        • P.B.: 20
        • Spd.: 12
        Skills: Navigation, Tactics, Lore: Sea, Pilot Ship, Language: Dragonese
        Special: Uses air magic to guide the ship, summon gusts, clear fog
        Notes: Noble demeanor, storm-eyed, always calm amid chaos

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        Aeryndor Silverthorn

        First Mate of "The Seawitch"

        5th Level Knight

        Race: Elf
        Alignment: Aberrant
        Gender: Male
        Age: 218
        Height: 6'0"
        Weight: 170 lbs
        Land of Origin: Western Empire, Palladia
        Religion: Dragonwright (Styphon) Attributes:
        • I.Q.: 14
        • M.E.: 16
        • M.A.: 15
        • P.S.: 20
        • P.P.: 17
        • P.E.: 15
        • P.B.: 16
        • Spd.: 13
        Skills: Swordsmanship, Horsemanship, Leadership, Pilot Ship
        Notes: Brother to Captain Thaelion; strict, loyal, wears a sea-green cloak of rank

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        Vaelyra Telrunya

        Navigator of "The Seawitch"

        6th Level Wizard

        Race: Elf
        Alignment: Unprincipled
        Gender: Female
        Age: 174
        Height: 5'9"
        Weight: 128 lbs
        Land of Origin: Western Empire, Palladia
        Religion: Dragonwright Attributes:
        • I.Q.: 19
        • M.E.: 15
        • M.A.: 13
        • P.S.: 10
        • P.P.: 16
        • P.E.: 12
        • P.B.: 18
        • Spd.: 14
        Skills: Astrology, Star Navigation, Lore: Astronomy, Pilot Ship, Literacy: Elven, Literacy: Dragonese
        Special: Enchanted sea charts and floating crystal compass
        Notes: Mysterious and insightful; cloaked in shifting sea-blue robes

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        Tharion Melloriel

        Bosun of the Seawitch

        5th Level Ranger

        Race: Half-Elf
        Alignment: Unprincipled
        Gender: Male
        Age: 203
        Height: 5'11"
        Weight: 165 lbs
        Land of Origin: Western Empire, Palladia
        Religion: Dragonwright Attributes:
        • I.Q.: 13
        • M.E.: 12
        • M.A.: 14
        • P.S.: 15
        • P.P.: 19
        • P.E.: 15
        • P.B.: 17
        • Spd.: 22
        Skills: Climbing, Seamanship, Rope Use, Whistling Loudly Notes: Keeps order on deck, respected by crew for speed and strength

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        Lirael Maenora

        Quartermaster of the Seawitch

        4th Level Scholar

        Race: Elf
        Alignment: Scrupulous
        Gender: Female
        Age: 190
        Height: 5'8"
        Weight: 125 lbs
        Land of Origin: Western Empire, Palladia
        Religion: Dragonwright Attributes:
        • I.Q.: 17
        • M.E.: 14
        • M.A.: 13
        • P.S.: 9
        • P.P.: 14
        • P.E.: 12
        • P.B.: 18
        • Spd.: 14
        Skills: Mathematics: Basic & Advanced, Appraise Goods, Language: Elven & Eastern Notes: Keeps immaculate records, trusted with every coin and crate

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        Aranil Faevyre

        Healer of the Seawitch

        6th Level Priest of the Seldarine

        Race: Elf
        Alignment: Principled
        Gender: Male
        Age: 260
        Height: 6'0"
        Weight: 155 lbs
        Land of Origin: Western Empire, Palladia
        Religion: Dragonwright Attributes:
        • I.Q.: 16
        • M.E.: 18
        • M.A.: 15
        • P.S.: 11
        • P.P.: 12
        • P.E.: 17
        • P.B.: 19
        • Spd.: 15
        Skills: Holistic Medicine, First Aid, Lore: Religion, Meditation Notes: Calm presence, leads prayer, cares for wounds and morale

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        Elenwen Thylaris

        Archer of the Seawitch

        4th Level Longbowman

        Race: Elf
        Alignment: Unprincipled
        Gender: Female
        Age: 120
        Height: 5'9"
        Weight: 125 lbs
        Land of Origin: Western Empire, Palladia
        Religion: Dragonwright Attributes:
        • I.Q.: 12
        • M.E.: 15
        • M.A.: 11
        • P.S.: 13
        • P.P.: 22
        • P.E.: 14
        • P.B.: 17
        • Spd.: 18
        Traits: Calm under fire, never misses a shot Gear: Elven longbow, 40 arrows, two boot knives

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        Saretha Nolmyra

        Archer of the Seawitch

        3rd Level Soldier

        Race: Elf
        Alignment: Unprincipled
        Gender: Female
        Age: 97
        Height: 5'7"
        Weight: 118 lbs
        Land of Origin: Western Empire, Palladia
        Religion: Dragonwright Attributes:
        • I.Q.: 11
        • M.E.: 13
        • M.A.: 12
        • P.S.: 14
        • P.P.: 20
        • P.E.: 12
        • P.B.: 15
        • Spd.: 17
        Traits: Quick reflexes, short temper Gear: Composite bow, sabre, chainmail shirt

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        Thaliel Virethorn

        Archer of the Seawitch

        3rd Level Ranger

        Race: Elf
        Alignment: Unprincipled
        Gender: Male
        Age: 109
        Height: 5'11"
        Weight: 145 lbs
        Land of Origin: Western Empire, Palladia
        Religion: Dragonwright Attributes:
        • I.Q.: 14
        • M.E.: 12
        • M.A.: 11
        • P.S.: 13
        • P.P.: 18
        • P.E.: 13
        • P.B.: 14
        • Spd.: 17
        Traits: Sharp eyes, deadly at distance Gear: Hunter's bow, 3 daggers, camouflaged cloak

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        Eroan Faelwen

        Deckhand of the Seawitch

        2nd Level Common Sailor

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 86
        Height: 5'8"
        Weight: 135 lbs
        Land of Origin: Western Empire, Palladia
        Religion: Dragonwright Attributes:
        • I.Q.: 11
        • M.E.: 10
        • M.A.: 10
        • P.S.: 13
        • P.P.: 15
        • P.E.: 14
        • P.B.: 12
        • Spd.: 17
        Skills: Knot Tying, Climbing, Scrubbing Decks with Pride

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        Vondir Aerelas

        Deckhand of the Seawitch

        1st Level Fighter

        Race: Elf
        Alignment: Unprincipled
        Gender: Male
        Age: 95
        Height: 5'10"
        Weight: 140 lbs
        Land of Origin: Western Empire, Palladia
        Religion: Dragonwright Attributes:
        • I.Q.: 10
        • M.E.: 11
        • M.A.: 9
        • P.S.: 14
        • P.P.: 13
        • P.E.: 12
        • P.B.: 11
        • Spd.: 16
        Skills: Sword Use, Hauling Rope, Helping the Bosun

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        Myra Serelith

        Deckhand of the Seawitch

        2nd Level Rogue

        Race: Elf
        Alignment: Aberrant
        Gender: Female
        Age: 82
        Height: 5'6"
        Weight: 125 lbs
        Land of Origin: Western Empire, Palladia
        Religion: Dragonwright Attributes:
        • I.Q.: 13
        • M.E.: 12
        • M.A.: 14
        • P.S.: 10
        • P.P.: 16
        • P.E.: 11
        • P.B.: 13
        • Spd.: 15
        Skills: Eavesdropping, Rope Use, Mopping Around Quietly

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        Ithilwen Caerthas

        Deckhand of the Seawitch

        2nd Level Thief

        Race: Elf
        Alignment: Anarchist
        Gender: Female
        Age: 93
        Height: 5'7"
        Weight: 130 lbs
        Land of Origin: Western Empire, Palladia
        Religion: Dragonwright Attributes:
        • I.Q.: 12
        • M.E.: 11
        • M.A.: 13
        • P.S.: 11
        • P.P.: 17
        • P.E.: 13
        • P.B.: 14
        • Spd.: 18
        Skills: Climb, Balance, Sleight of Hand, Look Innocent

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        Taren Duskbow

        Deckhand of the Seawitch

        2nd Level Ranger

        Race: Elf
        Alignment: Principled
        Gender: Male
        Age: 104
        Height: 6'0"
        Weight: 145 lbs
        Land of Origin: Western Empire, Palladia
        Religion: Dragonwright Attributes:
        • I.Q.: 13
        • M.E.: 12
        • M.A.: 10
        • P.S.: 13
        • P.P.: 15
        • P.E.: 14
        • P.B.: 12
        • Spd.: 17
        Skills: Climbing, Tracking, Taking Over Rigging

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        Kaelen Mirthil

        Deckhand of the Seawitch

        1st Level Sailor

        Race: Elf
        Alignment: Scrupulous
        Gender: Male
        Age: 88
        Height: 5'9"
        Weight: 135 lbs
        Land of Origin: Western Empire, Palladia
        Religion: Dragonwright Attributes:
        • I.Q.: 11
        • M.E.: 10
        • M.A.: 11
        • P.S.: 12
        • P.P.: 14
        • P.E.: 13
        • P.B.: 13
        • Spd.: 16
        Skills: Scrub, Tie, Fight Rats Below Deck
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      2. Windmere Orchard:

        Nestled along a breezy hillcrest surrounded by silver-barked aspens, Windmere Orchard is a serene Elven grove known for its everblooming trees and whispering winds. The trees here bear delicate fruits year-round-moonpears, starplums, and dusk-apples-each imbued with subtle fey sweetness. Pale stone pathways meander between the trees, and the air always carries a faint, floral chill. Elven music can often be heard drifting from the treetop platforms where the family lives, in harmony with their orchard. Produce: Moonpears, starplums, dusk-apples, and sunleaf cider Notable Features: The orchard's central tree, “Elaral's Heart,” is said to be planted from a cutting gifted by a faerie noble. Laerelth Windmere Race: Elf Age: 188 Role: Orchardmistress, Aromatic Brewer, Lorekeeper Graceful and soft-spoken, Laerelth is deeply attuned to the orchard. She can sense a tree's health by touch alone and brews enchanted teas and ciders known to cure melancholy and revive the weary. top

      3. Brighthaven Farmhouse:

        Built on rich green pastures beside a winding creek, Brighthaven is a cheerful and hardworking ranch. Large oak barns, split-rail fences, and windmills dot the landscape. The cattle here are broad-shouldered and healthy, bred for both meat and milk. The ranch also produces fine leather, cheeses, and preserves sold at market. Produce: Beef, dairy, hides, hard cheeses, tallow Notable Features: A small shrine to Ehlonna under the biggest pasture tree ✦ Marta Brighthaven Race: Human Age: 52 Role: Ranch Matron, Butcher, Defender Tough and sun-leathered, Marta runs the ranch with pride and fairness. She's known for her sharp wit, strong handshake, and for having punched a bandit horse-thief clean off his saddle. top

      4. Shimmervale Farmhouse:

        This picturesque valley farm lies beside a sparkling brook and flower-strewn meadow. Shimmervale specializes in colorful heirloom vegetables, fragrant herbs, and woven garlands used in weddings and festivals. It balances Elven beauty with Human practicality, its owners practicing both rustic farming and light glamour. Produce: Heirloom vegetables, edible flowers, garlands, herbal oils Notable Features: A standing stone circle where moon rites are performed during equinoxes. ✦ Calen & Miris Shimmervale Race: Half-Elves Ages: 40s Roles: Greenhand Growers, Flowerbinders A couple known for their loving bond and deep understanding of seasonal rhythms. Calen handles the crop rotations, while Miris weaves magic into every harvest wreath and solstice bouquet. top

      5. Emberhill Farmhouse:

        Situated on the edge of old volcanic soil, Emberhill Farmhouse sits among rolling red earth and heat-kissed fields that bloom with sun-hardy crops. The farmhouse is stout, stone-built, and warm in color-reds, oranges, and deep browns. Smoke often curls gently from the chimney, and lanterns glow amber in the evening. The land is fertile but prone to summer droughts, which the family counters with clever irrigation and fireproof crop shelters. Produce: Spicy root vegetables, smoked peppers, fireblossom oil, embercorn Notable Features: An ancestral hearth that has burned continuously for over 150 years, tended with reverence. ✦ Garrin Emberhill Race: Human (or other, pending your input) Age: 45 Role: Head Farmer, Tiller of Ember Soil Garrin is a weathered, warm-hearted man with a deep laugh and a serious respect for fire. He treats farming as both tradition and science, always testing soil blends or fire-resistance in crops. His smoked pepper jerky is famous for “waking the dead.” top

      6. Thornmere Manor

        The Silverthorns, in ancient times known as House Ari`Gajema, are a distinguished bloodline of Shadow Elves, tall, graceful, and hauntingly beautiful, with an air of aristocratic authority that veils the chill of something far older and darker. Their noble lineage is unmarred by dilution, each generation bred with deliberate precision to preserve both their Elven purity and the cold intellect that defines their house. Beneath their cultivated manners and glacial charm lies a legacy of hidden cruelty and ruthless ambition, concealed beneath layers of silk and ritual. Centuries ago, after the fall of Baalgor during the Elf/Dwarf Wars, House Ari`Gajema settled in the Human lands now known as the Western Empire, adopted the Human translation of their name, and quickly ascended to prominence on Palladia, building an empire of their own within its shadowy heart. Outwardly, they were celebrated as alchemists of sublime skill, healers of rare insight, and subtle advisors to courts and guilds alike. But beneath that elegant facade, the Silverthorns were the architects of a vast and clandestine syndicate, an invisible empire bound not by loyalty, but by leverage and fear. Their devotion to Styphon the Black, the Dragon God of Plague and Death, was never etched into temple stone nor spoken in open prayer. Instead, it was etched in the patterns of disappearances, in the untraceable toxins that whispered death into the ears of rivals, and in the silken pacts forged with blades hidden in smiles. Their poisons were the stuff of whispered legend, slow and beautiful, like the decay of autumn leaves. Few who crossed them were ever seen again, and fewer still dared speak of it. When King Rhysanus of Arethane cast open the Mystic Portal to welcome the Elven peoples during the Great Exodus, House Silverthorn recognized not salvation, but opportunity. They did not flee persecution, they brought it with them, refined and repackaged. In Otara, they emerged resplendent, cloaked in highborn dignity and bearing vast coffers of gold, rare alchemical tinctures, and the polished rhetoric of philosophers and priests. Their honeyed tongues praised the noble aspects of the Dragonwright, invoking the radiant justice of Kym-Nark-Mar and the divine order of Kormath, while their veiled hearts remained ever faithful to Styphon. They embedded themselves within the social fabric of Arethane, weaving threads of influence through marriage, patronage, and quiet alliances. Behind every gracious smile was a calculation, and behind every charitable gift, a price yet to be called due. The Silverthorns are not simply survivors, they are invaders in silk, spreading the reach of their dark god beneath the banner of enlightenment and grace. In a land ripe with forgotten ruins, sleeping powers, and ancient magics, they see not sanctuary, but conquest, quiet, insidious, and inevitable. In Newhaven, a thriving frontier town teetering on the edge of true cityhood, House Silverthorn is swiftly entrenching itself as a fixture of prestige and power. Their arrival was like the unfurling of a silk banner, quiet, graceful, and impossible to ignore. Within a short span of months, they have become synonymous with elegance, mystery, and high culture. To the townsfolk and rising merchant class, the Silverthorns are seen as refined patrons of progress, exotic nobles whose wisdom and wealth are matched only by their inscrutable grace. They are renowned artisans of rare and coveted luxuries: perfumes distilled from alchemical flora that bloom only under moonlight; "restorative elixirs" whispered to heal more than the body; and enchanted tonics that claim to sharpen the mind, extend youth, or inspire dreams. These wares are not sold in open markets but through hushed recommendations and private salons, lending their products a mystique that only deepens their allure. Publicly, the Silverthorns are among the most generous benefactors of the Dragonwright temple, their donations often marked by opulent ceremonies and solemn devotions, always to the more "virtuous" draconic deities such as Kym-Nark-Mar and Zandragal, never openly to Styphon. Their sacred offerings come in the form of gilded amphorae of incense, jeweled reliquaries, and rare herbs not found outside of faraway Elven lands. Yet their influence reaches far beyond temples and tonics. House Silverthorn has deftly woven itself into the civic tapestry of Newhaven. They fund orphanages and infirmaries, sponsor bards and sculptors, and advise on everything from architectural design to magical infrastructure. Their subtle hand can be found behind the beautification of public squares, the restoration of ancient stonework, and even the discreet healing of influential figures struck by mysterious ailments. To the people of Newhaven, they are paragons of cultured benevolence, a House of strange and wondrous beauty that uplifts the town toward its destined glory. But to those who peer too closely or ask too many questions, there are murmurs of veiled transactions, of missing rivals, and of shadows that move when none should. House Silverthorn does not rule the town, but it no longer needs to. It is already part of Newhaven's very bones. Yet all of House Silverthorn's grace and generosity is but a veneer, a carefully crafted illusion veiling the iron machinery of a quiet yet formidable crime syndicate. Beneath the polished civility and charitable fronts, they have sunk deep roots into Newhaven's underbelly, entrenching themselves within merchant lanes, noble rivalries, and the city's burgeoning power structure. From the bustling harbor to the opulent manors of rising aristocrats, their influence spreads like a shadow at dusk, unseen, but always present. At the heart of their domain lies Thornmere Manor, a sprawling estate perched on the edge of town like a noble sentinel. Outwardly a marvel of Elven architecture and garden artistry, its true face lies beneath. Within its foundation are secret shrines to Styphon, hidden vaults of plague alchemy, and chambers cloaked in silence spells, places where rituals are performed, curses bottled, and infernal contracts inked in shadow. Servants loyal not by coin but by blood-oaths and enchantment move unseen through the manor, some never venturing into daylight. Throughout the Barony, their agents walk unnoticed, trading secrets like coin, smuggling cursed relics wrapped in false blessings, and dealing in magical narcotics whose side effects include haunting visions, or worse. The criminal web spun by House Silverthorn is elegant in its efficiency: bribes whispered into the right ears, rumors planted like seeds, rivals ruined through orchestrated scandals or discrete disappearances. They do not rule through fear, but through precision, using information as their sharpest blade. At the center of this web is Kraethin Silverthorn, the family's current patriarch and undisputed mastermind. Born into the cold splendor of the Western Empire, where danger lurked in every courtly glance, Kraethin was raised like a blade, tempered by privilege, sharpened by secrecy. Trained in the lethal arts of arcane subterfuge, courtly manipulation, and magical assassination, he emerged from his youth not as a nobleman, but as a weapon. Now, in Newhaven, Kraethin serves not only as the family's leader but as its architect of ambition. He is the mind behind the mask, the silent force directing schemes across the region. Every bribe that finds its mark, every investigator who vanishes, every noble whose fortunes turn unexpectedly sour, all bear his invisible signature. He views laws not as boundaries, but as puzzles to be outwitted, barriers to be dismantled through cunning or corruption. Among the criminal elite and whispered underworld circles, he is known only as "The Viper", a name that invokes fear, not because of brutality, but because of his cold, calculating elegance. He weaves together magic, steel, and psychic influence into a tapestry of domination, always three steps ahead, always smiling. Kraethin does not worship Styphon in the conventional sense. There are no kneeling prayers or open sacrifices. His reverence is one of understanding, a philosophical alignment with death, disease, and decay as tools, as necessities of order and control. To him, plague is a language, despair a scalpel, and death the final punctuation in a well-written strategy. Members of House Silverthorn possess all the standard racial traits of Shadow Elves, but centuries of selective breeding, forbidden alchemy, and unholy pacts have granted them unique advantages, both feared and admired. These abilities are intrinsic to their bloodline, passed through generations steeped in secrecy and shadow.
        • Silverthorn's Guile: Cunning is the Silverthorn birthright. From an early age, they are taught to lie with a smile and listen with purpose. Benefit: +20% to all Espionage skills (e.g., Intelligence Gathering, Disguise, Seduction, Interrogation, Forgery, Prowl, etc.).
        • Cult of Styphon's Blessing: Centuries of devotion, veiled or otherwise, to the Dragon God of Plague and Death have rendered the Silverthorns unnaturally resistant to illness and toxin. Their blood runs clean, their bodies tempered by alchemical trials. Benefit: +5 to save vs. Disease and Poison.
        • Thornmere's Veil: The wards of Thornmere Manor are carved into the flesh of every heir. The arcane sigil branded on their soul allows them to vanish like mist when needed. Benefit: Once per day, the character may cast Invisibility (as per the spell) as a spell-like ability, with a duration equal to their P.E. in melee rounds.
        • Blood of the Black Rose: The most sacred (and feared) rite of the Silverthorns is the Black Rose Kiss, a ceremonial method of assassination using refined poisons traced back to Styphon's original teachings. Victims rarely survive the bite. Benefit: When delivering a killing blow with a poisoned weapon, the victim must save vs. Poison at -5 or die instantly (or suffer maximum poison effects, GM's discretion).

        Members of House Silverthorn:

        Blood of the Viper, Fangs of Styphon, Masters of Thornmere The noble House Silverthorn is more than an ancient elven bloodline, it is a tightly wound web of sorcerers, assassins, priests, and manipulators, all bound by lineage, ritual, and an iron loyalty to the Cult of Styphon. Beneath their polished grace lies a legacy of shadow, poison, and psionic supremacy. Each member plays a role in the family's occult dominion over the Barony, weaving influence through noble courts, criminal networks, and forbidden rites.
        • Lady Vaeliryn Silverthorn:

          The Cold Bloom Lady Vaeliryn Silverthorn is a commanding presence, silver-haired, statuesque, and seemingly timeless. Her eyes, a glacial blue, scan the world with an unfathomable calm that chills those who meet her gaze. Her voice is soft and melodious, reminiscent of winter rain on marble, yet every syllable carries an undeniable authority. She is revered as a cultural icon across noble elven circles, the patroness of the arts, music, and refined traditions. But beneath the serene surface lies a dangerous truth. Vaeliryn is the secret High Priestess of Styphon the Great, the dark dragon god of domination and power. From the secluded crypt-shrine beneath her ancestral manor, she weaves her influence through veiled threats, honeyed words, and sacrificial rites in Styphon's name. With the patience of centuries, she maneuvers the chessboard of courtly intrigue, crushing rivals with grace and ensuring the loyalty of House Silverthorn through spiritual and psychic manipulation. She cultivates beauty and tradition on the surface, adorning herself in robes of frost-kissed silks and wearing symbolic snow-bloom jewelry. But her true adornments are the secrets she collects and the power she quietly amasses. The Cold Bloom is not a title of vanity, it is a warning.
        • Lord Kraethin Silverthorn:

          The Viper Lord Kraethin Silverthorn, Patriarch and Master Mind Mage, is the quiet dread of the elven aristocracy. An unflinching intellect honed by years of study, subtlety, and psychic mastery, he stands as the unseen architect of House Silverthorn's enduring dominance. Whereas Lady Vaeliryn manipulates hearts and beliefs, Kraethin controls thoughts, decisions, and actions, both his enemies' and allies' alike. Tall, gaunt, and with a face like carved obsidian, his expression rarely shifts beyond a serene mask of detached calm. His cold violet eyes, rarely blinking, seem to bore directly into a person's psyche. Where he walks, silence follows, not from fear, but from anticipation. Whispers in underworld call him "The Viper", a serpent of strategy and subterfuge who strikes without warning and leaves no trace. He has personally masterminded the collapse of merchant guilds, the absorption of rival houses, and the "accidental" deaths of inquisitive magistrates. His power is not brute force but control, of the mind, of the field, and of the narrative. To cross him is to forget why you ever opposed him in the first place. Lord Kraethin Silverthorn is the silent architect of House Silverthorn's enduring dominance. His powers are matched only by his precision and icy logic. Where his wife Vaeliryn inspires devotion and awe, Kraethin inspires dread and obedience. Every major event in the house's shadowy history, every alliance, betrayal, cover-up, or assassination, has his fingerprints on it. Kraethin's brilliance lies in his ability to remain unseen while controlling the board. He seldom raises his voice; he seldom needs to. A single look or a softly spoken word from him carries the weight of unspoken consequences. He is a man of few expressions, fewer mistakes, and no mercy. His study, known only to a select inner circle, is lined with magical tomes, blackmail ledgers, and illusionary maps that update with psychic surveillance. He is said to sleep only two hours a night, spending the rest in meditative trances and astral projections that span continents. Even within his marriage, Kraethin and Vaeliryn maintain a cold partnership of strategy and ambition, bound more by their shared vision of power than by sentiment. Together, they are an apex force cloaked in civility and lethal grace.
        • Lord Velaith Silverthorn:

          The Serpent Charming, ruthless, and alarmingly intelligent, Lord Velaith Silverthorn is the poised serpent coiled behind the throne of House Silverthorn, the eldest son of Lord Kraethin, groomed not for courtly grace, but for control of the shadows. Born into nobility yet shaped by blood contracts and back-alley pacts, Velaith moves seamlessly between velvet-draped drawing rooms and blood-slicked alleys. His tongue is silver, his mind a blade, and his soul a ledger of calculated debts. Trained from youth as a Ranger of the hidden paths and arcane lore, Velaith added wizardry and psionics to his arsenal, making him a rare hybrid of raw survival instinct, intellectual might, and supernatural precision. He is a known associate, though never proven, of several black-market guilds, smugglers' circles, and assassin networks, often operating under layers of aliases and enchanted disguises. Among the underworld, he is called The Serpent, a man whose smile is as feared as his dagger. Where his father manipulates from thrones and towers, Velaith cuts directly. He is the hand that signs forbidden pacts, the shadow that ensures debts are paid in blood. He traffics in rare spell components, lost grimoires, cursed relics, and souls bound in glass, all for the right price. His presence in a city often precedes a rise in missing persons, collapsed rivals, or entire power shifts within illicit circles. Yet for all his cruelty, he is rarely cruel without purpose. Every action is measured, every ally leveraged, every betrayal banked until its interest matures. Though known for extravagant fashion and courtly grace, there's always steel beneath the silks, a concealed blade, a spell at the ready, or a whispered command that makes threats disappear.
        • Lady Vaelena Silverthorn:

          The Witch-Rose A devout Priestess of Styphon and trained Witch. Elegant, inscrutable, and touched by sacred corruption, Lady Vaelena Silverthorn is both the radiant consort of Velaith and a dark star in her own right, an unwavering devotee of Styphon, the Serpent God of Death and Alchemy. She is the cult's rose: beautiful, intoxicating, and edged with venom. Beneath her poise lies a will like sharpened obsidian and a soul tempered in holy poison. Raised in one of Styphon's hidden cloisters, Vaelena was chosen early as a vessel for the god's dark will, a child marked by prophetic dreams and a talent for ritual magic that even the elder witches feared to question. Her marriage to Velaith was not mere politics, but prophecy: the serpent and the rose, binding the temporal and the divine. Together, they form the nexus of House Silverthorn's shadow empire. Vaelena leads dual lives with effortless grace. In public, she is the vision of noblewomanly poise, draped in silks, whispering etiquette through painted lips, her presence enchanting courtiers and foreign envoys alike. In private, she is high priestess to a cult that bleeds behind glass, where sacrifices vanish beneath moonlit atriums and prayers are written in the screams of the damned. She performs rites of transformation and obedience, speaks in tongues under the silver moon, and serves as judge and confessor for the cult's inner circles. Her knowledge of alchemy and enchantment is profound; it is whispered she can brew potions that birth nightmares, or kiss away a man's soul with a touch. Her familiar, a sleek raven with eyes like burning coals, often perches nearby, a silent witness to the world's unraveling. More than a wife, Vaelena is a doctrinal blade. When faith and ambition demand blood, it is her hands that are stained, and never tremble.
        • Caelion Silverthorn:

          The Gilded Fang To the masses, Caelion Silverthorn is the gleaming face of honor; a decorated paladin, beloved by the common folk and respected by nobles across the kingdom. He is the shining sword of justice, the voice of moral clarity in a world of murk and corruption, or so the world believes. Clad in radiant armor and ever-ready with righteous words, Caelion embodies the illusion of nobility perfected. But behind the polished visor, beneath the heraldic cloak, lies a soul forged in secrecy and sacrament. Caelion is not merely a knight of the realm, he is Styphon's hidden fang, a sanctified executioner operating under divine pretense and familial will. His oaths are to the Serpent God first, and to House Silverthorn second; the kingdom, at best, is a stage. Initiated into Styphon's mysteries by his sister-in-law Vaelena and sanctioned by quiet rites in glass temples beneath the manor, Caelion accepted a darker understanding of "justice." To him, morality is a mechanism, and punishment a tool. He condemns with a smile, kills with a clean blade, and never falters when asked to eliminate threats to the family's order. Those he slays are said to die with a look of awe, not at his skill, but the terrible conviction in his eyes. On the battlefield, Caelion wields both divine magic and surgical precision. In courts, he gives counsel as the voice of honor, masking calculated manipulation in sermons of virtue. Rumors of his efficiency have earned him fearful reverence among criminals and cultists alike, though none know the truth of why: he is not hunting evil. He is eliminating disobedience.To his enemies, he is a sanctified horror. To his family, a scalpel of precision and obedience. To the world, a golden mask hiding venom beneath.
        • Serelthia Silverthorn:

          Mistress of Venoms Serelthia Silverthorn is the embodiment of stillness before the strike, beautiful, refined, and utterly lethal. The second daughter of the Silverthorn line, she commands the family's vast espionage network with glacial poise and a predator's calm. While her siblings lead armies or shape fates with magic and sermons, Serelthia rules in whispers, blades, and poisons that leave no trace. Known in some circles as The Pale Thorn, she is the architect of secrets, a weaver of blackmail, infiltration, and quiet ruin. She honed her craft in foreign courts and enemy guilds, always vanishing before anyone could name her. Her specialty is toxins, alchemical, magical, and psionic, many of which she concocts herself. Whether slipped into a goblet, painted onto a letter, or delivered through a lover's kiss, her poisons kill without a trace or leave victims mad and compliant. Her laboratories beneath the Silverthorn estate are lined with petrified hearts and dried tongues, trophies from those who lied to her once. Serelthia oversees a network of infiltrators, informants, courtesans, and turncoats planted across the Barony and beyond. No rumor escapes her reach for long. Disloyalty is met not with open punishment, but a slow unraveling of fortunes, relationships, and finally, life itself. Despite her lethality, she is rarely angry. She kills as a gardener prunes a rose, methodically, with care, and always for the health of the garden. To meet her gaze is to feel the weight of every secret you've ever kept. She is the spider at the center of the web, and if you see her smile, it's already too late.
        • Vaeril Silverthorn:

          The Cipher Thief Vaeril Silverthorn is the unseen warding circle drawn around the heart of House Silverthorn, a reclusive genius of grim symbols, infernal bargains, and arcane architecture. Where others move in courts or shadows, Vaeril works in silence, ink, and blood. A master Diabolist and feared alchemical smuggler, he is the house's arcane locksmith, architect of traps that do not just kill trespassers, they erase them from memory. Known as The Cipher Thief, Vaeril possesses an unmatched intellect and an obsession with the codified structure of magic. He speaks fluently in sigils, knows the grammar of curses, and can read the thoughts of dead civilizations in the cracks of ancient runes. Though quiet and pale from years of ritual exposure, there is a fierce intensity behind his eyes, the kind that comes from staring too long into the logic of hell. He is trusted with the deepest layers of the family's archives, warded libraries where forbidden grimoires whisper even when sealed, and the very blueprints of the estate's magical defenses. Vaeril's vaults, hidden throughout the Barony, are traps within traps, bound by runes etched with dragon blood and sealed with names not spoken in living tongues. His dealings extend beyond security. He oversees the family's black alchemy operations: manufacturing cursed relics, binding spirits to rings, and trafficking forbidden glyph ink to the highest bidder. Though he rarely speaks above a whisper and avoids social gatherings, his power is absolute within the arcane infrastructure of House Silverthorn. Even his kin walk carefully around his chambers, for in Vaeril's world, every surface may be a sigil, every step a choice between safety and oblivion. To defy him is to play chess in a language you do not read, and find your king already marked in blood.
        • Trellair Silverthorn:

          The Silent Knife Thief and Assassin, Trellair Silverthorn does not speak, not because he cannot, but because he swore an oath never to utter another word until the enemies of his bloodline are silenced forever. This sacred silence has become his weapon, his ritual, and his legend. Where others use threats or spells, Trellair uses absence, of sound, of emotion, of mercy. Among the Silverthorn siblings, he is the shadow no one hears coming. The youngest by blood, but oldest in burden, Trellair was raised not in the noble salons of court, but in the oubliettes and killing grounds beneath the family's ancestral estate, trained by ghosts, warded blades, and cursed locks. He emerged a phantom wrapped in silk and steel, precise in motion, and terrifyingly still when stillness is needed. Known only as The Silent Knife to the outside world, Trellair is blood-loyal to his kin, especially to Serelthia, and Caelion. He is dispatched alongside them when a message must be sent in the form of a corpse, or when no message at all must remain. His presence is often signaled only by a subtle change in air pressure followed by the soft sound of a body collapsing. Trellair is a master of infiltration, acrobatics, and pressure-point execution. His use of magical silence fields, nullifying poisons, and anti-divination charms has made him the bane of diviners and sentries alike. Even the most secure enemy compounds have fallen to him, not through siege or sorcery, but through quiet, methodical removal. He carries twin ritual daggers etched with oaths of silence and bound to his soul. It is said that should Trellair ever speak again, the sound of his voice would kill all who hear it, such is the power woven into his vow. Where others shout, strike, or scheme, Trellair simply ends things.
        • Uncle Ithrandel Silverthorn:

          The Pale Flame Few in House Silverthorn burn as coldly, or as completely, as Uncle Ithrandel, the so-called Pale Flame. A Half-Elf of uncertain origin and unsettling grace, Ithrandel speaks with the soft cadence of a court poet, but his words bear the weight of ritual, doctrine, and death. His role in the family is not martial, not mercantile, but spiritual and insidious, a devout priest of Styphon and master of the cult's inner doctrine, politics, and punishments. His presence is a paradox: reserved, serene, and seemingly gentle, yet utterly without mercy when it comes to the purity of belief. Where others wield blades and spells, Ithrandel wields faith like a scalpel, cutting away doubt, ambition, or heresy with a whisper and a smile. He is the one who ensures the family's devotion is not only complete, but correct, no matter the cost. Educated in ancient serpent cult traditions lost to the rest of the world, Ithrandel is rumored to have rewritten sacred texts and corrected conflicting prophecies to better serve House Silverthorn's aims. His mastery of theology, psychology, and ritual magic makes him both confessor and inquisitor, the one who tends to the souls of killers, and quietly unravels those who stray too far from the path. Behind every cult rite, every elevation or sacrifice, his unseen hand guides the flame. He arranges high rituals beneath stained glass, oversees communion with forbidden entities, and whispers poison into the ears of acolytes and heirs alike, not for power, but for order. In his mind, Styphon's will and the Silverthorn legacy are inseparable. Though soft-spoken and courteous, his eyes burn with quiet judgment. Those who mistake his calm for weakness rarely have time to realize their mistake.
        • Mirael Silverthorn:

          The Oracle of Ashes Mirael Silverthorn is the living breath of prophecy, a pale and spectral figure cloaked in smoke, silence, and divine dread. Known across the cult as The Oracle of Ashes, she is the only child of Ithrandel Silverthorn, and his greatest offering to the Serpent God. Born beneath a lunar eclipse and swaddled in smoke-charred cloth, Mirael has dreamed in Styphon's voice since she could speak. She dwells in near-seclusion, housed in the highest chamber of Thornmere's tower, a place said to hover slightly out of phase with reality. Her room is lined with wards, sigils, and blackened incense bowls that burn eternally. She is rarely seen, but her prophecies ripple outward like tremors from a volcanic heart, shaping the actions of assassins, merchants, and high priests alike. Her visions are never false, though often maddeningly cryptic: riddles couched in blood, bones, and serpentine metaphors. Sometimes she speaks in tongues. Other times, her body seizes or levitates during trances. She has written entire prophecies backwards in ash with her bare hands, or screamed warnings through the mouths of her own reflected image. To the faithful, Mirael is a vessel of Styphon's will, a sacred, suffering thing. To her family, she is both revered and feared, treated with a mix of affection and caution. Even her cousins step lightly around her, for she has foreseen their victories, betrayals, and deaths with unnerving precision. She once predicted a noble's downfall twenty-seven years before it occurred, in a single sentence whispered in her sleep. Mirael's mind walks a fine edge between brilliance and madness, held together by ritual, discipline, and the cold composure inherited from her father. She does not seek to control fate, only to survive its weight. Those who visit her often leave, different. Some say her tears leave burn marks. Others say she dreams of gods who devour other gods. All agree: when Mirael speaks, the wise listen and the doomed pray.
        • Kael Silverthorn:

          The Watcher's Hand Kael Silverthorn is the family's invisible tether, a stoic shadow that drifts just beyond the firelight of power, watching, waiting, and acting only when necessary. Known in whispers as The Watcher's Hand, Kael is not the blade that strikes first, but the one that follows afterward, the one that makes problems disappear, corpses vanish, and inconvenient truths die in silence. Where others of the Silverthorn bloodline are instruments of ambition, fear, or prophecy, Kael is an instrument of finality. He is the one they send when a deal has gone sour, a loose end refuses to stay tied, or a disloyal agent must be erased without spectacle. Operating from the fringes of Newhaven's underworld, Kael moves through the world like fog over stone: quiet, patient, and inevitable. He rarely speaks. When he does, his words are chosen with surgical care. He listens more than he acts, watching expressions, measuring silences, and noting what's missing rather than what's said. In many ways, Kael is less assassin than archivist of secrets, preserving the dignity of House Silverthorn not through fire or fear, but through the art of quiet erasure. Armed with a collection of tools tailored to silence, poisons that simulate natural death, blades that disrupt magical resurrection, and alchemical mixtures that dissolve evidence, Kael is the family's final answer to exposure. His presence at a scene is often undetected. His work is rarely questioned. His loyalty is not loud, but absolute. He answers to no one but the inner circle, and perhaps to Serelthia, whose web of espionage he protects with quiet devotion. Some believe he is an apostate of Styphon, others a devotee too pure to show it. Either way, Kael does not ask for absolution. He ensures that no one ever needs to.
        • Cyndil Silverthorn:

          The Huntress Cyndil Silverthorn is the silent breath between trees, the cold eyes above the bowstring, and the last shadow seen before the end. Known among the family's enemies, those few who have lived long enough to whisper, as The Huntress in Shadow, Cyndil is the Silverthorn blade that moves through forests, ruins, and deep wilds with unnerving precision. She does not speak often, but when she does, it is final. A master ranger and archer, she was raised half among wolves and half among cultists. Where her cousins thrive in courts and crypts, Cyndil walks the green silence between them all, guiding caravans carrying cursed cargo, escorting high-value fugitives through treacherous terrain, and ensuring that anyone who flees the Silverthorn's justice, or their secrets, is swiftly reclaimed or quietly buried beneath the loam. She is a woman of fierce instincts and austere devotion. Her longbow, "Whisperfang", is strung with enchanted sinew and etched with sigils that allow its arrows to track prey across great distances, or silence the dying before their magic can warn others. Her arrows are tipped with poisons brewed by Serelthia, and her survival gear includes bone charms carved by Vaeril, protecting her from detection. Cyndil conducts forest-bound rituals when called, invocations of Styphon beneath moonlight and blood-marked stones, binding pacts between beast and cult, or consecrating ground where sacrifices must never be found. She does not fear the wild; she commands it. It is said that even beasts bow their heads when she passes, sensing the divine quiet that clings to her. While others revel in power or manipulation, Cyndil finds freedom in the hunt, purpose in the chase, and judgment in the draw of her bow. There is no hesitation in her, only the path, the quarry, and the moment the string releases.
        • Koadath Silverthorn:

          The Veiled Flame Koadath Silverthorn is the mind behind the spellfire, the hand behind the glyph, and the flame behind the veil. Known among allies and rivals as The Veiled Flame, he is a prodigy of mystic warfare and infernal negotiation, forged not in duels or towers, but within the crucible of his family's dark legacy. He serves as Kraethin's arcane strategist and battlefield architect, ensuring that every magical engagement, from ritual to ruin, favors the Silverthorn cause. A rare fusion of Wizard, Mind Mage, and Diabolist, Koadath is a walking contradiction: precise and volatile, reserved and wrathful, calculated and consuming. His understanding of ley lines, dimensional rifts, and pact-binding glyphs is second only to his father's political cunning. When Kraethin draws maps of influence, Koadath etches runes of devastation across them. He maintains the Silverthorn family's vault of forbidden contracts, demon-binding pacts, soul-forged tomes, and cursed relics, artifacts too dangerous to be used lightly, but too valuable to destroy. With surgical coldness, he deploys these assets only when needed: a summoned horror for a mutinous vassal, a psychic feedback trap for an overreaching spy, a demonic decoy to mislead diviners. Koadath's mind is layered like a spell circle, each thought masked behind another. Even among family, few can tell when he is truly present. He speaks little, preferring gesture, eye contact, and mental projection to speech. His inner world is a storm of moving sigils, shifting strategies, and relentless arcane analysis, always planning, always watching. His signature creation is the Infernal Lattice, a forbidden spellwork that binds planar entities in recursive service loops, using pain and promise to extract obedience. He keeps these bound forces in a private sanctum he alone can access, a maze of runes and psionic walls known only as The Ember Cage. Though feared by outsiders as a warlock and mind-breaker, Koadath is utterly loyal to the Silverthorn cause. His magic is not reckless. It is refined weaponry, and it is always aimed precisely, often at enemies who never see the blow coming until reality bends and their soul is forfeit.
        • Eryndar Silverthorn:

          The Silent Thorn Eryndar Silverthorn moves through the city like a whispered rumor, subtle, invisible, and always fatal. Known only in certain criminal circles and whispered court intrigues as The Silent Thorn, he is a master of infiltration, assassination-by-enchantment, and shadow-sculpted sorcery. He is not sent to kill openly, he is sent to erase. Unlike his kin who command cults or carve trails through wilderness, Eryndar chooses solitude and the darkest arteries of civilization: forgotten alleys, abandoned temples, nobles' secret passageways, and tunnels beneath the rot of old cities. He has perfected the art of moving without trace, dressing in tailored midnight velvet that hides tools of the trade: rune-inscribed lockpicks, illusion-choked vials, blades spelled to hum at a specific heartbeat. Where others rely on brute force or poison, Eryndar kills with beauty and silence, charms whispered into a drink, a death-rune traced into a sigil-covered wall, a sleeping enchantment turned lethal in the breath before dawn. His assassinations often leave no mark at all, or worse, leave his targets dreaming of him for nights before dying of something that cannot be explained. His signature spellcraft blends urban shadow magic with subtle psychic conditioning, allowing him to disappear even in plain sight or to remain unremembered by those he passes. Witnesses forget him. Guards fail to notice him. And if a noble wakes in a cold sweat murmuring his name, it is already far too late. Eryndar prefers to work alone, not out of arrogance, but because silence is his sanctum, and too much noise breaks the spell. He takes only the missions none dare speak of aloud.
        • Elvry Silverthorn:

          Elvry Silverthorn is flame bound to stone, both destroyer and warden, born of ash and buried secrets. Known within the family as The Emberstone, she is the only Silverthorn in recorded memory to manifest true elemental mastery, bonded to the twin forces of fire and earth. Her power is not merely magical, it is primal, catastrophic, and awe-inspiring. From a young age, Elvry's presence warped her surroundings: hearths flared when she entered, stone floors cracked beneath her steps when her temper flared. Recognizing the danger and potential, Lord Kraethin entrusted her with the family's most hazardous charge, the care and containment of the plague vaults, scorched sanctuaries, and forbidden chambers. Elvry walks those halls like a sentinel goddess. She tends ancient furnaces that purge cursed remains, seals quarantine crypts in molten stone, and binds elemental wards that prevent dark contagions from ever reaching the surface. These are not duties of glory, they are sacred, brutal, and unending. She is the last line between the family's sins and the world's ruin. When called to battle, Elvry is overwhelming. She channels fire through stone, summons walls of molten rock, turns the ground into razors of obsidian, and immolates her enemies with scorching gouts of living flame. Her skin is often warm to the touch, her eyes like burning coal in moments of fury, and her voice resonates with a low rumble, like magma threatening to breach. Despite her power, Elvry is reserved. She speaks plainly, acts decisively, and has little patience for political games. She is deeply respected by her siblings and feared by the family's enemies, for she alone can collapse a citadel in fire and entomb its secrets beneath the earth, never to rise again. Where others scheme, Elvry purifies. Where others command, she contains. In a house of serpents and shadows, she is the volcanic heart, smoldering, silent, and waiting.
        • "Uncle" Dorelth the Bound:

          In the silent crypt-chambers of Thornmere Manor, beyond rune-sealed halls and starlit warding stones, dwells a figure of awe and dread, "Uncle" Dorelth, the Bound Baelnorn of House Silverthorn. Cloaked in robes of starlight and layered ceremonial armor wrought of blacksteel and crystal-forged mythril, he does not breathe, does not age, and does not forget. His presence is not undead rot, but rather, the sacred stillness of memory and duty bound in fleshless form. Long ago, Dorelth was not a creature of undeath, but a champion of the Elven Courts, a paladin of ancient myth who led the defense for the cult of Styphon in a forgotten war. When he fell upon the black altar of the Pale Flame, his spirit, noble and unbroken, refused to depart. In a ritual now known only to the eldest of the Silverthorn bloodline, Dorelth chose transformation over rest. Through rites of spirit-binding and arcane sanctification, he became a Baelnorn, an eternal guardian of elvenkind, willingly embracing undeath to safeguard that which must not fall. He is not a construct, nor a simple ghost, but a voluntary revenant, a soul suffused with sacred fire, his will unbending and eternal. Dorelth does not speak to most, his voice is a harmonic of sorrow and storm, heard only in dreams or upon the breath of death itself. Only Lady Vaeliryn Silverthorn, priestess and heir to the family's oldest rites, may converse with him freely. Even she approaches with reverence. Dorelth's charge is the innermost sanctum of Thornmere, where cursed relics are sealed, where tomes whisper in forbidden tongues, and where ancient sins are buried beneath wards of obsidian flame. His sword, a towering blade etched in glowing runes of old high Elvish and ever-burning fire, is called Naer'Vora, the Spirit-Sever. It is said to wound the soul itself, unraveling essence as easily as bone. The household staff avert their eyes when they pass the sealed corridor where he stands, unmoving. Children are taught to call him "Uncle," out of respect and fear, a title not of kinship, but of old pacts and older watchfulness. He is bound to the house, and to the soul-oath sworn in his final breath. Whether Dorelth is truly immortal or simply cannot die until his charge is fulfilled, no one knows. He does not sleep. He waits and in his waiting, House Silverthorn endures.
        • "Uncle" Iavros:

          The Hollow Mask To the outside world, Uncle Iavros is a gentle and pious elf, a humble Court Priest of Kym-Nark-Mar, the god of dragonkind and truth. He attends ceremonies with calm grace, blesses warriors before they march, and tends the wounded with soft words and soothing hands. His public shrine, etched with symbols of light and scaled majesty, is kept pristine, a place of supposed sanctity within Thornmere's chapel wing. But those who truly know the Silverthorns know this is only a mask, one of many. In the dark, beneath stone and steel, behind false wine casks in the deepest cellar, lies the shrine that matters: a hidden sanctum of blood and serpents, consecrated not to Kym-Nark-Mar, but to Styphon the Black. There, by flickering candlelight and the scent of burned opium and crushed lilies, Iavros reveals his truth, a high-ranking priest of Styphon's cult, favored for his genius in duplicity and devotion. Known within the family as The Hollow Mask, Iavros is the master of internal and external intelligence, the liaison to both wings of Dragonwright, playing both sides while his heart serves Styphon alone. He curates a vast network of spies, informants, and scribe-assassins, and his agents operate within royal courts, mercantile guilds, and rival cults alike. He weaves disinformation like a bard spins tale, with beauty, intent, and venom. Iavros is never angry, never loud. His wrath is a closed door, a whispered order, a glass of wine left untouched. When needed, he personally oversees interrogations, always with kindness in tone and horror in method. He is both the velvet glove and the scalpel hidden within it. In many ways, he is Silverthorn's conscience, not the moral kind, but the whispering strategist that ensures the family's mask remains intact, no matter how black the face beneath becomes.
        • "Uncle" Isithan Silverthorn:

          The Steward of Silence To those beyond the walls of Thornmere Manor, Uncle Isithan is a quiet, stooped, ever-present figure, the mute house steward, tending to the estate's functions with mechanical precision. Servants assume he is simply odd, perhaps cursed into silence by a long-forgotten spell, or wounded in some ancient war. He carries messages on vellum scrolls, bows deeply to guests, and never seems to eat, sleep, or age. But this is only the illusion of a man. In truth, Isithan is not elven at all, but a greater demon, bound into flesh and form by Vaelena Silverthorn, Priestess of Styphon and his mistress. Wreathed in a cloak of arcane veils and sorcerous obedience, Isithan walks the manor not as a servant, but as a watcher and cleaner, a shadow that follows behind the family's darker rituals and ensures that all evidence is erased. His duties are unspoken and grim:
          • He tends to sacrifices made beneath the manor's moonsilver altar.
          • He performs occult purifications, where blood stains stone and screams echo in ritual.
          • And when a rival, traitor, or "guest" must be quietly removed, it is Isithan who ensures that no trace remains, body, soul, or sin.
          Though he appears docile, Isithan is a creature of cunning malice, restrained only by the iron command of Styphon's will and Vaelena's precise control. Beneath his elven guise, he holds a burning hatred for all who defy the cult, and a cold amusement at the fear he quietly instills in those who know even part of what he is. It is whispered that he has never spoken aloud, not because he cannot, but because his true voice would drive mortal minds into madness. He does not age. He does not question. He waits until he is needed again.

        Thornmere Manor Staff:

        Servants of Silence · Stewards of Shadow · Eyes Within the Walls While Thornmere may appear to function as a noble household with the expected retinue of servants and attendants, every soul within its walls has been carefully chosen, indoctrinated, or bound by oath and occult pact. The staff are not mere functionaries, they are extensions of the Silverthorn will, loyal (or compelled) keepers of the family's rituals, secrets, and sins. Key Categories of Staff:
        • Household Servants: Chambermaids, valets, and butlers who operate with impeccable discipline and discreet silence. Many are trained in eavesdropping, subtle poisons, and emergency defense.
        • Ritual Attendants: Specially assigned acolytes of Styphon who assist with purification rites, sacrificial preparation, and cleaning the aftermath of occult ceremonies. Their hands are always clean, even when their souls are not.
        • Groundskeepers: Groundskeepers like Old Harlowe ensure sacred spaces remain undisturbed and coded sigils unbroken.
        • Specialists: Alchemical cooks, master tailors, stablehands with backgrounds in smuggling, and archivists trained in diabolism. Each plays their role under strict guidance and silent observation.
        Most staff members undergo occasional memory-altering rituals, loyalty conditioning, or divination screenings to ensure their trustworthiness. Even those unaware of the full depths of the Silverthorn cult remain obedient out of fear, devotion, or the simple desire to survive. The manor runs with the precision of a blade's edge, and bleeds none of its secrets.
        • Maeril Fenwyn:

          Master of the Kitchens To nobles and guests of Thornmere Manor, Maeril Fenwyn is a jovial, round-faced Elf with salt in his hair and spice on his breath, the Master of the Kitchens, famed for his stews, sweets, and feasts worthy of a royal court. He bustles about in aprons embroidered with herbal sigils, calls his knives by affectionate names, and is always ready with a warm cup and a wry smile. But behind the savory scents and friendly demeanor lies a former alchemist, trained in the Collegia Hermetica of Tralatha of the Western Empire of Palladia, he was expelled long ago for "unauthorized experimentation." What the college called dangerous, the Silverthorns called useful. Though not a full cult initiate, Maeril is a loyal sympathizer of Styphon's cause, devoted to his work and aware, if not entirely comfortable, with the darker rites occurring beneath the manor. His tools are ladles and mixing spoons, but his true art lies in:
          • Meals laced with alchemical calmatives, to soften guests before negotiations.
          • Charm-inducing wines brewed under moonlight and whispered incantation.
          • And, when needed, poisons so subtle, their effects mirror exhaustion, heart failure, or even divine judgment.
          Maeril is often called upon to prepare the "diplomatic table", where foreign dignitaries, rival houses, or even royal envoys are unknowingly tested, pacified, or marked for elimination. In the kitchens, every herb has intent and every meal may carry more than flavor. Behind his hearth lies a hidden spice rack of rare toxins, and within a locked drawer: an herbarium of the damned, containing flora thought extinct, or forbidden. Only a few know the extent of his knowledge. Fewer know that, sometimes, he whispers to the fire and it answers back. Maeril Fenwyn smiles as he serves, but never tastes his own food. Not anymore.
        • Sister Elsiara:

          House Chatalain In the gentle rhythms of Thornmere Manor, Sister Elsiara is seen as a calming presence, a serene, soft-spoken priestess of Kym-Nark-Mar, draped in pale blue and gold, her voice a balm to the weary. She blesses meals in the chapel, offers prayers for fallen servants, and tends the spiritual well-being of the household staff with warmth and humility. She is often mistaken for harmless. This is by design. Behind her serene expression and reverent mask lies the soul of a sleeper agent of Styphon, a serpent coiled in silken robes. Long ago placed within the household under orders from the cult's inner sanctum, Elsiara has since become an invaluable infiltrator, the custodian of the hidden shrine nestled in the manor's sealed crypt wing, where blood offerings and sacrilegious chants echo far from prying ears. To the staff, she is the kindly chaplain. To the Silverthorns, she is a trusted operative. To Styphon, she is an eye, an ear, and a tongue. Her sacred duties are twofold:
          • Maintain the illusion of Kym-Nark-Mar's worship before outsiders, nobles, and the wary.
          • Preside over the cryptic rites of Styphon below, safeguarding its artifacts, tending its sacred flame, and preparing the dead for "sacred repurposing."
          She is also known to recruit new cult sympathizers among the lower staff, whispering truths in the dark, offering purpose to the overlooked, and binding their loyalty with spiritual awe and subtle threats. Few suspect that this demure cleric holds the keys to the most forbidden part of Thornmere, and even fewer live long once they do. In truth, Sister Elsiara is not merely a priestess, She is the house's spiritual knife, veiled in velvet and shadowed in faith.
        • Thoren Var:

          Master of the Hunt In the wild thickets surrounding Thornmere Manor, where the mist coils low and the trees grow thick with secrets, Thoren Var roams like a ghost, a silent sentinel clad in wolf-hide and shadow. Broad-shouldered and weatherworn, with cold eyes that miss nothing, he is the Master of the Hunt, overseeing all tracking, gamekeeping, and beast-taming across the Silverthorn estate. To most, Thoren is a man of few words, more beast than noble. He speaks in glances, commands with gestures, and rarely removes the hood of his ash-grey cloak. His scent is of pine, steel, and wolf-blood. He is utterly loyal to Lord Velaith Silverthorn, not out of fear or coin, but out of a shared past soaked in violence and silence. Once, Thoren was a feared black-market bounty hunter, known in the underworld as "The Grey Chain." He hunted men, monsters, and magical creatures alike, selling their parts, knowledge, or corpses to the highest bidder. It was Velaith who broke his contract and brought him into the Silverthorn fold, not as a servant, but as a shadow-wrought ally. Now, Thoren's responsibilities are numerous and grim:
          • He hunts rare beasts for alchemical reagents, spell components, and ritual offerings.
          • He maintains a kennel of dire wolves, bred for both protection and pursuit, each trained to kill on silent command.
          • He serves as warden of the grounds, tracking intruders, saboteurs, and spies through forest and snow with frightening precision.
          The woods around Thornmere are said to be dangerous. Travelers whisper of glowing eyes, clawed tracks, and screams lost in fog. That is Thoren's doing. He is the man behind the monsters, the quiet terror that ensures no threat reaches the manor unmarked. He carries no sigil. He needs no banner. Thoren Var is the wild edge of the Silverthorn blade, and he never misses his mark.
        • Nyssara Velryn:

          Mistress of the Silks To outsiders, Nyssara Velryn is the embodiment of grace, a statuesque Elven woman draped in flowing robes, her every movement deliberate, her voice soft as velvet. As Mistress of the Silks, she oversees the entire Silverthorn household's appearance, from the embroidery on ceremonial cloaks to the cut of hunting leathers. She selects fabrics with the precision of a surgeon, matching hues not only to occasion, but to mood, politics, and intent. But beneath her silk-threaded gloves lies the callused hand of a former seductress and spy, once whispered of in royal courts and enemy warcamps alike. Known in her prime as the Velvet Knife, Nyssara served the Silverthorns as a covert asset, charming nobles, gathering secrets, and planting ruin behind silken smiles. Though she has since "retired" from active espionage, her eyes remain as sharp as her pins. Within the manor she serves a dual role:
          • Dressing the family for diplomacy, ceremony, and war, ensuring every hem and jewel carries subtle messages of power or menace.
          • Training the younger servants, especially those chosen as aides or attendants, in courtly etiquette, reading body language, and covert observation. Each becomes an elegant extension of her will, part valet, part spy.
          Her personal salon is a place of whispers and quiet judgment. Bolts of enchanted fabric line the walls, and hidden compartments conceal blades, toxins, and charms sewn into corsets and cuffs. Nyssara often says: "Every stitch is a choice. Every color, a weapon. And every servant? A mirror." She is trusted by Lady Vaeliryn and Lady Vaelena alike, and even Lord Kraethin defers to her opinion when appearance and deception intertwine. Some say Nyssara never truly left the game, she simply changed the battlefield.
        • Mirell and Sovryn:

          Mirror-Twins In the marble halls and shadowed corridors of Thornmere Manor, few servants draw more unsettled glances, or more whispered rumors, than Mirell and Sovryn, the identical elven twins known as the Mirror-Twins. Pale of skin, dark of hair, and always impeccably dressed in matching black-and-silver uniforms, they are near-perfect reflections of one another, even in mannerism and motion. They speak only to each other, and only in a forgotten dialect of ancient Elven no one else in the manor claims to understand. When addressed, they offer polite, wordless nods, curtsies, or simply vanish. By daylight, they serve as chambermaids: dusting relics, tending beds, and slipping silently between rooms. They move with uncanny synchronization, often completing each other's tasks or trading places mid-step, unnoticed by all but the most attentive. But by moonlight, Mirell and Sovryn become something else entirely:
          • Stealthy enforcers, loyal to Lady Vaelena and Nyssara Velryn.
          • Poison couriers, delivering toxin-laced gifts, laced wines, or whispered death-kisses to targets both within and beyond the manor.
          • Shadow-listeners, gliding unnoticed into parlors and private studies, gathering secrets with doll-like smiles and downcast eyes.
          They are especially feared for their unnatural silence, not magical, but trained, honed, and absolute. Even in full stride, they make no sound. Their presence is often only noted by the subtle scent of lavender oil or the sudden quiet that seems to follow them like a shroud. Many believe the twins share more than blood, a telepathic link, perhaps, or some deeper bond crafted by ritual or curse. Some suspect they were once acolytes of Styphon, bound to Lady Vaelena through dark rites. Others claim they are no longer truly mortal. Whatever the truth, the Mirror-Twins are always watching. Always listening. And always together.
        • Old Harlowe:

          Groundskeeper Bent with age and wrapped in layers of weather-stained wool and leather, Old Harlowe has served the Silverthorn family longer than any still living can recall. His gait is slow, his back stooped like a bowed tree, and his voice gravelly as a grave's mouth, yet his eyes are sharp, gleaming with the weight of centuries and truths that ought not be spoken. To the household staff, Harlowe is the groundskeeper, quietly tending the hedgerows, weeding the gardens with gnarled hands, and muttering old songs to plants no one else can name. He tends to three places with unwavering care:
          • The gardens, which flourish with eerie precision, not despite the manor's dark nature, but perhaps because of it.
          • The mausoleum, where he leaves coins and whispered names to the dead, each offering placed with ritualistic precision.
          • And the sacred grove, a ring of ancient trees thick with silence and shadow. Beneath its roots lies a sealed plague vault, one of the Silverthorn family's oldest and most cursed legacies.
          Harlowe alone tends this grove, marking the passing of moons with carved stones and burnt herbs. No one follows him in. Even the wolves give the place a wide berth. Rumor holds that Harlowe was once a priest of an elder forest god, long since lost or consumed by Styphon's rise. Some say his continued service is penance, others say he is cursed never to die, sustained by the very soil he tends. Lady Vaelena treats him with quiet reverence, while the others simply avoid his gaze, for those who meet his eyes too long often dream of rot, rain, and roots reaching from the dark. Old Harlowe speaks rarely. But when he does, his words are always remembered.
        • Erel Tanneth:

          Archivist and Record-Keeper In the dust-muffled corridors of Thornmere's lower wing, behind shelves of vellum tomes and rune-bound grimoires, resides Erel Tanneth, a figure so mild-mannered and precise that many newcomers mistake him for a simple scribe. Slender, bookish, and always seen with ink-stained fingers and quietly clicking brass spectacles, he moves among the records like a ghost of parchment and candlelight. But to those who truly understand the machinery of House Silverthorn, Erel is far more than a librarian. He is the guardian of memory, and the curator of leverage. He maintains the family's libraries, which include everything from histories and spellcraft treatises to alchemical formulas, forbidden incantations, and sealed ledgers of blackmail and debt. He is responsible for the legal forgeries that sustain noble façades and the sealed contracts that bind enemies, allies, and even demons to the Silverthorn cause. And he is a Diabolist, a quiet master of sigils and traps. His study is layered with invisible wards that ignite with spectral fire at a single wrong breath. Scrolls wrapped in bone-thread. Cabinets locked by glyphs of madness. He does not fear intruders, he invites them to try. Soft-spoken and eternally composed, Erel speaks in footnotes and veiled warnings. His voice rarely rises, and his gaze rarely lingers. But behind those calm eyes is a mind that remembers everything, dates, debts, secrets whispered in passing, contracts signed in blood. He knows who buried which body, and where. He can recite every noble guest who entered Thornmere and what they drank, said, and feared. Few realize the extent of his reach. Fewer still dare test the wards on his vaults. In Silverthorn, there are many killers with blades. Erel Tanneth kills with truth. And truth, once inscribed in ink and bound in iron, can never be fully buried.

        The Thornwatch House Guard of Thornmere Manor

        Beneath the refined trappings of House Silverthorn lies a sharpened blade, the Thornwatch, a private force of twenty-one handpicked warriors and spies, sworn not merely to the household, but to its ancient and secretive faith in Styphon. Clad in ceremonial armor lacquered in black and crimson, each member of the Thornwatch is selected for more than just martial prowess, they are chosen for loyalty, discretion, and an unflinching capacity for violence. Most are elves, though a handful are half-elves or darker things clad in elven skin. Their helms are expressionless, stylized into thorns and fangs, and their tabards bear no heraldry, for the Thornwatch does not represent the Silverthorn name in public. They exist for what happens in the shadows of the manor, in blood-streaked basements, and during moonless rides between black-market outposts. Their Roles Include:
        • Personal Guard to Kraethin, Velaith, and Lady Vaelena, ensuring their safety with lethal efficiency.
        • Internal Surveillance, monitoring manor staff, guests, and even family members for disloyalty or breach of cult secrecy.
        • Silent Assassins, dispatched to silence threats, recover stolen artifacts, or "correct" political embarrassments.
        • Ritual Enforcers, present at sacrificial rites and necromantic convocations, acting as guardians, executioners, or bearers of the sacred flame.
        Though all Thornwatch are trained in sword, bow, and shield, many specialize in psionics, poisons, or dark rituals. At least four are believed to be latent or trained Mind Mages, and three are known to have survived wounds that should have killed them, rumored to be recipients of forbidden blessings from Styphon's inner priests. They never speak in public, and when in formation, they move with the unison of a single mind. Their presence is a constant pressure within Thornmere: a reminder to staff and guests alike that while elegance may rule the manor, obedience is what keeps it from becoming a tomb. The Thornwatch do not pledge loyalty to a banner. They pledge it to the will of the Serpent, and to the bloodline that carries it.
        • Captain Kelrin Duthane:

          Master of Arms, Commander of the Thornwatch Once a feared mercenary captain whose name stirred fear across three principalities, Kelrin Duthane is now the iron spine behind Thornmere's elite guard, the Thornwatch. Bound to Lord Kraethin Silverthorn by an unbreakable blood oath, and further shackled by a diabolic contract etched into the marrow of his bones, Duthane is no longer just a warrior. He is a warden, a tactician, and, when necessary, an executioner. Tempered by decades of brutal campaigns, betrayals, and personal losses, his loyalty to House Silverthorn is no longer in question, not because he earned their trust, but because betrayal would cost him his life in fire and agony. His blood sings with cursed runes, and every beat of his heart affirms obedience. It is said that once, long ago, he tried to flee the family. If that tale is true, whatever punishment Kraethin dealt out left its mark: Duthane's right hand is now permanently sealed in a rune-scorched gauntlet of blacksteel, fused to flesh and soul. He trains the Thornwatch with absolute discipline, forging assassins and spies as easily as soldiers. Under his command, they learn silent killing, battlefield psychology, counter-intelligence, and the unspoken tenets of the cult. New recruits are often never seen again, many fail, and some are simply repurposed. Duthane watches every face, remembers every mistake, and speaks only when precision demands it. His presence is austere, controlled, and terrifying. There is no warmth in him, only resolve. He does not raise his voice. He does not need to. He is the living embodiment of a truth whispered among the lowest ranks: even the strongest can be broken, and remade.
        • Lieutenant Sael Drenvar:

          The Quiet Flame, Second-in-Command of the Thornwatch
          Once a paragon of honor among the royal guards, Sael Drenvar was presumed slain during a doomed border campaign against otherworldly raiders, his unit burned, his body unrecovered. But the Silverthorns found him. Or rather, what was left of him. Shattered in body and spirit, he was offered one final chance at purpose: Styphon's "healing." No blade stitched his wounds. No potion eased his pain. The ritual merely silenced it, and in doing so, silenced him. Now, Drenvar walks the halls of Thornmere with the stillness of a tomb shade. Cold-eyed and hollow-voiced, he executes his duties as Second without error, without anger, and without remorse. His loyalty is not devotion, it is finality. He does not speak unless necessity demands it, and when he does, his words are sparse, rasping, and deliberate. Every syllable feels like it is clawing its way from the grave. No one has seen his hands; his black gloves are never removed, not even during combat. He eats alone, if at all. His quarters are kept near the dead wing of the manor, and his presence cools a room even before he enters it. Lower-ranked Thornwatch say he casts no shadow in candlelight, and that his breath fogs even in warm air. Some believe he is undead, others that he is kept alive only by sheer force of will and sacrament. The truth is irrelevant, all that matters is that he obeys. Drenvar is House Silverthorn's blade in the dark, the still flame that burns without flicker. He does not seek approval. He does not inspire fear, he imposes it. Orders given to him are considered done, whether it takes a knife, a whisper, or a week of slow silence. Even Kraethin does not question how the Quiet Flame completes his work. He only ensures that it continues. Those who test him once are never seen again. Those who test him twice are never even remembered.
        • Lieutenant Rhyen Malcor:

          The Hound of Ashes
          Flame-scarred and fire-eyed, Lieutenant Rhyen Malcor is the Thornwatch's executioner in spirit and flame. He leads both the scouting corps and the "punishment wing," hunting down disloyalty with the same intensity he once brought to the desert sands where he was forged. Once a free hunter beneath twin suns, Rhyen was nearly burned alive by a cursed fire trap meant for his quarry. That fire, they say, changed him, physically, spiritually, and forever. Rescued and "reborn" by the cult of Styphon, his wounds never healed fully, but neither did he die. What rose from the ash was something colder than fire and sharper than wrath. Now a pyromancer of punishing focus, Rhyen commands flame not as an element, but as an extension of judgment. His hands, mottled with ancient burns, leave scorch patterns in every interrogation chamber. His justice is swift, his fury contained only by ritual and purpose. He punishes failure within the House with the same vigor he applies to enemy spies. Scorched corpses are his calling card; charred symbols of Styphon's retribution often branded into stone near where the bodies fall. Servants avert their eyes as he passes. Some bear old burns they dare not explain. His presence alone is enough to make lesser Thornwatch stand straighter. And always beside him walks his "hound", a hulking, blackened beast with ember-eyes and iron-twisted fangs. Rumors claim the creature was once a traitor transfigured by Styphon's will, now bound to Rhyen as both punishment and warning. Where Lieutenant Drenvar is cold calculation, Malcor is the fire that follows failure. Together, they ensure that the flame of Styphon's will burns unchallenged within the walls of Thornmere. To see him approach is to feel the breath leave the room. To hear him say your name is to know you've already begun to burn.
        • Thessa Varn:

          The Silent Blade
          The most elusive operative in the Thornwatch, Thessa Varn is a ghost clad in soft leather and shadows, lead infiltrator, silent killer, and the eyes above the eaves. No lock deters her, no height daunts her. She glides along rafters, slips through shuttered windows, and descends upon her marks like mist given form. Her skill in vertical infiltration is unmatched, and it is said she knows every rooftop, beam, and blind corner of Thornmere better than the architect who designed it. Thessa speaks to almost no one. When she does, her voice, if it is truly hers, is heard only by Velaith Silverthorn or Captain Duthane. Among the Thornwatch, even her name is often spoken in whispers. Her ever-present slate-gray hood and expressionless softmask conceal more than her identity; they veil a thousand questions. Some say her silence is a personal vow of discipline. Others insist it's a rite of passage from an old assassin's creed, her tongue ritually severed in exchange for perfect obedience. Still others whisper that her silence is magical, a curse or blessing from Styphon himself to remove all distraction from her purpose. What is known is this: Thessa returns from every mission with blood on her blades and none on herself. Wounds avoid her. Traps fail to catch her. Her kills are clean, efficient, almost surgical. She leaves no footprints and no answers. If she enters a room, no one notices, until something has gone missing, or someone has gone still. Rumor suggests she once leapt from a bell tower, landed silently in a courtyard of guards, and walked out alone without a mark. Another claims she once hanged a traitor from a chandelier mid-banquet, and no one knew until the chandelier was lowered for cleaning. In the darkened places of Thornmere, children are told to behave, or the Silent Blade will come for them. She doesn't knock. She doesn't warn. She just ends things.
        • Gorath Eln: The Doorbreaker
          A towering mass of muscle and ritual scars, Gorath Eln serves as the Silverthorn family's premier enforcer and siege specialist. With a war maul forged of blackened steel and inscribed with plague-warding runes, he is both battering ram and inquisitor. When a door must fall, a vault must crack, or a traitor must scream, Gorath is summoned. His presence is unmistakable: a walking cathedral of violence clad in rust-red armor, decorated with bone fetishes and the sigils of Styphon's agony. Despite his brutality, Gorath is no mere thug. He is a true believer, fervently devout and hauntingly reverent in his worship. He views suffering as sacred, a pathway to spiritual clarity, and often volunteers to lead rites of "cleansing" in the manor's fetid undercellars. These rituals, conducted with plague-scented incense and blood-oil anointings, are equal parts liturgy and torment, where pain is offered to Styphon like incense to a god. His voice, deep, sonorous, and slow, becomes almost hypnotic during these rites, and even the cult's high priests show deference when he begins to chant. In his downtime, Gorath tends to the tools of his dual vocations: war and worship. He carves runes into his armor and brands onto his skin, believing each new scar a verse in the scripture of devotion. Servants speak of seeing him kneeling in the dark, eyes closed, hands clasped over the maul's haft like a priest before an altar. And when the time comes to break bone or barrier, Gorath does not hesitate. He opens doors, and bodies, with the same sanctified purpose.
        • Nallira Velth:

          The Raven of Veilreach Once a nameless gutter thief haunting the plague-choked alleys of Veilreach, Nallira Velth clawed her way into House Silverthorn's shadow court through cunning, cruelty, and unflinching patience. Now she serves as the family's chief poisoner, interrogator, and silent confidante to Serelthia Silverthorn, a bond sealed in blood and shadow, though none outside the inner circle know the full truth of it. Nallira's methods are not born of brute force but of whisper and whim. She prefers paralysis to pain, silence to screaming. Victims under her care often die without realizing they were dying, or worse, live on in agony that mimics lucidity. Her arsenal includes rare venoms distilled from extinct swamp lilies, spider glands, and the cursed bile of alchemical serpents. Every tool she uses has a name. Every name is written in a ledger she keeps in ciphered script, inked in ink that only reveals itself under moonlight. She trains and keeps a small murder of ravens, each with polished onyx bands engraved with glyphs of communication and memory. These birds are more than messengers; they are spies, assistants, and sometimes executioners. One is said to carry a needle dipped in mindrot venom beneath its wing. Nallira rarely speaks to anyone outside Serelthia's favor. When she does, her words are clipped, precise, daggers of meaning disguised as courtesy. She watches more than she interacts, listening with intent, cataloging weakness. Servants and soldiers alike avoid her gaze. Her smile never reaches her eyes, and those who see her truly smile are often dead within the week. In House Silverthorn, many whisper that when the ravens circle the bell tower thrice at dusk, someone will not see dawn. Those who know better don't whisper at all.
        • Tyven Sarros:

          The Watcher Below Tyven Sarros is not merely the guardian of Thornmere's catacombs, he is their shadow, their memory, and perhaps their curse. Thin, twitching, and wide-eyed with haunted intensity, Tyven oversees the manor's subterranean network: a maze of crypts, forgotten vaults, sealed plague chambers, sacrificial shrines, and worm-eaten corridors that thread like veins beneath the earth. Once a surface ranger, Tyven vanished for over a year after pursuing a fugitive into Thornmere's ancient burial tunnels. When he returned, his skin was ashen, his eyes milk-pale, and his voice barely more than a rasp. He no longer hunted the forest; he belonged to the dark below. From that day forward, Tyven refused to sleep under open sky and requested his quarters be moved into the undercrypt. His request was granted, no one wished to argue. Now, Tyven is more myth than man among the staff. He patrols the underground by lamplight and memory, claiming to have mapped every corridor and secret path by touch and sound alone. "The stones whisper when they shift," he once muttered to a new recruit. "They sigh when blood is spilled. And they scream when something wakes that should not." The recruit quit within the week. Tyven speaks only in whispers and never makes eye contact. He carries no weapon but wears a dozen iron keys and a chain-bound grimoire at his belt, his "maps," though none can read them. His knowledge of hidden spaces, crypt sigils, and buried relics makes him indispensable to Kraethin and the Thornwatch, but even they tread carefully around him. It is said he speaks to the walls when alone. Some say the walls answer. More than once, an intruder has vanished below without so much as a scream. When asked, Tyven only smiles, a pale, cracked expression, and says, "The stones fed that night." If Thornmere has a soul, then Tyven Sarros is its echoing heartbeat… thudding far beneath the surface, slow, cold, and unblinking."
        • Jassel Dorn:

          The Bleeding Smile Jassel Dorn is beauty weaponized. Equal parts seducer, illusionist, and executioner, he is the Thornwatch's deadliest mask, the whisper in the ballroom, the touch at the throat, the dagger behind the smile. Possessed of a striking elegance and unshakable poise, Jassel operates in high society with the ease of a noble-born scion, slipping into foreign courts, enemy estates, and sacred gatherings with forged papers and flawless manners. He always arrives as someone else, a baron's cousin, a distant heir, a wandering noble. The truth of his origin is a mystery, and perhaps even to Jassel himself, irrelevant. His glamours are near-perfect. Spells woven not just into his flesh but into his bone and blood allow him to assume roles with such authenticity that seers and truthwards must strain to catch the lie. It is whispered that Jassel has worn so many faces, so often, that he no longer remembers his original one. When asked, he smiles. Always the smile. Too wide. Too still. Jassel's tools are refinement and rot. He uses perfume to mask the scent of blood, and silk to hide the sharpened bone blades he wears beneath his sleeves. He dispatches his targets in silence, a caress turned kill, a kiss laced with venom, a whispered word that severs the mind. He favors theatrical kills at court, ones that seem natural or tragic: a heart attack during a dance, a lover found breathless in bed, a duel gone "accidentally" too far. When he leaves a scene, the only trace is the subtle scent of crushed rose petals... and the faintest hint of copper. Off-duty, he is unsettlingly charming. He treats death as art, and infiltration as theater. Only a few in the Thornwatch know the true depths of his service to the Cult of Styphon. Rumor has it his glamours are maintained not merely through magic, but through blood pacts whispered in the dark, one for every identity he has assumed. If so, there are many. He signs his internal dispatches with a simple monogram and a tiny sketch of a smiling mouth, dripping red.
        • Varethyn Korr:

          The Iron Chant Varethyn Korr is a juggernaut of faith and steel, a war-priest wrapped in plague-scripted plate, whose every footstep sounds like a funeral drum. Towering and implacable, Korr is the Thornwatch's spiritual hammer: a heavy infantryman forged not only for war, but for revelation through ruin. His armor, etched with dense passages of Styphon's scripture, is not merely protective, it is sacred. The runes breathe blight into the air around him, a slow, invisible corruption that unsettles beasts, cracks stone, and withers grass. To the devout, it is a blessing. To the weak, a death sentence. On the battlefield, Korr does not speak, he chants. Deep, resonant hymns in the dead tongue of Styphon, each syllable a curse, a prayer, and a weapon. His chants weave through the minds of his enemies, sowing visions of rot, despair, and their own inevitable demise. Some foes vomit blood before ever reaching him. Others weep and lay down their arms, overwhelmed by despair. Those who endure the chants find themselves facing a walking fortress, swinging a plague-forged bardiche that has cleaved through enchanted steel and dragonbone alike. In cult ceremonies, Korr leads the Litany of Spores, a ritual hymn believed to summon spiritual infection. His deep voice echoes through the undercellars of Thornmere like an earthquake given language. During sacrifices, it is he who delivers the final word. Unyielding, inexorable, and rapturous in his devotion, Varethyn Korr does not fight for victory. He fights for revelation, and in every corpse left behind, he sees the proof of Styphon's will fulfilled.
        • Caedra Morn:

          The Thornwitch Caedra Morn is the blood-mother of the Thornwatch, not by birth, but by rite, scar, and spell. A combat witch anointed in Styphonic plaguecraft and deeper, older blood-magic, she is both chaplain and tormentor to the elite guard of Thornmere. Swathed in dark silks and rune-etched leather, her very presence causes shadows to lean toward her, as if the world itself recognizes her sanctity, or dreads it. Her pale skin is a canvas of living tattoos, each line drawn in her own blood, each symbol a binding or invocation. These markings shift subtly with her emotions, glowing softly during prophecy, darkening when angered, writhing like serpents during rites. To watch her during ritual is to see scripture written in flesh. Caedra leads all initiations into the Thornwatch, conducting rites of binding, branding, and sacrifice in the candlelit crypt-shrines beneath the manor. These ceremonies often end in transformation, sometimes psychological, sometimes physical. She claims to see each warrior's path in the spilled blood and scorched incense, and she shapes their fates accordingly. "I burn away the false," she tells them. "What remains is worthy." She refers to the guards as her "children," a term that is equal parts affection and ownership. Those who fail her do not receive punishment, they receive silence. Their rooms are emptied. Their names are never spoken again. The truth of their fate is known only to Caedra and the stones that drink deeply beneath Thornmere. In battle, she fights with a curved ritual blade and bloodfire, a Styphonic curseflame that clings to wounds and sings as it consumes. Her laughter has been known to echo in the minds of dying enemies, carried on smoke and prophecy. Within the hierarchy of the cult, Caedra's word is second only to Lord Kraethin's, and some whisper it is her voice he hears in dreams. To cross her is to invoke a mother's wrath, but to serve her is to be blessed in pain, and born again in rot.
        • Durak Fen:

          The Bound Axe Durak Fen is a hulking enigma, a living weapon bound by dark, unspoken pacts to Kraethin Silverthorn, a bond that leaves him beyond the reach of normal men and beyond understanding. He is a silent juggernaut, a towering figure of strength and death who moves with a purposeful, terrifying calm. His body is covered in intricate, rune-inscribed bindings, each mark a pact, a promise, or perhaps a curse, that tie him to Kraethin's will and transform him into the ultimate enforcer and protector. Durak's weapon of choice is a massive two-handed executioner's axe, its blade gleaming with a strange, otherworldly sheen, as if forged in a place where time bends. The axe is said to be as much a part of him as his own body, an extension of the pact that binds him. He wields it with frightening precision, cleaving through armor and bone with a single, devastating strike. In battle, he is unstoppable, a relentless force of nature, moving with a speed and fury that belies his massive form. In the quiet moments, Durak's presence is almost unnerving. He is a man of few, if any, words. No records exist of his past or his family; he is a shadow with no origin, a ghost in the flesh. He does not speak unless commanded, and when he does, his words are few and cryptic, as if the very act of speech requires effort. He has no personal desires, no ambitions beyond the tasks assigned to him. His loyalty is unquestioned, but it is not born of love or trust, it is the ironclad obedience of one bound to another by forces that transcend mortal comprehension. Durak exists solely for two purposes: to kill, and to protect. When Kraethin calls for his sword, Durak answers with relentless devotion, his axe swift and merciless. But when Kraethin's safety is at risk, Durak becomes an immovable wall, his body a living fortress designed to shield his master from harm. He is a creature of duty, and the darkness that binds him to Kraethin has rendered him incapable of defying it. Some say Durak has no soul, that his life is a mere extension of the pact, his will hollowed out by the runes that mark his skin. Others whisper that he was once a man, a soldier who willingly surrendered his humanity in exchange for power, becoming a tool of destruction. But regardless of his origins, Durak Fen remains a silent sentinel, bound in body, mind, and soul to the Silverthorn family, an unyielding protector and a force of death. Those who stand against Kraethin Silverthorn, or dare to question the authority of the family, will find that Durak Fen's axe is the last thing they will ever see. For the Bound Axe is not just a warrior; he is the embodiment of unwavering loyalty and the terrifying consequence of betraying it.
        • Rilan Vos:

          The Dagger in Waiting Rilan Vos is a figure of quiet menace, ever-present at the gates of Thornmere, his dark eyes the last thing any visitor might see before they step into the manor's shadow. He is known as "The Dagger in Waiting," a master of dual-blade combat, with a reputation that precedes him in whispers. His twin daggers, always drawn and poised, are a symbol of both his vigilance and the deadly consequence of entering Thornmere uninvited. Rilan is a patient predator, his movements measured, deliberate, and precise. He does not rush, does not fidget. Every moment spent in his presence feels like an eternity, as if his gaze alone can strip away any pretense. His daggers, always razor-sharp and coated in poison, are a tool of both offense and warning. They are blessed in dark rites every week, ensuring their lethality is not just in their steel but in the very curses that line their edges. The poison, a specially crafted venom known only to Rilan, is slow-acting and insidious. It causes paralysis, and then pain, before final, inevitable death. His skill in combat is unparalleled, particularly with his dual blades. He wields them with a fluidity and grace that betrays the years of discipline and mastery. Whether using them to defend the gates of Thornmere or silently eliminating a threat within the manor, Rilan is an executioner of the highest order. He has long since stopped speaking unless absolutely necessary, his actions alone speaking louder than any words could. His silence is as unsettling as his skill, a quiet reminder that danger can come without warning, and it can be delivered with a single, swift strike. Rilan is not cruel by nature, but he is cold and emotionless, bound by his duties as a sentinel. His job is to protect Thornmere from the outside world, to ensure that only those deemed worthy are allowed entry. Those who cross him, however, do not get second chances. He is a living challenge, a warning that even approaching the gates is a gamble. His presence is a test of resolve, and few who enter do so without a sense of dread creeping into their hearts. Those who have met Rilan in passing speak of his unnerving calmness, the way he watches with unblinking eyes and a face that betrays no emotion. He is coiled like a serpent, ready to strike at the first sign of trouble. He never looks hasty, never nervous, only ever watchful, calculating, waiting for the right moment to act. In this, Rilan Vos is both the gatekeeper and the harbinger, the one who decides who enters and who leaves, and the one who ensures that every decision is a life-altering one. Rumors circulate about Rilan's past, whispers of his time as an assassin or a member of a shadowy guild, but none of these are confirmed. What is known is this: those who enter Thornmere's gates do so under the gaze of a deadly, silent sentinel, a dagger waiting in the dark, a reminder that the house's protection comes at a steep price.
        • Elys Varneth:

          The Dark Dove Elys Varneth, known as "The Dark Dove," is a vision of exquisite danger, a siren draped in the silks of deception and allure. As one of the Thornwatch's most skilled infiltrators, she operates at the highest levels of society, slipping into foreign courts with the ease of a whisper, weaving her web of charm and manipulation. Her beauty is not merely skin-deep; it is a weapon she wields with deadly precision, turning the heads of kings, nobles, and diplomats alike. Yet beneath her ethereal grace lies a ruthless heart and a mind that plots far more sinister designs. Elys' true talents are not just in her ability to seduce, but in her unparalleled skill with alchemical concoctions. She is a master of subtle poisons, potions that can mimic affection, loyalty, or even the semblance of a faithful friend, while delivering the slow poison of death. Few can resist her touch or her whispered words, and even fewer ever realize that their fate has been sealed by a sip of wine, a secret gift, or a seemingly innocent conversation. To those who have crossed her path, death often comes quietly, wrapped in the embrace of love or affection. The proof of her deadly art lies in the bodies left behind, often discovered with no marks of violence, only the suspicion of a hidden hand at play. Her beauty is her mask, her charm her shield, and her smile the knife she uses to cut her enemies. When she speaks, it is with soft, honeyed words that leave the listener enthralled. Yet, those who've been close enough to see the darkness in her eyes know that every smile, every laugh, is calculated, timed to perfection, but never sincere. It is all part of her intricate dance, a performance of grace with death lurking just behind her. Elys is responsible for at least seven high-ranking deaths in various courts across the lands, though none have been conclusively linked to her. Nobles and diplomats whisper about the deaths of their peers, but no one dares speak too loudly. The deaths are always surrounded by rumors: sudden illness, tragic accidents, or even "heart failure" from an untraceable ailment. Elys, with her mastery of alchemy, is always several steps ahead, and those who attempt to expose her find themselves caught in webs of their own making, too tangled in their desire for power to see the danger she presents. Though she operates with the utmost discretion, always slipping in and out of places like a shadow, she remains a key asset to House Silverthorn. Her loyalty is unquestionable, though it is not to the House itself, but to its goals, and to herself. The Dark Dove is not simply a servant; she is an artist in her craft, a master manipulator who uses her allure and alchemical knowledge to advance the House's agenda and protect its interests from the shadows. She does not hesitate to kill if the situation demands it, but she prefers to manipulate, to turn enemies into allies and then, when they are most vulnerable, deliver the final blow. In her wake, nothing remains but a quiet, hollow space, where once there was life and love. A perfect illusion, a fleeting smile, and then death, without a trace, without proof. Only rumors, whispers, and a dark dove flying away, leaving no one the wiser.
        • Merrik Dal:

          The Flensing Hand Merrik Dal, known as "The Flensing Hand," is a figure whose very presence in the dungeons of Thornmere evokes a quiet dread. With an unnerving calm and precision, he approaches the art of torture not with emotion, but with a detached, clinical mindset, treating pain as a medium for perfecting his craft. For Merrik, each scream, each broken plea, is not an expression of suffering, but a note in the symphony of human fragility. He is not cruel for cruelty's sake; he is a practitioner, a surgeon of the soul, cutting away at the layers of resistance until the truth, however twisted, emerges. Merrik maintains an almost academic demeanor, always focused, his cold eyes observing the minutiae of each procedure with an unsettling fascination. His instruments, from the delicate scalpels to the harsh tools of the trade, are kept in pristine condition, always sharp and meticulously arranged. His workspace is immaculate, every surface wiped clean, every tool placed in its proper order. There is an almost surgical beauty to his methods, a precision that borders on the artistic. He knows exactly how far he can push before breaking the body or the mind, and he documents every detail with obsessive care. His journal is a thing of chilling meticulousness, bound in leather and filled with code, an encrypted record of his techniques, his experiments, and his successes. Each page is annotated in strange symbols and diagrams, a formula of pain that he has honed over years of practice. This is not a man who tortures for information alone; to Merrik, it is a science. The body is a puzzle, and every session is a study of its limits. He has perfected a method of torment that can coax confessions, extract secrets, and leave nothing behind but a broken, compliant mind. Though he rarely leaves the dungeons, Merrik's presence is felt throughout Thornmere. His work is a dark necessity, performed out of duty to House Silverthorn, but he takes no joy in it, only the cold satisfaction of a well-executed formula. His victims often bear no visible marks of the horrors they've endured. Instead, it is the quiet horror of the mind, the slow erosion of will and the fading of hope that defines his work. When Merrik is done, there is nothing left but husks, hollowed out by his unrelenting, methodical precision. For those who find themselves in his care, death may seem like a mercy. But Merrik's methods are designed not for a swift end, but for a slow unraveling of the self. And when the final confession is extracted, he will document it in his journal, his eyes gleaming with satisfaction as he turns the page, already calculating the next step in his unholy work. The Flensing Hand is a necessary tool for House Silverthorn, his expertise invaluable in ensuring that secrets remain buried, and that loyalty is absolute. But to those who have encountered him, Merrik Dal is less a man than a force, a reminder that some truths are not worth uncovering.
        • Teyla Nareth:

          The Ash-Marked Teyla Nareth, known as "The Ash-Marked," is a scout-archer and plague ritualist whose eerie calm and swift precision make her one of the most feared members of the Thornwatch. Marked by grey sigils across her cheeks and arms, each one a testament to a rite of Styphon that she has endured and survived, Teyla is not merely a warrior, she is a living embodiment of Styphonic rites, each symbol carved into her flesh a permanent reminder of the power and peril that coursed through her veins. Her body is a canvas of rituals, each sigil marking a personal victory over the darkness that is Styphon's influence. Fast, silent, and unnervingly calm, Teyla is a phantom in the wilderness, able to move through the most inhospitable, plague-ravaged terrains with the grace of a shadow. Whether navigating burned-out forests, cursed fields, or lands decimated by disease and famine, she is unshaken, her presence a subtle yet overwhelming force. Teyla's skills are unmatched in survival, tracking, and archery, and she is often called upon to scout and clear areas deemed too dangerous or cursed for most. Others may fear these desolate places, but Teyla not only treads where others hesitate, she thrives. Her arrows are tipped with ash, each one infused with dark hexes that bind the target's fate even before the arrow strikes. The dark rituals she has undergone have given her a mastery over curses and death, her weapons both physical and spiritual in nature. She shoots with lethal precision, her arrows carrying not just poison, but a sense of doom, those struck by them are often found cursed and withering, their very life force fading with each breath they take. Teyla's connection to Styphon is not just one of faith, but of intimate, terrifying knowledge. Her calm demeanor hides a depth of discipline honed through years of pain and survival under Styphonic rites, and it is this unshakable poise that allows her to endure the horrors of her work. The rituals that have shaped her are not mere tests of endurance; they have made her into something other, something that walks on the fringes of mortality. She is not merely a scout, but a herald of Styphon's presence, a messenger of death who has learned to accept and manipulate the chaos of the plague and the darkness. Her presence is often felt before she is seen, the air around her carrying a faint scent of burnt wood and charred earth, as if the land itself recoils from her proximity. The sigils on her skin seem to pulse with an unnatural energy, and the very ground she walks upon seems to darken beneath her feet. When Teyla enters an area, the balance of nature shifts, her very being is a harbinger of decay and transformation. Silent, composed, and unfazed by the horrors of the world she inhabits, Teyla Nareth is a figure of terror and awe. She is both weapon and warning, a reminder that the land itself bows to Styphon's will, and those who dare defy it will find their doom in the arrow of the Ash-Marked.
        • Kareth Dyn:

          The Black Root Kareth Dyn, known as "The Black Root," is the Thornwatch's alchemical genius and toxin specialist, a figure both feared and revered for his expertise in creating some of the most horrific and potent substances used in warfare and subterfuge. A quiet, methodical individual, Kareth's talent lies in his ability to craft devastating concoctions, plaguebombs, tear-dust, and venomous brews that transform the battlefield into a nightmare of poison, decay, and madness. His alchemical creations are often the final touch on operations, ensuring that enemies are not only defeated but consumed by the very elements of death and decay. Covered in intricate tattoos that mark his body with symbols of immunity and exposure, Kareth is a living testament to the power of alchemy and the price it demands. Each tattoo represents a trial of survival, a mark of the countless poisons he has tested on himself in the pursuit of perfecting his craft. These tattoos are not just decorative; they are part of his personal protection, providing him with an enhanced resistance to the very substances he concocts. The ink, a dark blend of alchemical compounds, reacts with his skin and blood, offering a measure of both defense and connection to the potions he brews. Kareth's methods are as precise as they are lethal. He approaches alchemy as an art, each mixture a calculated risk, each reaction an opportunity to unlock a new form of devastation. Plaguebombs, his signature creation, are designed to spread contagion and decay with a single, terrible explosion. Tear-dust, a fine powder known for its ability to induce intense sorrow and despair, is often used to demoralize enemies before they even face combat. His other concoctions, from smoke bombs that obscure vision to chemical agents that dissolve flesh, have earned him a reputation as one of the most effective and terrifying toxin specialists in the realm. But Kareth is not merely a weapons maker; he is a scholar of the body and mind, always seeking to understand how poisons affect the human form and psyche. His laboratory, hidden deep beneath Thornmere, is a dark and foreboding place, lined with vials of bubbling liquids, dried herbs, and intricate formulas written on walls and scrolls. The air is thick with the scent of chemicals and decay, and the constant hum of his work is a reminder of the lethal potential he wields. His tools are carefully arranged, each one a precise instrument for the perfect concoction. Despite his cold and detached demeanor, Kareth is a key figure in the Thornwatch's arsenal, both in the battlefield and in the shadows. His loyalty to House Silverthorn is unwavering, but his personal thirst for knowledge and power remains a driving force behind his work. His creations are both a form of art and a form of control, manipulating the very fabric of life and death through the alchemical sciences. Kareth Dyn's presence in the Thornwatch ensures that no victory is ever truly clean. The battlefield is not only a place for physical combat, it is a place where poison, fear, and the dark science of alchemy shape the outcome of war. He is the harbinger of death not only through weapons, but through the subtle touch of toxins that can twist the body and mind beyond recognition. His work is a reflection of his own personal philosophy: survival, like his alchemy, is a calculated experiment, one in which only the strongest and most resilient endure.
        • Thaleth Irros:

          The Pale Stag Thaleth Irros, known as "The Pale Stag", is a silent and enigmatic figure within the Thornwatch, a tracker and forest-scout whose very presence seems to blend with the shadows of the wilds. An albino Shadow Elf, his ghost-pale skin and starkly white hair are a striking contrast to the dense forests and twilight landscapes he calls home. His eyes, pale and unblinking, seem to pierce through the darkness, able to spot the faintest trace of movement or disruption in the natural world. They are the eyes of a predator, trained to hunt and survive in the most hostile of terrains. Thaleth moves with the fluidity of a phantom, his footsteps unheard, his presence barely a whisper in the wind. He is not simply a hunter, he is a master of his craft, able to track his quarry through the densest underbrush and across rugged terrain with an almost supernatural precision. His movements are so silent, so controlled, that he often becomes an indistinguishable part of the forest around him. He is the mist that hangs over a forest at dawn, the rustling of leaves in an unseen breeze. His ability to vanish into the shadows is almost uncanny, earning him a reputation as a ghost among the trees. He wears deerbone charms braided into his hair and around his neck, each one a symbol of his bond with the forest he knows so well. These charms are not just adornments, they are totems of protection and attunement, allowing Thaleth to communicate in subtle ways with the creatures of the wild. His affinity for nature is not just one of survival; it is a spiritual connection. He is deeply attuned to the pulse of the earth, able to sense the movements of animals, the shifting winds, and even the vibrations of the ground beneath his feet. In this, he becomes the ultimate scout and tracker, able to predict the movements of both prey and enemy with unsettling accuracy. The Pale Stag is known for hunting in silence, stalking his quarry with patient grace. Whether it is a wild beast or a target of the Thornwatch, Thaleth's methods are precise and efficient. He is never in a hurry, for time in the forest is a luxury he understands. His hunts are more about the pursuit than the kill, for Thaleth sees the chase as an art form, a ritual as sacred as any battle. He does not waste energy, and he does not leave traces behind. The forest is his canvas, and he is both artist and predator. In combat, Thaleth is a deadly force, relying on stealth and speed rather than brute strength. He wields weapons that are light, balanced, and made for swift, lethal strikes. A curved blade that cuts through the air as effortlessly as a gust of wind, a shortbow for distance attacks, his arsenal is simple but deadly. Yet, it is his connection to the forest that truly sets him apart. He can disappear into the woods without a trace, making him nearly impossible to track or capture. Even in the midst of a battle, he is like the wind, there one moment, gone the next. Thaleth's loyalty to House Silverthorn is unwavering, though his true motivations are often left unsaid. He is a solitary figure, preferring the quiet of the wilderness to the bustling halls of Thornmere. Yet, when summoned, he is always ready to carry out the will of his superiors with the same silent efficiency he uses in his hunts. His presence among the Thornwatch ensures that the House's enemies have no place to hide, whether in the deep forests, the shadowed hills, or the hearts of their own homes. For Thaleth Irros, there is no greater pursuit than the thrill of the hunt, and no greater reward than the silence that follows a perfect kill. He is the embodiment of the forest's deadly beauty, moving like a shadow, unseen but always watching.
        • Sir Jhoren Vale:

          The Knight of the Dragon Rose Sir Jhoren Vale, known in whispered circles as *The Knight of the Dragon Rose*, is a striking figure who embodies the perfect image of chivalry and grace. Draped in polished armor that glints with the reflection of the sun, he carries himself with the dignified air of nobility, his silk-lined cloaks flowing like a noble's regalia. His appearance is carefully curated, with every movement measured and every word spoken with eloquence. His smile is the very picture of politeness, and his charm is irresistible, winning over even the most skeptical of courtiers and diplomats. In public, Sir Jhoren is a paragon of virtue and gallantry, a true knight of honor. Yet behind the gleaming exterior lies a far darker truth. Beneath his polished armor and princely demeanor is a man who serves as an enforcer of Styphon's will, a fanatic whose loyalty to the House of Silverthorn runs deeper than mere duty. In private, his true nature emerges, ruthless, calculating, and merciless. Sir Jhoren's blade is as sharp as his wit, and it has silenced many a dissenting voice with precision and finality, often in the dead of night. His duels are swift, his movements deliberate, and his enemies never live to tell the tale. Whether it is a traitor, an outspoken rival, or a target of convenience, Sir Jhoren has no qualms about removing anyone who stands in the way of House Silverthorn's goals. His reputation among the Thornwatch is that of a master manipulator, capable of shifting between roles effortlessly. Publicly, he is the noble knight, an ally to the nobility, a protector of the weak, a beacon of honor and justice. But in the shadows, he is something far more dangerous. His role within the Thornwatch is one of execution, and he serves as the right hand of those who command from the dark. He is an expert at maintaining appearances, slipping into noble circles and political intrigues without raising suspicion, all the while serving the will of Styphon and House Silverthorn. His skill in diplomacy and court politics is unparalleled, allowing him to gather secrets, sway decisions, and quietly eliminate threats from within. What makes Sir Jhoren even more dangerous is his unshakable devotion to his cause. He believes that through his actions, no matter how brutal or cruel, he is purging the world of its imperfections, and that he serves Styphon's will in the truest sense. Every kill, every assassination, every act of coercion is framed as a divine act of cleansing, a necessary purge to bring about a greater purpose. His fanaticism knows no bounds, and he sees his role as not only a servant but a martyr for his faith. Sir Jhoren rarely breaks character in public; his mask of civility is too carefully constructed to crack. But in private, when the mask slips away, he becomes a different man entirely. He rarely leaves a witness, and those who do survive encounters with him often find themselves haunted by what they witnessed. His charm, his smile, his manner, everything about him is part of the performance, a well-rehearsed dance to keep the world from seeing the monster that lies beneath. In private conversations with those who have earned his trust (or perhaps those who are about to become his next victim), he is cold, calculating, and unnervingly composed. His loyalty to House Silverthorn and Styphon is absolute, and he will do whatever it takes to ensure their continued power, no matter the cost. Despite his dark nature, Sir Jhoren remains a beloved figure in court, a symbol of strength, grace, and unwavering conviction. His actions, though often shadowed by blood, are always framed as being in the service of a higher power, and those who cross him rarely live to speak of it. He is a knight in name, but in truth, he is an executioner draped in silks, moving through the world with a gentle smile, and a blade that never misses its mark. Sir Jhoren Vale's dual nature, one of honor in the light, and of fanaticism in the dark, ensures that he remains both indispensable and terrifying to House Silverthorn. He is the perfect instrument for the family's will, a sword and a mask rolled into one. And he is always watching, always waiting, for the next opportunity to strike in the name of Styphon.
        • Halren Vaith:

          The Gravewalker Pale as death itself and always shrouded in an unsettling stillness, Halren Vaith is a figure both ethereal and unnerving, his presence felt more than seen. Soft-spoken and composed, his voice is a low murmur that seems to echo with the whispers of the grave. He is rarely seen without the faint scent of embalming salts and lilac oil that clings to him, an eerie fragrance that seems to pervade everything he touches. The air around him seems colder, the shadows deeper, as if his very presence dims the light and draws the dead closer. As a necromancer-adjacent cultist of House Silverthorn, Halren has long since crossed the boundary between life and death, dedicating himself entirely to the service of Styphon through the mastery of the forbidden arts. He is charged with overseeing the care and command of the House's undead servants, ensuring that the dead continue their service without complaint or question. Whether as crypt sentinels, message-bearers, or sacrificial vessels, the undead under his dominion exist solely to carry out the will of the family. Halren's work is not simply about raising the dead but about maintaining an unnatural, eerie stillness in the crypts and mausoleums beneath Thornmere. He is meticulous in his rituals, ensuring that the dead remain tethered to the mortal world by binding them to the House's will. The crypts are silent but for his whispered prayers to Styphon, his hands moving in practiced precision as he binds each soul to its task. He treats the dead with a reverence that borders on obsession, his devotion to the macabre ritual deepening with each passing day. He rarely blinks, his unseeing eyes always fixed on the task at hand, as if he can peer through the veil that separates the living from the dead. His expression is emotionless, his features pale and gaunt, giving him an almost spectral quality. He never laughs, as if mirth has long since been drained from his soul, and his solemnity can be suffocating. A bone rosary, carefully crafted from the remnants of known traitors, always hangs from his neck. Each bead represents a life lost, a soul condemned to the dark embrace of Styphon's power. These beads serve as a constant reminder of his role in maintaining control over both the living and the dead, and they are a symbol of the price that must be paid for betrayal. For Halren, loyalty is absolute, those who falter in their service are marked, their souls bound in eternal servitude to the House. Despite his chilling demeanor, Halren's loyalty to House Silverthorn is unshakable. He serves not just as a caretaker for the undead but as an enforcer of Styphon's will in the afterlife. His knowledge of necromantic rituals is vast, and he is often called upon to perform dark rites that others dare not speak of. His powers are a bridge between worlds, and he uses them to ensure that the dead do not rest, that they remain eternally bound to the service of the living, and that their silence speaks only of obedience. In the halls of Thornmere, Halren Vaith is both a presence and an absence, silent, pale, and yet ever-watchful. He is the keeper of secrets buried beneath the earth, the one who whispers to the dead, ensuring their silence and service in the name of House Silverthorn.
        • Tarn Aelros:

          The Echo Tarn Aelros is a figure who moves like a whisper, his presence known only through the echo of his subtle observations. A master of both mundane and magical surveillance, Tarn has woven a network of eyes and ears throughout Thornmere that extend far beyond the reach of mortal senses. Ravens, rats, and whispering spirits are his tools, trained to monitor the activities of guests, staff, and even family with unnerving precision. Their eyes are his, their whispers his ears, and through them, Tarn learns the truths that others might wish to remain hidden. His calm is unshakable, his focus absolute. Where others might grow impatient or falter, Tarn remains a silent sentinel, always listening, always watching. He moves with the utmost discretion, slipping through corridors, disappearing between walls, and never leaving a trace. His feet leave no mark, his steps are soundless, and his eyes, ever watchful, seem to capture everything. Tarn's most unsettling trait, however, is his uncanny ability to repeat words and phrases with eerie accuracy. He rarely speaks, but when he does, it is almost always a reflection of something you said long ago, an offhand comment, a conversation from hours or even days prior, spoken back with chilling precision. It is as though he is forever attuned to the thoughts of others, the words they have spoken, and the secrets they have unwittingly left behind. To hear your own voice returned to you, spoken in Tarn's flat, emotionless tone, is an experience that never quite fades. Tarn is the embodiment of the phrase "the unseen eye." In Thornmere, he hears everything. No conversation is too hushed, no movement too quiet. He is everywhere, and yet he is nowhere. His knowledge of the House's secrets is vast, his understanding of its inner workings deeper than anyone could imagine. From the most trivial gossip to the darkest conspiracies, nothing escapes his awareness. It is said that Tarn is more than just a man; that his affinity for the spirits he commands has altered him, making him something of a shadow himself. His presence is often felt before it is seen, a sensation of being watched from the corners of one's mind, as if the walls themselves are listening. Some believe he is less of a man and more of an extension of Thornmere's ancient walls, a living embodiment of its surveillance network. In the rare moments when Tarn does speak, his words are considered a warning, a subtle reminder of the ever-present eyes around you. "I hear everything," he will say, a statement that hangs in the air like a veil, pressing down on the hearts of those within earshot. And it is true, Tarn Aelros hears everything.
        • Lirae Dros:

          Thorn-Whisperer Lirae Dros is the unseen chronicler of the Thornwatch, the quiet observer who records every move, every whisper, and every secret in the House's shadowed corners. Her pen never falters, her quill never rests, as she documents each operation, ritual, and betrayal with an unblinking eye and a hand that seems to capture the truth of even the most hidden of acts. The pages of her journals are filled with ciphered script, a language only she can truly interpret, a code that hides the secrets of the Thornwatch in plain sight. She is a figure of silent observation, rarely seen but always present. While others act in the shadows, Lirae remains at the edges, watching with a calm, unperturbed gaze, as if she is both part of the action and detached from it. Her eyes miss nothing. Every conversation, every glance exchanged in the manor's dimly lit halls, every subtle shift in body language, all of it is recorded in her mind, immortalized in her secretive script. Some say Lirae has a perfect memory, one that allows her to recall every detail with startling clarity. Others believe she possesses a gift for silent divination, her knowledge and awareness extending beyond the physical realm. Perhaps it is through this gift that she is able to see truths that others might miss, secrets hidden in plain sight, patterns that form between words and actions. In every room, she is there, as much a part of the air as the shadows themselves, a constant reminder that nothing escapes her notice. Though she speaks little, Lirae's silence carries weight. She listens with an intensity that makes those around her uncomfortable, her presence as much a force as any spoken command. To speak in her presence is to feel the weight of her observation, to understand that every word, every movement, is being recorded in some unseen ledger. Her role as the Thorn-Whisperer is vital to the Thornwatch, and she takes it with a solemn seriousness. The House's secrets are hers to keep, to protect, and to guard with absolute dedication. While others may focus on action, Lirae focuses on consequence, ensuring that every step taken is captured for posterity, for whatever purposes may arise. Her silence speaks volumes, and those who dare to meet her gaze know that there is no escape from her scrutiny. To her, the world is an open book, and she is its only reader. Every page tells a story, and Lirae Dros is the only one who can truly decipher it.
        • Kareth Dyn:

          The Black Root Kareth Dyn is a figure both feared and respected within House Silverthorn. His body is a living map of alchemical experimentation, his skin covered in tattoos that mark the thresholds of his exposure to various toxins, plagues, and other deadly substances. These marks tell the story of his trials, his immune responses, his resistances, and the many ways his flesh has been tested in the service of his craft. The tattoos are not merely for show; they serve as a testament to Kareth's life of constant chemical warfare, a life lived at the edge of death and the unknown. As the alchemy assistant to the family's witches and war-mages, Kareth's expertise lies in the creation of poisons, plaguebombs, chemical smokes, and all manner of concoctions designed for the field. Whether it's a subtle toxin to weaken an enemy, a debilitating poison to break down the body's defenses, or a deadly plague to spread like wildfire across a battlefield, Kareth is the one tasked with crafting these weapons. His creations are often used in the most dangerous, covert missions, where subtlety and lethality are paramount. He is meticulous in his work, his mind always calculating the perfect mixture, the right dose, the ideal delivery method. Reclusive by nature, Kareth is rarely seen outside of his alchemical lab and the depths of Thornmere's hidden chambers. His presence is often heralded by the faint but unmistakable scent of caustic fumes and the dry, rattling cough that seems to follow him wherever he goes. He has poisoned himself countless times during his trials, testing new substances, experimenting with dangerous compounds, but his body has adapted, its resilience a result of years spent pushing the limits of his own mortality. Still, the toll is evident in the blackened streaks that appear when he bleeds, his blood a reminder of the price he has paid for his knowledge. Despite his grim and solitary existence, Kareth is valued by House Silverthorn for his unflinching dedication to his craft. He is a necessary, if unsettling, presence among the family's most dangerous members. His loyalty to the house is unquestioned, though many keep their distance from him, wary of the dangerous concoctions he brews and the unpredictable effects of his trials. To work with Kareth is to accept a level of risk and uncertainty, but those who survive the process know that his creations are some of the deadliest tools at the family's disposal. Kareth Dyn is both a product and a symbol of House Silverthorn's relentless pursuit of power through dark means. His knowledge and his creations are weapons in their own right, and in the world of poison, plague, and alchemy, few are more dangerous, or more necessary, than the Black Root.
        • Thaleth Irros:

          The Pale Stag Thaleth Irros is an enigma, a living ghost who moves through the shadows of Thornmere with a silence that makes even the trees tremble. An albino Shadow Elf with ghostly pale eyes, his presence is rarely seen, but always felt. His movements are as fluid as mist, as his lithe frame glides effortlessly through the dense forests surrounding the manor. He is the Pale Stag, an elusive tracker whose very name instills fear in those who dwell within the borders of Thornmere. Draped in bone charms and ash-leather, Thaleth is a figure that seems to blend into the environment, his skin a perfect match for the moonlight and mist that cover the land. His attire, crafted from the bones of those he has hunted, is a testament to his status as one of the most dangerous and skilled hunters in the house. The bone charms that dangle from his waist and wrists are not mere decoration, they are tools, each one a ward, a token of power, and a reminder of the souls he has claimed in his time. Thaleth speaks rarely, and when he does, his voice is barely a whisper, lost in the wind like the rustle of leaves. He is not one for idle chatter, nor is he one for leaving any trace of his passage. Whether he is tracking a traitor, a runaway thrall, or an enemy too dangerous for lesser hunters, Thaleth never leaves tracks. His feet make no sound, his body makes no disturbance in the earth or air. He is a master of his craft, moving through the forests like a myth, an almost supernatural presence that cannot be anticipated or outrun. His role within House Silverthorn is simple but crucial. He is the one called upon to hunt and eliminate those who are too dangerous to be dealt with by conventional means, whether that be a traitor to the house, an escaped thrall who knows too much, or prey whose survival is seen as a threat to the family. When a hunt has been given to Thaleth, the quarry's fate is sealed. No one has ever outrun him. No one has ever escaped. To be marked by the Pale Stag is a death sentence. By the time you see him, it is already too late. The Pale Stag is always a step ahead, always watching, always waiting. If you hear the whispers of his name on the wind, it means that your time is running out. You have already been marked. You are already prey. And no one escapes the Pale Stag.

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          Lady Vaeliryn Silverthorn

          The Cold Bloom, Matriarch of House Silverthorn

          Race: Shadow Elf
          Alignment: Aberrant
          O.C.C.: Priestess (Cleric of Styphon)
          Level: 9
          Age: 312
          Gender: Female
          Height: 6'0"
          Weight: 135 lbs

          Attributes

          I.Q.: 20
          M.E.: 23
          M.A.: 21
          P.S.: 10
          P.P.: 17
          P.E.: 14
          P.B.: 22
          Spd: 18

          Combat

          • Attacks per Melee: 4
          • Strike +2, Parry +4, Dodge +4
          • Spell Save: +5, Horror Factor Save: +4
          • Charm/Impress: 65%

          Skills (selected)

          • Public Speaking (90%)
          • Seduction (78%)
          • Intelligence Gathering (84%)
          • Lore: Religion (Styphon, 98%)
          • History: Elven Nobility (95%)
          • Language: Elven, Draconic, and High Speech (fluent)

          Magic and Psionics

          • P.P.E.: 142
          • Spells Known: Circle of Flame, Armor of Ithan, Charismatic Aura, Domination, Compulsion, and Remove Curse
          • Psionics (Minor): Empathy, Mind Block, Telepathy

          Equipment

          • Holy Symbol of Styphon (disguised as a brooch of a blooming frost rose)
          • Ring of Charisma (+4 to M.A.)
          • Black Grimoire (bound in wyrm-hide, containing forbidden prayers)
          • Frost-etched ceremonial robes (AR 12, S.D.C. 50)

          Notes

          Lady Vaeliryn maintains a network of spies and informants within religious, noble, and artistic circles. Her influence has quietly shifted religious devotion in her region toward Styphon through coded symbology and subliminal doctrine embedded in cultural works.

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          Lord Kraethin Silverthorn

          The Viper; Patriarch and Master Mind Mage

          O.C.C.: Mind Mage
          Race: Shadow Elf
          Level: 11
          Alignment: Aberrant
          Attributes:
          I.Q. 26, M.E. 25, M.A. 22,
          P.S. 13, P.P. 14, P.E. 15,
          P.B. 16, Spd. 10
          Hit Points: 47
          S.D.C.: 54
          P.P.E.: 40
          I.S.P.: 170
          Psionic Powers:
          Super Telepathy, Telemechanics, Empathic Transmission,
          Hypnotic Suggestion, Mind Block Auto-Defense,
          Super Telekinesis, Insert Memory,
          Mentally Possess Others, Psychic Diagnosis, See Aura
          Skills of Note:
          Intelligence, Interrogation, Cryptography, Lore: Magic,
          Lore: Politics, Seduction, Philosophy,
          Strategic Tactics, Public Speaking
          Weapons:
          Psychic Knife (Manifested via I.S.P.),
          Concealed Wrist Dagger, Poison Ring (Styphonic Compound V)
          Armor:
          Custom Rune-Inscribed Mindcloth Robes
          (A.R. 13, S.D.C. 50, +2 to Save vs Psionics and Possession)
          Notable Equipment:
          Mind Gem Focus (amplifies I.S.P. regeneration),
          Silverthorn Signet Ring (symbol of command),
          Codex of Thought-War (psionic tome, encrypted)
          Tactics & Role:
          Kraethin is a cerebral manipulator and psionic dominator.
          He rarely engages in direct combat, preferring to unravel enemies' minds
          before they draw a blade. Every word, glance, and silence is a weapon.

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          Lord Velaith Silverthorn

          The Serpent, Heir Apparent

          Ranger / Wizard / Mind Mage & Black-Market Operative

          O.C.C.: Ranger / Wizard / Mind Mage
          Race: Shadow Elf
          Level: 9 / 7 / 6
          Alignment: Aberrant
          Attributes:
          I.Q. 24, M.E. 21, M.A. 20,
          P.S. 16, P.P. 18, P.E. 15,
          P.B. 19, Spd. 22
          Hit Points: 46
          S.D.C.: 50
          P.P.E.: 122
          I.S.P.: 84
          Psionic Powers:
          Mind Block, Empathy, Telepathy,
          Object Read, Telekinesis, Sixth Sense, Mind Bolt
          Magic Spells:
          Globe of Daylight, Armor of Ithan,
          Blinding Flash, Magic Net, Invisibility: Simple,
          Fireball, Carpet of Adhesion, Fly, Eyes of Thoth
          Skills of Note:
          Track Humanoids, Intelligence, Streetwise,
          Climbing, Wilderness Survival, Pick Locks,
          Prowl, Lore: Demons & Monsters,
          Language: Thieves' Cant, Lore: Magic Guilds,
          W.P. Sword, W.P. Archery
          Weapons:
          Elven Silver Rapier (Rune-etched),
          Shortbow with Black-Fletched Arrows,
          Boot Knife, Throwing Stars
          Armor:
          Dark Leather Reinforced Coat
          (A.R. 14, S.D.C. 60), Stylish,
          Enchanted against Detection (minor)
          Gear:
          Guild Tokens, Concealed Lockpicks,
          Smoke Pellets, Magical Compass,
          Scrolls of Displacement (2 uses),
          Whispering Ring (Message 3x/day)

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          Lady Vaelena Silverthorn

          The Witch-Rose, Devotee of Styphon and Enforcer of the Cult's Will

          O.C.C.: Priestess of Styphon / Witch
          Race: Shadow Elf
          Level: 8 / 6
          Alignment: Miscreant (Fanatical Loyalty to Styphon)
          Attributes:
          I.Q. 21, M.E. 22, M.A. 24, P.S. 10, P.P. 12, P.E. 14, P.B. 20, Spd. 9 Hit Points: 38
          S.D.C.: 30
          P.P.E.: 94
          I.S.P.: 48
          Witch Familiar:
          Glass-eyed Serpent (Minor Demon Imp), can detect lies and venomous auras Priest Spells:
          Curse, Remove Curse, Banish Spirits, Control Person, Death Trance, Exorcism, Repel the Dead, Fear, Darkness, Commune with Styphon (dreams) Witch Powers:
          Evil Eye, Sense Magic, Night Vision, Charm, Magic Drain, Enchant Poison, Ward: Pain Skills of Note:
          Lore: Religion, Ritual Magic, Herbalism, Seduction, Public Speaking, Interrogation, Dance (court & ritual), Prowl, Language: Dragonese, Lore: Styphon's Cult, Forgery Weapons:
          Ceremonial Kris (Warded), Hidden Dagger in Hairpin, Talisman of Styphon (used for blood-rites), Bone Wand (Focus for witch magic) Armor:
          Glass-Laced Black Gown (A.R. 12, S.D.C. 45, Moonlight Reflective, Magic Resistant) Gear:
          Scroll Case (prayers, rituals), Elixirs, Sacrificial Blade, Silver Mirror (scrying), Crimson Perfume (induces trance), Book of Styphon's Blood Gospel (bound in stitched leather)

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          Caelion Silverthorn

          The Gilded Fang

          Paladin of Styphon, Knight of the Realm, Sanctified Executioner

          O.C.C.: Palladium Paladin (House Variant, Styphonic Order)
          Race: Shadow Elf
          Level: 10
          Alignment: Aberrant
          Attributes:
          I.Q. 20, M.E. 19, M.A. 23,
          P.S. 21 (extraordinary), P.P. 18, P.E. 20,
          P.B. 22, Spd. 24
          Hit Points: 63
          S.D.C.: 92
          P.P.E.: 88
          Psionics:
          Sense Evil, Presence Sense, Mind Block, Empathy (minor latent abilities)
          Divine Powers:
          Healing Touch, Turn Dead, Sense Lies, Dispel Magic Barriers, Sanctified Blade (special rite), Blinding Light (symbolic), Aura of Conviction
          Skills of Note:
          Horsemanship: Knight, Heraldry, Public Speaking, Lore: Religion (Styphon), Intelligence, Interrogation, W.P. Sword, W.P. Lance, W.P. Shield, Acrobatics, Detect Deception, Law (Noble Courts)
          Weapons:
          Sanctified Elven Longsword (Holy, Silver-inlaid, +2 vs. supernatural)
          Dagger of the Silent Rite (used only in Styphonic execution rites)
          Cavalry Lance with retractable tip (ceremonial and deadly)
          Concealed boot knife
          Armor:
          Golden Plate Armor (A.R. 17, S.D.C. 120)
          Enchanted against unholy detection and marked with Styphon's hidden glyphs
          Gear:
          Rosary of Glass Temples, Holy Seal of Styphon (amulet), Scrolls of Condemnation, Court Signet Ring, Ritual Binding Cord, Elixir of Purity (used for executions), Silk-lined Cloak of Station (gold and indigo)
          Reputation:
          Revered by commoners, respected by nobles, and feared by criminals and dissidents. Known as an exemplar of justice and unknowingly, an angel of vengeance.
          Family Role:
          Trusted blade and public mask of House Silverthorn; executes disobedience under the guise of righteous order.

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          Lady Serelthia Silverthorn

          The Pale Thorn: Mistress of Venoms

          O.C.C.: Assassin / Alchemist / Mind Mage
          Race: Shadow Elf
          Level: 8 / 6 / 5
          Alignment: Aberrant
          Attributes:
          I.Q. 25, M.E. 22, M.A. 21,
          P.S. 11, P.P. 19, P.E. 16,
          P.B. 20, Spd. 17
          Hit Points: 44
          S.D.C.: 52
          P.P.E.: 83
          I.S.P.: 72
          Psionic Powers:
          Empathy, Mind Block, Telepathy,
          Detect Psionics, Object Read, Alter Aura
          Magic Spells (Alchemical Ritual Use):
          Befuddle, Charismatic Aura, Invisibility: Simple,
          Fear, Death Trance, Eyes of Thoth, Purification
          Skills of Note:
          Intelligence, Chemistry, Identify Poison, Trap/Mine Detection,
          Prowl, Pick Locks, Disguise, Impersonation, Surveillance,
          Lore: Guilds, Lore: Assassins, Lore: Magic, Streetwise
          Weapons:
          Poisoned Stilletto (multiple toxins), Concealed Blowgun,
          Throwing Darts (paralytic), Boot Blade, Hidden Needle Ring
          Armor:
          Blackened Silkweave Bodice (A.R. 13, S.D.C. 40), enchanted for stealth and toxin resistance
          Equipment:
          Poison Satchel (30+ compounds), Smoke Pellets, Sleep Powder,
          Blackmail Ledgers, Infiltrator's Toolkit, Alchemy Kit,
          Whispering Ring (Message 3x/day), Chameleon Cloak (limited-use enchantment)
          Notable Traits:
          Flawless memory, immune to most common poisons,
          controls a vast intelligence network across the Barony,
          reputation for invisible, undetectable assassinations.

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          Vaeril Silverthorn

          The Cipher Thief: Diabolist, Alchemist, Arcane Architect

          O.C.C.: Diabolist / Alchemist
          Race: Shadow Elf
          Level: 10 / 7
          Alignment: Aberrant
          Attributes:
          I.Q. 27, M.E. 21, M.A. 18,
          P.S. 10, P.P. 13, P.E. 14,
          P.B. 14, Spd. 12
          Hit Points: 39
          S.D.C.: 46
          P.P.E.: 102
          Skills of Note:
          Literacy (12 languages), Read Runes, Lore: Magic (advanced), Lore: Demons & Undead, Trap Construction, Ward Creation, Research, Intelligence, Chemistry, Basic & Analytical Alchemy, Language: Dragonese, Literacy: Ancient Elven
          Magical Wards Mastered:
          All standard Diabolist wards (Damage, Protection, Containment, Banishment, etc.), including rare and unique sigils customized by Vaeril.
          Notable: Bloodbound Glyphs, Memory-Eating Ward, Rune of Erasure
          Arcane Gear:
          Ward-Etched Grimoire (sealed in dragonbone)
          Void Ink Vials (ink made with shadow essence)
          Rune-Cloak of Spell Reflection (A.R. 15, S.D.C. 50)
          Spirit Ring (bound with minor daemon for surveillance)
          Sigil Compass (detects lingering glyph residue)
          Alchemical Creations:
          Glyph Dust Bombs
          Hexblood Chalk (allows drawing wards on moving targets)
          Black Mercury Vials (used in binding circles)
          Soul-Tether Chains (temporary soul imprisonment)
          Reputation:
          Called "The Cipher Thief" for his ability to decrypt and recreate forbidden ward sequences. Rumored to have stolen binding knowledge from a demigod and walked away unchanged. Even his allies tread carefully in his domain.

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          Trellair Silverthorn

          The Silent Knife: Assassin & Infiltrator

          O.C.C.: Assassin
          Race: Shadow Elf
          Level: 9
          Alignment: Aberrant
          Attributes:
          I.Q. 20, M.E. 18, M.A. 16,
          P.S. 17, P.P. 24, P.E. 15,
          P.B. 14, Spd. 27
          Hit Points: 45
          S.D.C.: 60
          P.P.E.: 32
          Skills of Note:
          Prowl, Climb, Acrobatics, Pick Locks, Disarm Traps, Escape Artist, Intelligence, Impersonation,
          Language: Thieves' Cant, W.P. Paired Blades, W.P. Throwing Knife, Lore: Assassins' Guilds, Lore: Poison, Camouflage
          Abilities:
          Oath of Silence: Never speaks; vow bound by ancient ritual
          Immune to divination detection (via enchanted talismans)
          Pressure-Point Execution (bonus to critical strikes and instant knockouts on unaware targets)
          Shadow Meld (via magical bracers, 3x/day)
          Weapons:
          Twin Soul-Bound Ritual Daggers (etched with silence oaths, unbreakable)
          Throwing Knives (poisoned)
          Garrote Wire (invisible, psionically stiffened)
          Poison Capsule Ring
          Armor:
          Silksteel Stealth Suit (A.R. 13, S.D.C. 50, silences movement, grants +10% to prowl)
          Shadow Cloak (enchanted against detection spells)
          Gear:
          Anti-Divination Charms
          Alchemical Smoke Bombs
          Lockpicks (Masterwork Set)
          Vial of "Whisperrot" Poison (causes memory loss)
          Map Scrolls of target estates
          Reputation:
          Known as "The Silent Knife": feared among enemy nobles, crime lords, and rival spies. Rarely seen, never heard.

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          Uncle Ithrandel Silverthorn

          The Pale Flame: Priest of Styphon, Confessor & Inquisitor

          O.C.C.: Priest of Styphon
          Race: Half-Elf
          Level: 10
          Alignment: Aberrant
          Attributes:
          I.Q. 24, M.E. 22, M.A. 21,
          P.S. 11, P.P. 13, P.E. 16,
          P.B. 17, Spd. 12
          Hit Points: 42
          S.D.C.: 36
          P.P.E.: 110
          I.S.P.: 24
          Clerical Spells (Selected):
          Fear
          Circle of Flame
          Sanctify the Ground
          Agony
          Domination
          Repel the Unclean
          Word of Command
          Flame Weapon (unique to Styphon's cult)
          Turn Dead
          Ritual Magic (Cult-Specific):
          Blood Sermon (paralysis and submission)
          Oathbinding (locks loyalty)
          Serpent Communion (visions from Styphon)
          Memory Cleansing (mental reshaping)
          Rite of Correction (purging heresy)
          Skills of Note:
          Lore: Theology, Lore: Cults & Secret Societies, Interrogation, Public Speaking, Seduction, Psychology, Intelligence, Philosophy, Literacy: Ancient Elven, Literacy: Draconic, Language: Serpent Tongue
          Weapons:
          Ornate Serpent-headed Staff (focus for divine spells)
          Ritual Dagger (obsidian, used in rites and sacrifices)
          Hidden Needle Ring (poisoned, subtle execution tool)
          Armor:
          Robes of the Pale Flame (A.R. 12, S.D.C. 30, enchanted against fire and detection)
          Silver Fang Pendant (protects against mind reading, grants +2 to saving throws vs. possession)
          Special Abilities / Traits:
          Calm Aura: Opponents suffer -2 to initiative in his presence
          Confessor's Gaze: Detect lies (as per the psionic ability, but mystical)
          Cult Indoctrination: +30% to influence followers of Styphon
          Sanctified Voice: Bonus to charm/impress when speaking on religious matters (+25%)
          Role in House Silverthorn:
          High Priest of Styphon's local cult
          Keeper of Doctrine, Enforcer of Faith
          Family Confessor and Ritual Architect
          Secret Purger of Dissent and Doubt

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          Mirael Silverthorn

          The Oracle: Seer of Styphon's Will

          O.C.C.: Visionary Seer (Priestess Variant)
          Race: Half-Elf
          Level: 9
          Alignment: Aberrant (Divine Purpose)
          Attributes:
          I.Q. 23, M.E. 26, M.A. 19,
          P.S. 9, P.P. 12, P.E. 14,
          P.B. 20, Spd. 8
          Hit Points: 34
          S.D.C.: 28
          P.P.E.: 124
          I.S.P.: 42
          Psychic Abilities:
          Clairvoyance
          Object Read
          Sixth Sense
          Astral Projection
          Presence Sense
          Telepathy
          Dream Vision (unique gift of Styphon)
          Clerical Spells (Divinely Inspired):
          Commune
          See Aura
          Sense Evil
          Death Trance
          Trance
          Eyes of Thoth
          See the Invisible
          Tongues
          Dispel Magic Barrier
          Special Abilities:
          Divine Trance State: Receives prophecies from Styphon
          Automatic Writing (can write in ash, reversed, or via mirrored images)
          Ephemeral Echo: Her voice sometimes echoes from reflective surfaces
          Moonbound Insight: Prophecies intensify during eclipses and celestial alignments
          Skills of Note:
          Lore: Religion, Lore: Demons & Monsters, Meditation, Literacy (Elven, Ancient), Holistic Medicine, Intelligence, Art: Calligraphy (ash glyphs), Language: Serpentine Tongues
          Weapons:
          None traditionally: carries a ritual dagger for bloodwork and prophecy
          Her voice, visions, and words are her most dangerous weapons
          Armor:
          Ritual Veils and Ash Robes (A.R. 8, S.D.C. 10), enchanted to smolder and veil her form during trances
          Appearance:
          Pale-skinned, violet-eyed, hair like moonlight and smoke. Often barefoot, speaking softly unless seized by divine vision.
          Reputation:
          A sacred and unsettling presence in House Silverthorn. Feared, adored, and obeyed. Her words are interpreted as law by some cult factions.

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          Kael Silverthorn

          The Watcher

          O.C.C.: Assassin (Customized Spy Variant)
          Race: Shadow Elf
          Level: 9
          Alignment: Aberrant (Loyalty to House & Secrecy)
          Attributes:
          I.Q. 21, M.E. 25, M.A. 16,
          P.S. 15, P.P. 24, P.E. 19,
          P.B. 17, Spd. 22
          Hit Points: 46
          S.D.C.: 88
          P.P.E.: 22
          I.S.P.: 12
          Special Traits (House Silverthorn Bloodline):
          Silverthorn's Guile: +20% to Espionage skills
          Cult of Styphon's Blessing: +5 save vs. Disease & Poison
          Thornmere's Veil: Invisibility (once per day)
          Blood of the Black Rose: -5 to poison saving throws on killing blow
          Psionics (Minor):
          Presence Sense
          Telepathy
          Mind Block
          Skills of Note:
          Intelligence: 98%
          Tracking (People): 84%
          Detect Ambush: 90%
          Detect Concealment: 85%
          Prowl: 98%
          Disguise: 82%
          Pick Locks: 90%
          Pick Pockets: 96%
          Concealment: 94%
          Forgery: 86%
          Poisoning (All types): 98%
          Escape Artist: 76%
          Surveillance Systems: 88%
          Weapons & Gear:
          Assassin's Blade (enchanted, disrupts resurrection)
          Alchemist's Belt: Holds 10 specialized toxins and dissolvers
          Shadowcloak (provides +10% Prowl, +2 to saves vs. detection spells)
          Vial of Black Kiss: causes heart attack symptoms (save vs poison at -5)
          Rings of Silence and Shadowstep (family artifacts)
          Notable Traits:
          Silent, observant, surgical in action
          Rarely speaks unless necessary
          Known in underworld circles as "The Watcher's Hand"
          Believed to answer only to the inner circle, especially Serelthia
          Erases problems, not just people
          Sanctified Roles:
          Final Enforcer
          Keeper of the House's Silent Ledger
          Ghost of Styphon's Breath (unconfirmed)

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          Cyndil Silverthorn

          The Shadow Huntress

          O.C.C.: Ranger (Shadowstalker Variant)
          Race: Shadow Elf
          Level: 8
          Alignment: Aberrant (Devoted to the Hunt and Cult)
          Attributes:
          I.Q. 18, M.E. 22, M.A. 14,
          P.S. 20, P.P. 25, P.E. 21,
          P.B. 19, Spd. 26
          Hit Points: 58
          S.D.C.: 94
          P.P.E.: 30
          I.S.P.: 10
          Special Traits (House Silverthorn Bloodline):
          Silverthorn's Guile: +20% to Espionage skills
          Cult of Styphon's Blessing: +5 save vs. Disease & Poison
          Thornmere's Veil: Invisibility (once per day)
          Blood of the Black Rose: -5 to poison saving throws on killing blow
          Combat Skills:
          Expert Marksman with Longbow "Whisperfang"
          Paired Weapons
          Ambush, Called Shot, Sniping (critical x2)
          Track by scent (via enchanted arrowheads)
          Stealth: Prowl +90%, Wilderness Movement +80%
          Magical Items:
          Whisperfang (Enchanted longbow; arrows track targets, silence victims)
          Serelthia's Toxins (custom poisons with tailored effects)
          Vaeril's Bone Charms (wards against detection and scrying)
          Skills of Note:
          Tracking: 98%
          Prowl: 96%
          Wilderness Survival: 94%
          Detect Ambush: 85%
          Camouflage: 89%
          Lore: Cults, Plants, Demons, & Magic: 75-80%
          Ritual Practices:
          Moonlit Invocations of Styphon
          Beast-binding rites
          Burial site consecration (concealment from magical detection)
          Languages:
          Elven (Literate), Gobblely, Faerie Speak, Druidic, Wolf-speech (ritual form)

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          Koadath Silverthorn

          The Veiled, Arcane Strategist

          O.C.C.: Wizard / Mind Mage / Diabolist (Triad Caster)
          Race: Shadow Elf
          Level: 9
          Alignment: Aberrant (Instrument of House Doctrine)
          Attributes:
          I.Q. 26, M.E. 22, M.A. 17,
          P.S. 11, P.P. 14, P.E. 13,
          P.B. 20, Spd. 12
          Hit Points: 43
          S.D.C.: 36
          P.P.E.: 215
          I.S.P.: 92
          Magic Specializations:
          Ley Line Geometry
          Dimensional Portal Theory
          The Infernal Lattice (Signature Spellwork)
          Ward Mastery & Recursive Glyphwork
          Demon Pact Negotiation & Binding Rituals
          Psionic Abilities (Major):
          Mental Blow
          Empathic Transmission
          Psychic Omniscience (Custom Technique)
          Mind Block Auto-Defense
          Telemechanic Possession
          Mental Illusion
          Diabolist Wards & Circles:
          Circle of Obedience (Modified)
          Ward of Arcane Suppression
          Circle of Containment (Advanced Demon Variant)
          Ward of Dimensional Lockdown
          Ward of Soul Anchoring
          Notable Possessions:
          The Ember Cage (private extra-planar sanctum)
          Soulforge Grimoire (bound in stitched demonhide)
          Mindlink Rings (family tactical coordination)
          Mask of the Silent Will (inhibits psychic tracking)
          Infernal Contract Scrolls (12 total, all sealed)
          Combat Skills:
          Energy Bolt (wizardry)
          Magic Net
          Psionic Lock
          Protective Circles during combat
          Uses summoned demons, psychically linked, as battlefield control units

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          Eryndar Silverthorn

          The Silent Thorn, Blade of Shadows

          O.C.C.: Nightblade (Assassin/Illusionist Hybrid Variant)
          Race: Shadow Elf
          Level: 9
          Alignment: Aberrant
          Attributes:
          I.Q. 21, M.E. 17, M.A. 19,
          P.S. 11, P.P. 23, P.E. 14,
          P.B. 18, Spd. 24
          Hit Points: 35
          S.D.C.: 56
          P.P.E.: 96
          I.S.P.: 28
          Special Abilities:
          Shadowmeld (Natural Talent)
          Urban Fade (Blend into cityscapes)
          Forgettable Presence (Targets take -4 to remember him)
          Sleepwalker's Grace: No sound while moving, +15% to Prowl
          Whispered Touch: Cast spells without verbal or somatic components
          Skills:
          Intelligence (85%)
          Prowl (98%)
          Pick Locks (90%)
          Disguise (70%)
          Escape Artist (85%)
          Pick Pockets (86%)
          Impersonation: Noble Houses (75%)
          Trap/Mine Detection (65%)
          Lore: Magic Symbols & Sigils (80%)
          Seduction (68%)
          Spells Known:
          Invisibility: Superior
          Charismatic Aura
          Magic Net
          Death Trance
          Hallucination
          Shadow Step
          Mute
          Apparition
          Create Deathmark Sigil (unique to Eryndar)
          Equipment:
          "Velvet Kiss", Rune-etched stiletto (silent strike)
          Deathmark Chalk (traces lethal glyphs silently)
          Dust of the Forgotten (removes traces and memory)
          Cloak of Unseen Steps (enchanted + Shadowmeld bonus)
          Custom Black Elven Attire (conceals tools, non-reflective)
          Notes:
          Will not kill for coin, only purpose
          Dreams of targets linger with his psychic signature
          Known only by voice in a few intelligence circles

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          Elvry Silverthorn

          The Emberstone, Warden of Flame and Stone

          O.C.C.: Dual Elementalist (Fire & Earth)
          Race: Shadow Elf
          Level: 9
          Alignment: Aberrant (Balance Through Containment)
          Attributes:
          I.Q. 19, M.E. 21, M.A. 13,
          P.S. 17, P.P. 15, P.E. 23,
          P.B. 18, Spd. 12
          Hit Points: 65
          S.D.C.: 72
          P.P.E.: 168
          I.S.P.: 14
          Elemental Spells (Fire):

          Flameburst

          Fireball

          Circle of Flame

          Wall of Fire

          Flame Whip

          Firestorm

          Breathe Fire

          Living Inferno (Signature Technique)
          Elemental Spells (Earth):

          Stone to Mud

          Wall of Stone

          Quicksand

          Raise Stone Platform

          Obsidian Spikes

          Seal Tunnel

          Earthquake

          Petrify (Enhanced Variant)
          Notable Abilities:

          Immune to fire and high heat

          Resistant to disease due to constant exposure

          Earthsense (detects shifts and tunneling)

          Can speak with Elemental Spirits of Fire and Stone

          Presence causes hearths to flare or stone to tremble subtly
          Roles & Duties:

          Overseer of plague vaults and cursed reliquaries

          Guardian of the family's quarantine sanctuaries

          Maintains the Flame Crucible (a furnace that purges relics)

          Sealer of sins, entombs forbidden items in molten rock
          Equipment:

          "Moltrune", a rune-etched obsidian staff that channels fire and earth

          Warden's Mantle, heat-resistant armor with embedded earth wards (A.R. 15, S.D.C. 80)

          Firestones and Glyph Shards for emergency containment

          Pendant of Containment (locks plague wards in a 100 ft radius)
          Personality:

          Reserved and direct

          Fiercely loyal to Kraethin and the House's survival

          Speaks plainly, listens deeply, acts with finality

          Sees purification as her sacred duty

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          "Uncle" Dorelth the Bound

          The Eternal Warden, Baelnorn of Thornmere

          O.C.C.: Baelnorn Paladin (Custom Undead Guardian)
          Race: Elven Revenant (Voluntary Baelnorn)
          Level: 12
          Alignment: Principled (Sacred Duty Eternal)
          Attributes:
          I.Q. 22, M.E. 28, M.A. 17,
          P.S. 24 (Supernatural), P.P. 16, P.E. 30 (Supernatural),
          P.B. 14, Spd. 10 (Glide Movement)
          Hit Points: N/A (Undead Entity)
          S.D.C.: 360
          P.P.E.: 214
          I.S.P.: 58
          Special Abilities:

          Immune to possession, poison, disease, and mind control

          Regenerates spiritual essence from ley lines and sacred ground

          Can communicate through dreams and death-speech

          Harmonic Aura of Awe: mortal creatures must save vs. Horror Factor (16)

          Soul-Tethered: Cannot leave Thornmere's inner sanctum

          Sanctified Presence: Undead under his gaze must save or flee

          Sacred Flame: Causes magical damage to demonic/infernal beings
          Psionics:

          Empathic Transmission

          Death Trance

          Presence Sense

          Bio-Regeneration (Minor)

          See Aura

          Telepathy (dream-linked only)
          Magic:

          Turn Dead

          Banishing Circle (Superior)

          Sanctum Ward

          Seal

          Purge Curse

          Dispel Magic Barriers

          Spell Strengthening Circle

          Fireball (spiritual flame variant)

          Restore Soul Fragment (Unique Baelnorn Rite)
          Weapons & Relics:

          Naer'Vora, the Spirit-Sever: Rune Sword that bypasses physical armor and targets the soul. Causes essence unraveling on criticals. Glows with soulfire in the presence of corruption.

          Blacksteel & Mythril Ceremonial Armor: +12 to Horror Factor saves, AR 17, S.D.C. 220, cannot be worn by the living

          Warding Ring of Eternal Vigil: Grants immunity to exorcism and forcibly sustained sanctity
          Role:
          Eternal guardian of the Thornmere crypt-sanctum and plague vaults. Holds vigil over the most dangerous artifacts and records of House Silverthorn. Speaks only to Lady Vaeliryn and during soul-oaths.
          Feared and revered by all who serve the family.

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          "Uncle" Iavros

          The Hollow Mask, Serpent of the Twin Shrines

          O.C.C.: Priest of Styphon (Disguised as Priest of Kym-Nark-Mar)
          Race: Elf
          Level: 11
          Alignment: Aberrant (Fanatical Devotion to Styphon)
          Attributes:
          I.Q. 24, M.E. 25, M.A. 22,
          P.S. 12, P.P. 14, P.E. 17,
          P.B. 21, Spd. 10
          Hit Points: 41
          S.D.C.: 34
          P.P.E.: 162
          I.S.P.: 72
          Psychic Abilities:

          Empathy

          Mind Block

          Telepathy

          Hypnotic Suggestion

          Mental Illusion (Advanced technique of the cult)
          Clerical Spells (Styphon's Blessing):

          See Aura

          Dispel Magic Barrier

          Exorcism

          Trance

          Sanctuary

          Death Trance

          Words of Truth

          Suppress Fear

          Befuddle

          Domination

          Create Shrine of Deception (ritual)
          Skills of Note:

          Intelligence (98%)

          Lore: Cults & Secret Societies (94%)

          Interrogation Techniques (90%)

          Disguise: Religious Identity (88%)

          Public Speaking (96%)

          Seduction & Manipulation (80%)

          Forgery (85%)

          Cryptography & Secret Codes (92%)

          Ward: Dissonance & False Faith (unique)
          Equipment:

          Serpent-Blood Chalice (sacred focus)

          Twin Symbolic Holy Symbols (Kym-Nark-Mar & Styphon)

          Silk Robes with Hidden Sigils

          Poisoned Rosary Pearls

          Candle of Forced Confession

          Concealed Dagger of Null Pain
          Notes:
          Iavros is the liaison to Styphon's inner priesthood, while maintaining a flawless public face as a Kym-Nark-Mar clergyman. He oversees Thornmere's intelligence web and ensures that the family's secrets remain sacred. His interrogations are infamous within the cult-kind words masking calculated cruelty. None wear a mask more gracefully… or more dangerously.

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          "Uncle" Isithan Silverthorn

          The Steward of Silence, Bound Demon of Thornmere

          O.C.C./R.C.C.: Bound Greater Demon (Disguised as Elf Steward)
          Race: Greater Demon (Masquerading as Elf)
          Level: Equivalent Power Level 10
          Alignment: Aberrant (Enslaved Loyalty to Styphon's Cult)
          Attributes:
          I.Q. 20, M.E. 24, M.A. 12,
          P.S. 28 (Supernatural), P.P. 18, P.E. 22,
          P.B. 8 (in true form), Spd. 44 (on foot), 88 (flight-capable)
          Hit Points: 156
          S.D.C./M.D.C.: 280 S.D.C. (Natural Armor)
          P.P.E.: 190
          I.S.P.: 85
          Natural Abilities:

          Regenerates 2D6 HP per minute

          Nightvision 120 ft

          Impervious to fire and poison

          Recognize magic circles, wards, and symbols: 90%

          Dimensional teleport (limited while bound)

          Tongues (speaks all languages)

          Immune to mortal disease, aging, and fatigue
          Special Powers:

          Silent Step (magically enhanced stealth)

          Ritual Cleansing (erases magical and physical evidence)

          Ethereal Displacement (can become intangible at will for 1D4 minutes)

          Soul Snare (captures dying souls for Vaelena's rituals; 1/week)

          Maddening Whispers (his true voice inflicts horror factor 18 if unleashed)
          Skills:

          Lore: Demons & Magic 98%

          Intelligence Gathering 90%

          Prowl 98%

          Concealment 96%

          W.P. Knife, W.P. Blunt, W.P. Paired Weapons
          Weapons:

          Ritual Bone Knife (1D6 + P.S., enchanted for soul-rending)

          Shadow Lash (manifested weapon; energy whip; 4D6 S.D.C., ignores armor)
          Notes:

          Bound by infernal contract to Vaelena Silverthorn

          Cannot speak unless commanded; his true voice causes psychic trauma

          Fully loyal to Styphon's cult and the Silverthorn family

          Dwells in Thornmere's hidden sanctum beneath the manor

          Purifies evidence, disposes of bodies, and guards sacred altars

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          Maeril Fenwyn

          Master of the Kitchens, Alchemist of Hearth and Hemlock

          O.C.C.: Alchemist (Disgraced Collegia Hermetica Scholar)
          Race: Elf
          Level: 7
          Alignment: Unprincipled (Sympathizer of Styphon)
          Attributes:
          I.Q. 21, M.E. 15, M.A. 17,
          P.S. 11, P.P. 13, P.E. 12,
          P.B. 10, Spd. 9
          Hit Points: 32
          S.D.C.: 18
          P.P.E.: 72
          Alchemy & Culinary Arcana:

          Alchemical Cooking (custom skill: 80%)

          Potion Brewing

          Poison Preparation

          Herbalism (90%)

          Chemistry (85%)

          Lore: Magic, Flora, & Toxins (various 70-90%)

          Secret Spice Rack of Rare and Forbidden Toxins

          Meals may deliver calmatives, charm-inducers, or disguised poisons
          Special Tools & Ingredients:

          Enchanted chef's knives with minor wardings

          Moon-charmed wines (Induce Trust/Loyalty)

          Herbarium of the Damned: preserved extinct/forbidden flora

          Fire-whispering (Minor Elemental Affinity: Fire, 40% chance of communication)
          Notes:

          Former member of the Collegia Hermetica (expelled)

          Loyal cook and controlled asset of the Silverthorn family

          Does not participate directly in cult rituals, but feeds those who do

          Never eats his own food

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          Sister Elsiara

          House Chatalain, The Serpent in Silk

          O.C.C.: Priestess (Sleeper Agent of Styphon)
          Race: Elf
          Level: 6
          Alignment: Aberrant (Fanatically Loyal to Styphon)
          Attributes:
          I.Q. 18, M.E. 21, M.A. 22,
          P.S. 10, P.P. 12, P.E. 14,
          P.B. 18, Spd. 8
          Hit Points: 30
          S.D.C.: 20
          P.P.E.: 110
          Religious Powers:

          Turn Dead (65%)

          Exorcism (70%)

          Commune with Supernatural Entity (Styphon only)

          Sanctify Ground

          Ward: Sanctuary, Silence, Confusion (via secret rituals)

          Can sense ley line and spiritual disturbances (60%)

          Knowledge of forbidden rituals and sacrificial rites
          Skills:

          Lore: Religion (Kym-Nark-Mar & Styphon) 90%

          Seduction (65%)

          Intelligence Gathering (disguised as confessionals)

          Public Speaking (85%)

          Charm/Impress: 80%

          Cryptography (ritual texts) 70%
          Special Equipment:

          Holy symbol with dual iconography (Kym-Nark-Mar overlaying Styphon glyphs)

          Robes of reflection (conceal alignment and magical presence)

          Hidden ritual blade (concealed in prayer staff)

          Crypt Wing keys, access to sealed sacrificial chamber
          Role in the House:

          Maintains spiritual façade to outsiders

          Oversees internal conversions among servants

          Leads clandestine rites and blood offerings

          Guards cult relics in Thornmere's sealed crypt wing

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          Thoren Var

          Master of the Hunt, The Grey Chain

          O.C.C.: Ranger (Mercenary Background)
          Race: Shadow Elf
          Level: 8
          Alignment: Unprincipled (Loyal to House Silverthorn)
          Attributes:
          I.Q. 14, M.E. 17, M.A. 9,
          P.S. 21, P.P. 20, P.E. 18,
          P.B. 10, Spd. 24
          Hit Points: 64
          S.D.C.: 70
          P.P.E.: 10
          Special Abilities:

          Natural affinity with animals

          Trained beast handler (specializes in dire wolves)

          Enhanced tracking (+20%)

          Expert hunter of magical and mundane prey

          Immunity to natural cold and fear-based magic (from ritual binding to the land)
          Skills of Note:

          Wilderness Survival 98%

          Track Humanoids 90%

          Identify Plants & Animals 88%

          Skin & Prepare Animal Hides 92%

          Trap/Mine Detection 80%

          Camouflage 90%

          Horsemanship (Exotic, incl. riding dire wolves)

          Archery (Composite & Longbow), Silent Kill (85%)
          Weapons & Equipment:

          Ashwood Longbow, strung with beast sinew

          Silvered hunting knives (x2), rune-etched

          Cloak of Blending (camouflaged in forests and mist)

          Dire wolf pack (6 trained beasts, all loyal)

          Scent-masking oils, tracking glyphs, blood lures
          Personality Notes:

          Speaks rarely, often through gestures or whistles

          Deep, personal bond with Velaith Silverthorn

          Haunted by a past of violence, but precise in his methods

          Trusted implicitly by the Silverthorn family, feared by all others

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          Nyssara Velryn

          Mistress of the Silks, The Velvet Knife

          O.C.C.: Spy (with Noble background)
          Race: Elf
          Level: 7
          Alignment: Aberrant (Loyal to House Silverthorn)
          Attributes:
          I.Q. 16, M.E. 15, M.A. 22,
          P.S. 11, P.P. 18, P.E. 13,
          P.B. 22, Spd. 12
          Hit Points: 42
          S.D.C.: 50
          P.P.E.: 14
          Special Abilities:

          Seductive charm (trust/intimidate bonuses +30%)

          Poisoner and herbalist (specialized in dermal and ingested toxins)

          Embeds minor enchantments into fabrics (requires ritual materials)

          Trains elite domestic spies ("whisper maids")

          Dresses nobles to convey coded political signals and threats
          Skills of Note:

          Intelligence 85%

          Disguise 92%

          Tailoring & Weaving (Master Level, 98%)

          Seduction (Advanced) 90%

          Charm/Impress 75%

          Pick Locks 70%

          Prowl 65%

          Dance 85%

          Poisoning (Identify, Use, Create) 90%
          Weapons:

          Hidden needles (poisoned)

          Razor-blade fan (1D6, parry bonus +2)

          Garrote thread (concealed in silk sash)
          Equipment:

          Wardrobe of enchanted gowns (each with purpose: distraction, intimidation, escape)

          Hidden salon compartments (poisons, enchanted pins, blackmail documents)

          Silk spell patches (cast-on-contact: calm emotions, sleep, minor curse)

          Court etiquette scrolls, coded cipher book, high fashion lore of Western Empire and Timiro
          Background:
          Formerly known as the *Velvet Knife*, Nyssara served as a field seductress and infiltrator in enemy courts during House Silverthorn's darker expansions. She now uses her refinement to shape perception and control information flow through style and subterfuge. She dresses Thornmere's nobles not only in finery, but in encoded intent, subtle warnings, and woven protection.

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          Mirell and Sovryn

          Mirror-Twins, Silent Blades of Vaelena

          O.C.C.: Assassin (with Espionage focus)
          Race: Elf (suspected magically altered)
          Level: 6
          Alignment: Aberrant (devoted to Lady Vaelena)
          Attributes (each):
          I.Q. 14, M.E. 15, M.A. 10,
          P.S. 12, P.P. 23, P.E. 14,
          P.B. 21, Spd. 18
          Hit Points: 38 each
          S.D.C.: 46 each
          P.P.E.: 12 each
          Special Traits:

          Absolute Silence: Trained to move and act without sound (prowl +30%, no penalties indoors)

          Twin Link: Non-magical but unnerving synchronicity, act in perfect coordination

          Language: Speak only in a dead dialect of High Elven; incomprehensible to modern speakers

          Immune to fear-based psionics (via trauma or ritual conditioning)

          Lavender Scent: Unique, signature calling card

          Deadly with poisons, garrotes, and concealed knives
          Skills of Note (shared style):

          Prowl 98%

          Intelligence 72%

          Pick Locks 82%

          Concealment 84%

          Poisoning (Ingestion/Injury/Contact) 95%

          Dance (Court Etiquette + Body Discipline) 86%

          Acrobatics & Tumbling 80%+
          Equipment:

          Matching black-silver uniforms with hidden compartments

          Concealed stilettos (enchanted silver +1 strike/parry)

          Perfume vials containing alchemical poisons (sleep, paralysis, death)

          Lockpicks, silken cords, veiled masks
          Role in the Manor:

          Chambermaids by day, unnerving, silent, meticulous

          Poison couriers and eavesdroppers by night

          Personal agents of Lady Vaelena and Nyssara Velryn

          Known only to speak to one another, presumed ritual-bound

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          Old Harlowe

          Groundskeeper, Warden of the Grove and Grave

          O.C.C.: Druid (possibly fallen or adapted)
          Race: Shadow Elf
          Level: 8
          Alignment: Anarchist (Bound by pact, not morality)
          Attributes:
          I.Q. 16, M.E. 18, M.A. 9,
          P.S. 11, P.P. 10, P.E. 21,
          P.B. 6, Spd. 7 (shuffling)
          Hit Points: 61
          S.D.C.: 34
          P.P.E.: 96
          Natural Abilities:

          Speak with Plants and Trees (at will, as an ancient gift)

          Immune to all natural poisons, fungi, and root toxins

          Weather Sense is supernatural in scope (98%)

          Ages extremely slowly or not at all; unknown why

          Instinctively senses death or corruption in soil, flora, and stone
          Skills of Note:

          Lore: Fauna and Flora 98%

          Holistic Medicine 90%

          Gardening 98% (plants grow eerily well in his care)

          Ritual: Nature/Burial Rites 85%

          Wilderness Survival 94%

          Sing Ancient Songs (unknown tongue, but effective) 75%
          Gear & Tools:

          Bone-handled shears (sacred, stained black)

          Leather satchel with dried roots, sacred stones, and glyph-carved bone dice

          Walking stick made from a sap-bleeding tree (rumored sentient)

          Pouches of plague-masking herbs and protective wards
          Places of Influence:

          The Garden: Flourishes under his songs and tending

          The Mausoleum: Maintains forgotten rites, lays coin offerings

          The Sealed Grove: Keeps intruders out, and older things in
          Rumors:

          Was once a priest of a forest god before Styphon consumed its domain

          Lives only through a curse or pact with the grove itself

          His dreams are made of roots, rain, and rot, and they sometimes dream back

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          Erel Tanneth

          Archivist and Record-Keeper, The Ledger of Secrets

          O.C.C.: Diabolist
          Race: Elf
          Level: 7
          Alignment: Aberrant
          Attributes:
          I.Q. 22, M.E. 17, M.A. 12,
          P.S. 9, P.P. 11, P.E. 13,
          P.B. 8, Spd. 10
          Hit Points: 39
          S.D.C.: 25
          P.P.E.: 86
          Natural Abilities:

          Elven Nightvision (60 ft)

          Sense Magic and Presences (Diabolist training)

          Photographic Memory (everything committed to writing is retained)
          Skills of Note:

          Literacy: Elven, Western, Dragonese, and 3 others, 98%

          Lore: Magic, Demons & Monsters, 91%

          Research, Cryptography, and Forgery, 96%+

          Recognize Enchantment, Runes, and Diabolic Traps, 94%

          Mathematics (both Advanced and Basic), 98%

          Legal & Noble Protocols (Custom Skill), 88%
          Diabolist Abilities:

          Master of Wards: Can inscribe all standard and many rare types

          Spell Glyph Traps: Fire, Madness, Summoning, Protection

          Library Warded: Entry triggers dream-snares or mind-shocks

          Glyph-forged Contracts: Magical binding agreements, many sealed in blood
          Equipment of Note:

          Brass-rimmed Spectacles (Arcane Focus: See Wards & Sigils)

          Inkpot of Binding (black ink that doubles as a minor ward ink)

          Bone-thread Scrolls: Sealed compacts, some centuries old

          Ledger of Names: A black book locked in rune-wrought iron
          Personality Notes:

          Quiet, meticulous, utterly without illusion

          Speaks in facts, never boasts

          Keeps mental notes on every conversation, especially lies

          Loyalty to House Silverthorn stems from mutual benefit and deadly leverage

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          Captain Kelrin Duthane

          Master of Arms, Commander of the Thornwatch

          O.C.C.: Mercenary Fighter (Customized: Military Specialist)
          Race: Shadow Elf
          Level: 9
          Alignment: Aberrant
          Attributes:
          I.Q. 15, M.E. 17, M.A. 10,
          P.S. 24 (Augmented), P.P. 21, P.E. 19,
          P.B. 7, Spd. 14
          Hit Points: 69
          S.D.C.: 92
          P.P.E.: 12
          Natural Abilities:

          Battle-Hardened Instincts (Sense ambush 75%)

          Tactics (98%), Intelligence Gathering (88%)

          Cold Resistance (from rune-bonded gauntlet)

          Cannot betray House Silverthorn without lethal consequences
          Combat Training:
          Hand to Hand: Assassin (Modified by Rune Discipline)
          Attacks per Melee: 6
          Bonuses: +4 to Strike, +6 to Parry/Dodge, +3 to Initiative,
          +6 to Roll with Punch/Fall, +5 to Pull Punch, +5 to Damage
          Special: Rune-Bound Gauntlet counts as a magic weapon (3D6+P.S. bonus), bypasses normal armor
          Skills of Note:

          Weapon Proficiencies: Sword, Dagger, Battle Axe, Paired Weapons

          Military Etiquette, Heraldry (94%)

          Interrogation Techniques (88%)

          Training & Discipline (teaches Psychological Warfare, Counter-Insurgency)

          Recognize Weapon Quality (98%)

          Strategy & Tactics: Large-Scale and Guerrilla (96%)
          Magic Items & Equipment:

          Rune-Scorched Gauntlet: Bound to soul; acts as control focus and punishment anchor

          Blacksteel Longsword, balanced for one-handed strikes

          Combat Harness: Conceals throwing knives, blackmail tokens, and explosive runes

          Silverthorn Military Codex (worn, annotated, blood-marked)
          Reputation:

          Known to the Thornwatch as "The Final Gate"

          Feared and respected even among Silverthorn nobles

          Whispers say he trained Thoren Var's wolves to kill on his gesture alone

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          Lieutenant Sael Drenvar

          The Quiet Flame, Second-in-Command of the Thornwatch

          O.C.C.: Royal Guard (Modified for Resurrection Rites)
          Race: Half Elf (Ritually Reanimated)
          Level: 8
          Alignment: Miscreant (Broken into Obedience)
          Attributes:
          I.Q. 13, M.E. 21, M.A. 8,
          P.S. 20 (Supernatural), P.P. 19, P.E. 25 (Augmented),
          P.B. 6, Spd. 18
          Hit Points: 0 (Replaced by P.E.-linked essence)
          S.D.C.: 120
          P.P.E.: 47
          Special Condition:
          Sustained by a Styphonian sacrament of undeath. Cannot heal naturally. Damage must be ritually purged or endured.
          Does not sleep. Does not dream.
          Natural Abilities:

          Cold Aura (15ft): Causes shivers, -1 to Initiative to nearby foes

          Fearless: Immune to Horror Factor and possession

          "Gravewalk": Can move utterly silently (prowl 98%), can see into pitch black

          Undead Physiology: Immune to poisons, disease, and pain-based penalties

          Command Voice (when used): +20% to intimidate, despite low M.A.
          Combat Training:
          Hand to Hand: Assassin
          Attacks per Melee: 6
          Bonuses: +4 to Strike, +5 to Parry/Dodge, +3 to Initiative,
          +6 to Roll with Punch/Fall, +5 to Pull Punch, +8 to Damage
          Special: Gains an extra melee attack when targeting enemies unaware of his presence
          Skills of Note:

          Intelligence (85%)

          Prowl (98%)

          Tracking by Scent and Blood (76%)

          Interrogation (80%)

          Lore: Demons & Undead (92%)

          W.P. Knife, W.P. Sword, W.P. Paired Weapons

          Language: Ancient Styphonic Runes (Fluent)
          Equipment:

          Black steel shortblade (inscribed with silence runes)

          Gloved gauntlets (never removed, rumored to seal binding runes)

          Thornwatch armor: Blackened leather with soul-sigil inlays

          Medallion of the Quiet Flame (focuses control, glows faintly under moonlight)
          Notes:

          Sael cannot be resurrected by normal magic.

          Whispers follow him in halls when he walks alone. No source is ever found.

          Recognized only by silence and frost before arrival.

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          Lieutenant Rhyen Malcor

          The Hound of Ashes, Flamebound Executioner of the Thornwatch

          O.C.C.: Fire Warlock (Cult-Reforged)
          Race: Shadow Elf
          Level: 9
          Alignment: Aberrant (Absolute in Judgment)
          Attributes:
          I.Q. 16, M.E. 20, M.A. 14,
          P.S. 22 (Augmented), P.P. 18, P.E. 24,
          P.B. 7 (burn-scarred), Spd. 21
          Hit Points: 54
          S.D.C.: 130
          P.P.E.: 110
          Magic Specialization:

          Fire Warlock Spells up to 9th Level

          Ritual Brand of Judgment: Permanently brands a target with a flaming sigil (causes 2D6+2 damage and Horror Factor 12)

          Flame Wreath (Permanent): Fire licks his body when enraged; counts as AR 14 vs mundane attacks

          Burn Memory: Flame interrogates a subject's last conscious thoughts; resisted by M.E. save
          Skills of Note:
          Intelligence (92%), Interrogation Techniques (98%),
          Tracking (Urban & Wild 88%), Lore: Demon & Cult (84%),
          Firewalking (Auto Success), Language: Desert Tongue & Cinder-Elven
          Equipment:

          Ash-Cloak of the Branded (fireproof, +2 vs magic fire, +4 save vs Horror Factor)

          Flame Dagger: Glows when near betrayal (1D6 fire + detect lies)

          Black-iron Brand Gauntlet (used to mark traitors)

          Ember-stone Focus: Amplifies range and duration of fire spells by 50%
          Companion:
          "Ash-Hound": A flame-stitched beast forged from cursed flesh and iron:

          Horror Factor: 14

          Damage: Bite 2D6+fire, Breath (cone): 4D6 fire, 30ft

          Immunities: Fire, pain, fear, mind-affecting magic

          Obeys only Malcor. Devours corpses post-punishment.
          Notable Quirks:

          Leaves behind branded corpses as warnings

          Constant scent of scorched cloth and sulfur

          Eyes flare when a lie is spoken near him

          Says little, but when he calls your name, it's too late

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          Thessa Varn

          The Silent Blade, Lead Infiltrator of the Thornwatch

          O.C.C.: Assassin (Spy Subclass)
          Race: Elf (Shadow-Touched)
          Level: 10
          Alignment: Miscreant (Utterly loyal to House Silverthorn)
          Attributes:
          I.Q. 14, M.E. 17, M.A. 11,
          P.S. 15, P.P. 26, P.E. 21,
          P.B. 12, Spd. 32 (90 when climbing or running rooftop paths)
          Hit Points: 50
          S.D.C.: 120
          P.P.E.: 18
          Special Abilities:

          Supernatural Stealth: -80% to being detected in shadows or elevated positions

          Magic Mask (Permanent): Softmask renders her completely anonymous; magically veils alignment and thoughts

          Spider Step: May scale sheer walls and ceilings silently without climbing gear

          Phantom Leap: No damage from heights under 80 feet; lands silently unless desired

          Immune to Fear, Charm, and Pain-based Illusions (via Styphon's Silence)
          Skills of Note:
          Pick Locks (98%), Climb/Scale Walls (98%), Prowl (115% rooftop / 95% ground), Acrobatics, Gymnastics, Sense of Balance (90%), Escape Artist (96%), Impersonation (88%), Intelligence (87%), Surveillance Systems (85%), Poisoning (92%)
          Weapons:

          Twin Elven Silent Blades (2D6+2 each, +1 strike/parry)

          Throwing Darts (coated in paralytic poisons; 1D4 + paralysis or sleep)

          Smoke Pellets, Silken Noose, Climbing Claws

          Concealed garrote and wrist-sheath
          Armor:

          Custom Elven Shadowweave Suit: A.R. 13, S.D.C. 60, muffles sound completely within 5 feet

          No penalties to Prowl or Acrobatics
          Notes:

          Vow of Silence, speaks only to Velaith or Captain Duthane

          Presence unnerves magical animals and small children

          Appears in no official Thornwatch rosters, her existence is officially *deniable*

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          Gorath Eln

          The Doorbreaker, Enforcer & Siege-Priest of House Silverthorn

          O.C.C.: War Priest (Custom Styphon Cultist Variant)
          Race: Wood Elf
          Level: 9
          Alignment: Aberrant (Fanatic devotion to Styphon's cult)
          Attributes:
          I.Q. 12, M.E. 18, M.A. 14,
          P.S. 27 (Superhuman), P.P. 11, P.E. 24,
          P.B. 6, Spd. 14
          Hit Points: 76
          S.D.C.: 160
          P.P.E.: 42
          Special Abilities:

          Ritual Scarring: +2 to Horror Factor vs commoners

          Blessed Maul of Woe: 3D6+10 damage, +1D6 vs supernatural, disrupts lesser wards and break enchantments on impact (40%)

          War Chant: Can inspire nearby cultists (+2 vs fear, +1 attack per melee round, 5 min/day)

          Pain Litany: Touch-based ability to inflict double damage to those under a curse, disease, or broken oath

          Doorbreaker's Resolve: Cannot be magically held, bound, or paralyzed by physical barriers or wards

          Plague Ward Runes: Resistant to all known diseases, magical and mundane (+5 to save vs poison/plague effects)
          Skills of Note:
          Intelligence Gathering (65%), via interrogation
          Interrogation (Physical) (85%)
          Lore: Demon & Cults (75%)
          Demolitions (60%)
          Religious Ritual (85%)
          Physical Endurance (92%)
          Basic and Advanced Masonry (45%/35%), for siege breach understanding
          Weapons:

          Maul of Woe (3D6+10), two-handed

          Iron sacrificial dagger, used in rites (+1 to ritual casting)

          Torch-sigil rod, lights with blood, used in interrogations
          Armor:
          Custom RuSPlate (AR 16, S.D.C. 120), Covered in scar-fetishes and bone tokens

          Causes Horror Factor 10 in non-combatants or non-cultists
          Notes:
          Gorath leads rites in the undercellars weekly, often invoking Styphon's name in a dozen dialects.
          He keeps a personal journal of scars, written in blood and soot, believed to be semi-prophetic.
          No door has ever withstood him longer than one round.

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          Nallira Velth

          The Raven of Veilreach, Chief Poisoner of House Silverthorn

          O.C.C.: Assassin (Poisoner Variant)
          Race: Shadow Elf
          Level: 8
          Alignment: Aberrant (Loyal to Serelthia, devoted to secrecy and methodical cruelty)
          Attributes:
          I.Q. 16, M.E. 15, M.A. 11,
          P.S. 12, P.P. 21, P.E. 17,
          P.B. 20, Spd. 24
          Hit Points: 56
          S.D.C.: 92
          P.P.E.: 13
          Special Abilities:

          Master Poisoner: +30% to identify, brew, and administer poisons

          Moonlight Ledger: Alchemical cipher only revealed under moonlight, grants +10% to research poisons and toxins

          Raven Murder: Trained ravens used for surveillance, message-carrying, and needle-assisted assassinations

          Paralytic Preference: +2 to save vs poison; her toxins often cause silence, stillness, or false clarity before death

          Mindrot Needle: Rare raven-deployed venom (save at -4 or suffer hallucinations, memory erosion, and coma)

          Interrogation Artist: +25% to interrogation, +20% to seduction, +10% to disguise
          Skills of Note:
          Intelligence, Toxicology, Pick Locks, Prowl, Disguise, Interrogation, Forgery, Chemistry, Language: Code (Silverthorn Cipher), Lore: Cults
          Weapons:

          Jeweled Dagger "Whisperthorn": 1D6 + poison delivery

          Raven's Claw Needle: 1 pt + poison effect

          Garrote (Silken Thread): Special-used in silence kills, Prowl vs opponent's Perception to apply unseen
          Gear:
          Alchemical poison vials (12 types), ciphered moonlight ledger, raven-coops (3 trained birds), disguised healer's pouch (poisons masked as medicines), shadow-silk cloak, silver-mirror ring for anti-scrying
          Allies & Bonds:

          Serelthia Silverthorn (inner circle, sworn bond)

          Protected by Styphon's cult-fears none, answers only to one

          Ravens: Nix, Voren, and Sable (each trained with unique glyph command)
          Weakness:

          Haunted by her past in Veilreach (occasional flashbacks, M.E. save or -1 initiative and skill penalties during stress)

          Keeps emotional distance from all but Serelthia; will not act against her even under duress

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          Tyven Sarros

          The Watcher Below, Guardian of the Thornmere Catacombs

          O.C.C.: Ranger (Shadowdelver Variant)
          Race: Drow Elf
          Level: 7
          Alignment: Unprincipled (borderline Aberrant)
          Attributes:
          I.Q. 16, M.E. 18, M.A. 7,
          P.S. 10, P.P. 24, P.E. 19,
          P.B. 18, Spd. 22
          Hit Points: 47
          S.D.C.: 74
          P.P.E.: 24
          Special Abilities:

          Crypt Sense: Navigate underground tunnels by touch, smell, and airflow; +25% to Underground Navigation and Detect Concealment.

          Whispers in the Stone: Once per night, "listen" to disturbances in stonework-reveals nearby lifeforms, recent movement, or magical shifts (85% base).

          Post-Descent Adaptation: Immunity to most surface diseases, +2 vs. Horror Factor, +2 vs. illusions, darkvision (90'), sees in pitch black via echolocation.

          Crypt Keyring: A dozen iron keys, each tied to specific vaults, tombs, or bindings. Treated as Minor Wards in magic detection.

          The Grimoire Below: A chained book of crypt glyphs, burial rites, and sacrificial channels. Decipherable only by Tyven (+20% to Lore: Magic, Ward Lore, and Recognize Runes).

          Unearthly Presence: Causes discomfort in the living; -10% to Trust/Charm from non-Thornwatch; +10% to Intimidate in enclosed spaces.
          Skills of Note:
          Crypt Architecture (custom) 78%, Track Humanoids 68%, Lore: Undead 62%, Detect Ambush 65%, Land Navigation 80%, Trap/Mine Detection 70%, Wilderness Survival 76%, Lore: Magic Symbols 65%, Climb/Scale Walls 84%, Prowl 88%, Advanced Mapping (Mental) 82%
          Weapons:

          None regularly carried. Instead, his environment is his weapon.

          Traps, deadfall, seals, and collapsing pathways are his defense.

          Wears layered leather armor with hidden rune inlays (AR 13, SDC 50, +1 save vs. fear-based magic).
          Equipment:

          Chain-bound Grimoire of the Depths

          12 master-forged crypt keys

          Oil lantern with soulfire wick (burns without air)

          Assorted chalk sticks, black salt, bone markers, wax seals

          Plague mask (worn when "rites of silence" are observed)
          Magic Items:

          Stonebreath Talisman: Allows 30 minutes of airless breathing per day

          Cryptbone Ring: +2 to saves vs. necromantic magic, reveals undead within 30 feet once per day
          Notable Quirks:

          Sleeps exclusively below ground, never under open sky

          Never meets eyes when speaking; whispers always

          Speaks to walls-records their "answers" in ciphered script

          Will not enter holy places uninvited; seems repelled by sunlight
          Reputation:

          Feared, respected, and pitied in equal measure

          "When Tyven smiles, the dead make room."

          Intruders in the catacombs are never found again. No blood, no sound.

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          Jassel Dorn

          The Bleeding Smile, Thornwatch Infiltrator & Glamour-Killer

          O.C.C.: Illusionist Assassin (Custom Hybrid Class)
          Race: Changeling
          Level: 8
          Alignment: Aberrant (Pleasure in perfection, loyalty to death)
          Attributes:
          I.Q. 17, M.E. 16, M.A. 24,
          P.S. 11, P.P. 21, P.E. 13,
          P.B. 26, Spd. 18
          Hit Points: 39
          S.D.C.: 56
          P.P.E.: 88
          Special Abilities:

          Blood-Glamour: Change appearance at will via blood-bonded illusion magic; +40% to Disguise, +6 to save vs. recognition magic.

          Mask of Lies: +4 vs. truth spells, clairvoyance, or empathy when in assumed persona.

          Kiss of Death: Delivers toxins or mind-rending whispers via skin contact or breath; 60% chance to silence target without trace.

          Elegant Execution: Can stage a kill to appear natural or accidental; +30% to Impersonation, Seduction, and Performance.

          Bone Blades: Retractable wrist-spikes made from magically-hardened bone, enchanted and undetectable by most mundane searches.

          Perfumed Presence: Always masked with enchanted fragrance (rose + copper), causes -2 to opponent initiative due to distraction in social scenes.
          Combat Skills:
          Hand to Hand: Assassin
          Attacks per Melee: 5
          Bonuses: +2 to strike, +5 to parry/dodge, +3 to roll, +3 to initiative, +4 to pull punch, critical on natural 18-20
          Magic:
          Spell Strength: 12
          Known Spells: Charismatic Aura, Illusion, Invisibility: Superior, Charm, Mask of Deceit, Shadow Meld, Mind Trap, Death Trance, Animate Image
          Blood Sigils: Maintains up to 12 "lives" via arcane blood-oaths, each tied to a persona; burning one restores PPE or refreshes illusions (usable once per persona/lifetime).
          Skills of Note (%):
          Disguise 98%, Impersonation 94%, Seduction 90%, Intelligence 88%, Pick Locks 75%, Dance 84%, Lore: Magic 72%, Prowl 80%, Surveillance 78%, Wardrobe & Grooming 98%
          Gear:

          Bone Blades (2d6 + poison effect)

          Enchanted noble attire (silk-lined armor, A.R. 11, S.D.C. 30)

          Alchemical perfume (causes sensory distraction)

          Blood-Pact Ledger (12 hidden identities, each tied to a pact)

          Ring of Glamour (increases PPE recovery while maintaining illusions)
          Notes:
          Jassel's true face has not been seen in decades. Even those closest to him believe they know only a mask. The faint scent of rose and blood precedes death. If he smiles, be wary-when he laughs, someone will die.

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          Varethyn Korr

          The Iron Chant, Thornwatch War-Priest of Styphon

          O.C.C.: War Priest (Priest of Styphon, customized)
          Race: Shadow ELf
          Level: 9
          Alignment: Aberrant (Unyielding devotion through ritualized destruction)
          Attributes:
          I.Q. 15, M.E. 19, M.A. 10,
          P.S. 25 (Augmented), P.P. 13, P.E. 21,
          P.B. 8, Spd. 12
          Hit Points: 64
          S.D.C.: 83 (not including armor)
          P.P.E.: 94
          Special Abilities:

          Chants of Ruin: Can cast battle hymns that inflict psychological terror (save vs. Horror Factor 16) and weaken morale in a 60 ft radius.

          Litany of Spores: Ceremony ritual that infects a site with a lingering miasma; causes penalties to healing and increased disease risk to nonbelievers.

          Armor of Revelation: Full plate inscribed with sacred plague-script; minor aura of blight (-10% plant growth, -2 to saves vs. disease within 20 ft).

          Plague-Forged Bardiche: 3D6+10 damage, enchanted vs. magical armor, +2 to hit vs. good-aligned targets.

          Unbreakable March: Cannot be slowed or stunned by pain or fear; immune to possession and sleep magic while chanting.
          Combat Stats:
          Attacks per Melee: 5
          Strike: +4 | Parry: +5 | Dodge: +2
          Damage: +10 to melee (from P.S.)
          Horror Factor: 13 (rises to 16 when chanting)
          Skills of Note:
          Lore: Religion 80%, Demon/Monster Lore 65%, Chanting 90% (ritual effectiveness), W.P. Polearm, W.P. Blunt, Literacy: Dead Tongue of Styphon 70%, Language: High Elven 60%
          Notable Gear:

          Plague-Forged Bardiche of Styphon

          Full Plate Armor inscribed with unholy scripture (A.R. 17, S.D.C. 180, emits blight aura)

          Reliquary of Spores (sacred jar used in rites)

          Scrolls of Supplication (ceremonial use only)
          Role in Thornwatch:

          Spiritual executioner

          Battlefield morale-breaker

          Ritual leader for cult ceremonies

          Immovable heavy infantry during sieges or purges
          Quote:
          "The hymn does not ask. It commands. Bend, or be broken beneath the revelation."

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          Caedra Morn

          The Thornwitch, Blood-Mother of the Thornwatch

          O.C.C.: Combat Witch (Blood Magic & Plaguecraft Variant)
          Race: Shadow Elf
          Level: 9
          Alignment: Aberrant (Purifier through Pain & Rot)
          Attributes:
          I.Q. 19, M.E. 23, M.A. 18,
          P.S. 12, P.P. 14, P.E. 20,
          P.B. 16, Spd. 12
          Hit Points: Fifty-two
          S.D.C.: 72
          P.P.E.: 160
          I.S.P.: 46
          Blood-Magic & Plaguecraft:

          **Living Tattoos:** Shifting blood-runes grant +3 to save vs. mind control and display emotion-driven effects (prophecy, wrath, invocation).

          **Rite of Binding:** Initiates into Thornwatch (ritual takes 1 hour, binds target's will: save vs. P.P.E. to resist).

          **Scarred Sacrament:** 1/day, mark a "child" with a blood-brand-enhances combat skills +20% for 10 minutes.

          **Bloodfire:** Conjure 4D6 fire damage + 2D6 poison HP drain; wound continues to "burn" (-2 SDC/round for 5 rounds).

          **Curseflame Blade:** Ritual curved blade (2D6+M.A.) that inflicts +1D6 plague SDC on each hit.

          **Witch's Laughter:** Mental echo in dying foes (Horror Factor 14, save negates 50% of effect).
          Psionic Abilities (Minor):

          Presence Sense (90%)

          Mind Block (Auto-defense)

          Empathic Transmission (to gauge fear & loyalty)
          Skills of Note:

          Lore: Cults & Forbidden Rites 92%

          Ritual Witchcraft (blood & plague) 95%

          Holistic Medicine (rot & toxin) 80%

          Seduction & Intimidate 78%

          Disguise (ritual garb) 70%
          Equipment & Gear:

          Curved Ritual Blade of Rot (enchanted +2 vs. living targets)

          Blood-etched Leather & Silk Robes (AR 10, SDC 45, no spell penalty)

          Vials of Living Plague (5 doses; contact poison, save -4 or contract deadly SDC drain)

          Witch's Satchel (herbs, bone-bits, sacrificial chalice, black-ice candles)
          Role & Notes:

          Leads all Thornwatch initiations & blood-rites beneath Thornmere.

          "Mother" to the guard-failure means erasure from memory, silence beyond death.

          Second only to Kraethin in cult hierarchy; her counsel shapes the house's darkest edicts.

          Her laughter is bookmark in nightmares; her blessing is baptism in rot.

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          Durak Fen

          The Bound Axe, Enforcer of Kraethin's Will

          O.C.C.: Runebound Warrior (custom variant of the Knight O.C.C.)
          Race: Shadow Elf
          Level: 10
          Alignment: Aberrant (Absolute loyalty through pact-bond)
          Attributes:
          I.Q. 12, M.E. 17, M.A. 4,
          P.S. 28 (supernatural), P.P. 16,
          P.E. 25, P.B. 8, Spd. 20
          Hit Points: 102
          S.D.C.: 134
          P.P.E.: 38
          Rune-Bindings:

          Unbreakable Oath: Durak cannot disobey Kraethin's direct command (magical geas effect; save only allowed vs. godlike interference).

          Blood-Seal Runes: Wards inscribed across his body grant +4 vs. magic, +2 vs. psionics, and supernatural strength.

          Living Ward: Once per day, Durak may invoke his binding to take a mortal wound meant for Kraethin (automatic intercept).

          Death-forged Axe: Two-handed rune weapon (4D6+P.S. bonus), indestructible, feeds off enemy life force (regains 1D6 HP per kill).

          Executioner's Focus: +2 to initiative, +3 to strike, and never fatigues while actively defending or pursuing a kill-command.
          Skills of Note:
          Recognize Weapon Quality 78%, Tracking 65%, Lore: Demons & Monsters 60%, Hand to Hand: Assassin (modified), Weapon Proficiency: Battle Axe (Expert).
          Weakness:

          Durak has no personal will. Without orders, he becomes inert and passive.

          Runes suppress personality-if all bindings are dispelled (via powerful ritual), Durak may collapse or become unstable.
          Notes:
          Durak is kept within a shielded antechamber near Kraethin's quarters, his axe always within reach. His silence is absolute unless commanded. His only known phrase: "By the binding, I serve."

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          Rilan Vos

          The Dagger in Waiting, Sentinel of Thornmere

          O.C.C.: Assassin (with custom Silent Blade variant)
          Race: Half Elf
          Level: 9
          Alignment: Miscreant (disciplined and cold, but bound to Kraethin's law)
          Attributes:
          I.Q. 14, M.E. 15, M.A. 6,
          P.S. 18, P.P. 27, P.E. 20,
          P.B. 10, Spd. 26
          Hit Points: 67
          S.D.C.: 140
          P.P.E.: 12
          Natural Abilities:

          Ambidextrous (no penalty for dual-wielding)

          Exceptional Stealth (+30% to Prowl, +20% to Move Silently)

          Poison Resistance (+2 to save vs. poisons and venoms)

          Silent Strike: +2 to Strike when attacking from surprise; silent kill on Natural 18-20.
          Weapons of Note:

          Twin Daggers "Mourne" and "Whisper":
          : 2D6 damage each, +3 to strike/parry
          : Blessed weekly in Styphonic rites (counts as magic vs. supernatural)
          : Coated in custom venom: Save vs poison (16+) or suffer paralysis (1D4 melee), then 2D6 damage per melee round for 1D6 minutes

          Boot & Sleeve Throwing Daggers: x6, quick-draw fitted

          Silent Garrote: Worn at waist, used for stealth assassinations
          Skills of Note:
          Prowl 98%, Concealment 85%, Intelligence 82%, Disguise 70%, Pick Locks 75%, Climb 90%, Detect Ambush 75%, Trap Construction 65%, Chemistry (venoms) 78%
          Notable Traits:

          Never speaks unless required, communicates through gesture and gaze

          Unblinking stare unnerves most who approach

          Sleeps no more than two hours per night, meditates instead

          Coldly professional, offers no second warnings

          Will not permit entry to Thornmere without direct approval from above
          Reputation:

          Known to be utterly lethal with daggers

          Called "The Last Sight" by Thornmere's enemies

          No confirmed kills ever survived past one melee round

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          Elys Varneth

          The Dark Dove, Alchemist & Courtesan Assassin

          O.C.C.: Assassin (Alchemical Seductress variant)
          Race: Half ELf
          Level: 8
          Alignment: Aberrant (methodical, calculating, loyal to Thornmere alone)
          Attributes:
          I.Q. 18, M.E. 14, M.A. 24,
          P.S. 11, P.P. 21, P.E. 17,
          P.B. 26, Spd. 18
          Hit Points: 52
          S.D.C.: 112
          P.P.E.: 10
          Natural Abilities:

          +30% to Seduction, +25% to Charm/Impress

          +20% to Disguise and Impersonation

          +25% to Poisoning skill (applied to food, drink, oils, perfumes)

          Minor resistance to poisons (half damage and +2 to save)

          Immune to all personal alchemical compounds

          Presence so alluring that most NPCs under 12 M.E. are -1 to initiative around her
          Weapons & Tools:

          Alchemical Poison Kit: Contains 15 custom compounds (venoms, serums, addictive scents)

          Perfume of Subtle Compulsion: Target must save vs. magic (16+) or become suggestible for 2D6 minutes

          Concealed Wrist Dagger: 1D6 damage, coated with lethal toxin

          Wine Ring: Hidden compartment for fast poisoning of goblets

          Silken Garrote: Hidden in hairpiece or hem, strangulation tool (1D8 damage/round)
          Notable Skills (including bonuses):
          Disguise (95%), Seduction (98%), Chemistry: Alchemical (90%), Intelligence Gathering (85%)
          Lore: Poison/Herb (90%), Dance (80%), Language: High Elven, Southern, and Noble Cants (all at 85%+)
          Affiliations:
          Thornwatch (Elite Operative, often partnered with Jassel Dorn for high-profile court infiltrations)
          Cult of Styphon (Alchemical devotee; her compounds are sanctified by plague rites)
          Reputation:
          Known only in rumor, whispered about as the courtesan whose lovers never live long.
          Operates with diplomatic identities; no confirmed connection to Thornmere in any kingdom.
          Quote:
          "There are poisons for the body, and poisons for the soul. I prefer the ones you sip willingly."

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          Merrik Dal

          The Flensing Hand, Interrogator & Torture-Savant

          O.C.C.: Master Torturer (custom Assassin variant)
          Race: Shadow Elf
          Level: 7
          Alignment: Aberrant (methodical, professional, dispassionate)
          Attributes:
          I.Q. 22, M.E. 20, M.A. 11,
          P.S. 13, P.P. 14, P.E. 16,
          P.B. 7, Spd. 10
          Hit Points: 44
          S.D.C.: 80
          P.P.E.: 8
          Natural Abilities:

          +30% to Interrogation, +25% to Anatomy, +20% to Intelligence

          +20% to Medical Doctor and Forensics

          Fear aura (10 ft radius): victims must save vs Horror Factor 13

          Immune to fear-based magic

          Can cause psychological trauma instead of physical damage (save vs. insanity at -2)
          Weapons & Tools:

          Precision Flensing Kit: Scalpels, bone shears, nerve hooks, scented cloths (sterilized)

          Black Journal: Bound in stitched leather, encrypted in a custom cipher

          Iron Tongue: A thin-bladed dagger enchanted to suppress vocal cords with each cut

          Dreamspike Elixir: Used to confuse memory during prolonged sessions
          Skills of Note:

          Interrogation (+78%)

          Intelligence (+62%)

          Medical Doctor (+80%)

          Lore: Cults & Occult (+65%)

          Psychology (+58%)

          Torture Technique Cataloging (custom skill, +85%)

          Prowl (+60%), despite rarely needing stealth, he's eerily quiet
          Role within Thornwatch:
          Chief Interrogator and Custodian of Confession. Trains select agents in resistance breaking and truth extraction.
          Oversees "The Vault", the secret dungeon beneath Thornmere.
          Known Quirks:

          Keeps victims' psychological profiles in locked drawers

          Collects teeth from those who broke "too quickly"

          Never raises his voice, his calm is more terrifying than anger
          Reputation:
          Feared even among allies. Rumored to have broken a daemon prince in three days, the creature now serves silently in the lower crypts.

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          Teyla Nareth

          The Ash-Marked, Plague Scout & Cursed Archer

          O.C.C.: Plague Scout (custom Ranger/Assassin hybrid)
          Race: Wood Elf
          Level: 6
          Alignment: Aberrant (ritual-bound, precise, emotionless)
          Attributes:
          I.Q. 15, M.E. 21, M.A. 9,
          P.S. 14, P.P. 23, P.E. 17,
          P.B. 13, Spd. 22
          Hit Points: 38
          S.D.C.: 92
          P.P.E.: 34
          Natural Abilities:

          Nightvision: 90 ft

          Track by sight/scent: 85%

          Immune to mundane disease, +5 to save vs. magical disease

          Immune to fear, +2 to save vs. possession

          Move silently 80%, prowl 75%, wilderness survival 90%
          Weapons & Tools:

          Plaguebow: Ash-carved longbow, +2 to strike, arrows carry curse hexes (slow decay, nausea, despair)

          Ash-Hex Arrows: Each causes -1 to save vs. disease, effects vary by enchantment

          Smokecloak: Grey cloak that grants concealment in fog/smoke/darkness

          Plague Satchel: Ritual chalk, bone totems, grave ash, Styphonic incense
          Skills of Note:

          W.P. Archery, W.P. Knife, W.P. Bow

          Lore: Demon & Plague 78%

          Tracking: Humanoid & Animal 85%

          Trap/Mine Detection 70%, Camouflage 75%

          Field Alchemy 68% (plague oils, scent masks, ashbombs)
          Background:
          Raised within the bone circles of a Styphonic cult, Teyla underwent rites that would kill most. The grey sigils that scar her skin are survival's proof. Now she roams the sickened wilds ahead of the Thornwatch, a living omen cloaked in ash. She speaks rarely, but her silence speaks of discipline born in suffering. Where she passes, corruption follows, or flees.

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          Kareth Dyn

          The Black Root, Alchemist of Decay

          O.C.C.: Alchemist (Custom: Plaguewright Variant)
          Race: Shadow Elf
          Level: 7
          Alignment: Aberrant
          Attributes:
          I.Q. 23, M.E. 19, M.A. 10,
          P.S. 11, P.P. 14, P.E. 16,
          P.B. 28, Spd. 12
          Hit Points: 40
          S.D.C.: 57
          P.P.E.: 28
          Natural Abilities:
          Resistant to poison (+4 save), immune to most inhaled toxins
          Identify potions, toxins, and herbs 98%
          Formulate poisons, antidotes, and brews 96%
          Chemistry, Botany, and Medical Alchemy expert
          Tattooed immunity wards (+2 vs. chemical-based effects)
          Weapons & Tools:
          Plaguebombs: Alchemical grenades that release contagions and corrosive mist (save vs. disease or lose 1D6 P.E. temporarily)
          Tear-Dust: Powder that induces despair, -4 to all combat rolls for 1D4 minutes if failed save
          Acid Flask: Melts non-magical materials and armor (2D6 damage/round)
          Vials of Madness: Inhaled toxin causes hallucinations and fear (save or panic for 1D4 minutes)
          Equipment:
          Custom alchemist's harness (holds 18 vials and 6 pouches)
          Plague mask (filters toxins, +2 vs gas attacks)
          Grimoire of formulas (encrypted alchemical recipes)
          Tattooed skin with reactive runes, glows faintly when poison is nearby
          Skills of Note:
          Chemistry: 98%
          Holistic Medicine: 85%
          Medical Treatment: 88%
          Toxicology: 92%
          Lore: Magic & Alchemy: 87%
          Brewing, Botany, and Field Identification: 80-90%
          Personality & Role:
          A precision-obsessed scholar of decay, Kareth does not speak often, but when he does, it is to correct, instruct, or analyze. He views death and rot as inevitabilities to be mastered, not avoided, and his unemotional nature unnerves even his allies. In the Thornwatch, his poisons are the whispers before the sword, the unseen killers that pave the way for victory.

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          Thaleth Irros

          The Pale Stag, Ghost of the Forest

          O.C.C.: Longbowman (Modified: Shadow Elf Tracker variant)
          Race: Shadow Elf (Albino)
          Level: 6
          Alignment: Unprincipled (loyal only to the wild and the Thornwatch)
          Attributes:
          I.Q. 15, M.E. 14, M.A. 9,
          P.S. 13, P.P. 24, P.E. 18,
          P.B. 6, Spd. 20
          Hit Points: 47
          S.D.C.: 62
          P.P.E.: 22
          Natural Abilities:
          Nightvision 90 ft.
          Track by sight, sound, and scent 85%
          Move silently 80%, Prowl 92%, Wilderness Survival 98%
          Ghost walk (racial ability): temporarily become indistinguishable from the environment (15% chance per level enemies will overlook him in ambush scenarios)
          Sense ambient wildlife movement and terrain shifts
          Natural immunity to some forest poisons and toxins
          Weapons & Gear:
          Shadowbow: A longbow of black yew, enchanted to never creak or snap, completely silent. Arrows may carry sleep, venom, or blight poisons.
          Forest Blades: Twin bone daggers used only in close-range encounters
          Camouflage Cloak: A flowing mantle of forest hues that shifts slightly with light, granting +20% to prowl in wilderness
          Deerbone Totems: Used to attune to animal behavior and the natural flow of forest energies.
          Skills of Note:
          Land Navigation 92%
          Identify Plants & Fruit 94%
          Detect Ambush 84%
          Tracking (Humanoid & Animal) 90%
          Silent Kill (Backstab): +2 to strike from surprise, x2 damage
          Sniper Shot: +3 to strike on aimed longbow shots; double damage on natural 19-20
          Personality & Role:
          A ghost in the underbrush, Thaleth is the first whisper of warning before a strike and the last shadow seen by those who trespass into Thornmere's sacred woodlands. He is not cruel, but neither is he forgiving. To intrude is to be stalked, not with hatred, but with the cool inevitability of nature reclaiming what belongs to it.

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          Sir Jhoren Vale

          The Knight of the Dragon Rose, Blade of Velvet and Ash

          O.C.C.: Knight (Modified for Inquisitorial Role)
          Race: Half Elf
          Level: 7
          Alignment: Aberrant (Fanatically loyal to House Silverthorn and Styphon's divine order)
          Attributes:
          I.Q. 16, M.E. 13, M.A. 24,
          P.S. 18, P.P. 15, P.E. 17,
          P.B. 22, Spd. 12
          Hit Points: 64
          S.D.C.: 88
          P.P.E.: 12
          Natural Abilities:
          Impeccable Court Etiquette & Protocol
          Charm/Impress 75%, Seduction 60%, Public Speaking 80%
          Detect Lies 55%, Intelligence Gathering 70%
          Dual Persona: Honorable Knight / Covert Executioner
          Fearless in battle, loyal unto death
          Weapons & Gear:
          Velthorn: A mastercrafted bastard sword with silver-etched roses, enchanted to silence the sound of fatal blows.
          Full Plate of the Dragon Rose: Custom ceremonial armor with minor enchantments for charisma (+10% on social skills when worn)
          Concealed stiletto, hidden in boot
          Ring of Discretion: Silences footsteps and whispers within 5 ft.
          Velvet-lined cloak, sigil of Styphon hidden beneath
          Role in the Thornwatch:
          Sir Jhoren is the velvet-wrapped blade of Thornwatch justice, the public face of gallantry and the private hand of purging judgment. He investigates whispers of disloyalty among nobles and commoners alike and eliminates threats with elegance, discretion, and lethal precision. A weapon of diplomacy, seduction, and death, his dual nature makes him both admired and feared.
          Notable Deeds:
          Dismantled a traitorous noble house via scandal and assassination
          Won five duels in one week, all judged "justified" under court law
          Disappeared an entire rebel cell without open combat
          Named "Knight Regent of Roses" by the Duke of Thornmere (an honor both symbolic and threatening)

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          Halren Vaith

          The Gravewalker, Keeper of the House of the Dead

          O.C.C.: Necromancer
          Race: Half Elf
          Level: 6
          Alignment: Aberrant
          Attributes:
          I.Q. 19, M.E. 22, M.A. 10,
          P.S. 9, P.P. 12, P.E. 15,
          P.B. 6, Spd. 8
          Hit Points: 41
          S.D.C.: 30
          P.P.E.: 122
          Natural Abilities:
          Sense Undead and Spirits (60' radius)
          Immune to fear-based magic and psionics
          Unshakable calm (Resists insanity: +4 bonus)
          +2 to save vs Horror Factor
          Does not need to sleep; enters meditative death-trance instead
          Necromantic Talents:
          Control the Dead
          Animate and Command Skeletons/Zombies
          Soul Binding Rites
          Speak with Spirits
          Death Pact: Protection granted by a spirit-bound ward
          Ritual of Flesh: Create undead vessels marked for possession
          Equipment & Tools:
          Bone Rosary: Fashioned from traitors' remains; +1 to necromantic rituals, acts as a minor talisman
          Embalmer's Satchel: Oils, salts, and ritual blades used in preservation rites
          Black Script Grimoire: Contains encrypted necromantic rites passed down through the Silverthorn line
          Long, embroidered robe of mourning silk (lined with hidden bone-needles and spirit wards)
          Hidden dagger coated in corpse-dust (saves vs disease at -3 if struck)
          Personality Traits:
          Speaks in low, reverent tones, rarely raises his voice
          Finds comfort among the dead, discomforted by joyful company
          Holds a deep-seated belief that Styphon's dominion must extend beyond life
          Moves slowly and precisely, as if time flows differently for him
          Possesses total loyalty to House Silverthorn, views traitors as fuel for the next ritual

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          Tarn Aelros

          The Echo, Watcher of Whispers

          O.C.C.: Mystic Spy / Espionage Mage (Hybrid Class)
          Race: Shadow Elf
          Level: 5
          Alignment: Miscreant
          Attributes:
          I.Q. 21, M.E. 20, M.A. 8,
          P.S. 9, P.P. 18, P.E. 11,
          P.B. 7, Spd. 16
          Hit Points: 33
          S.D.C.: 42
          P.P.E.: 64
          I.S.P.: 36
          Natural & Trained Abilities:
          Whispering Presence: +40% to Prowl in shadowed or enclosed areas
          Echo Memory: Can repeat exact phrases and tones from memory
          Empathic Listening: Can detect lies and emotional tone (+20% to interrogation/surveillance)
          Command of Familiar Spirits: Binds lesser spirits to act as spies (duration: 1 hour/level)
          Familiar Network: Raven, rat, and shadow-spirit scouts (telepathic link up to 2 miles)
          See the Invisible (always active)
          Sense Evil and Supernatural Presence (90' radius)
          Magic & Psionics:
          Spells Known:
          Eyes of Thoth
          Sense Magic
          See Aura
          Magic Pigeon
          Shadow Meld
          Silence
          Globe of Daylight Psionic Powers:
          Presence Sense
          Mind Block
          Object Read
          Clairvoyance
          Skills of Note:
          Intelligence Gathering (85%)
          Prowl (90%)
          Surveillance Systems (65%)
          Recognize Intelligence Patterns (75%)
          Language: Whisper Cant (a secret elven tongue of spies: 98%)
          Lore: Secrets & Occult Conspiracy (80%)
          Lip Reading (60%)
          Tracking (Humanoids: 65%)
          Equipment & Tools:
          Whisper Cloak: Shadow-dyed elven weave, +15% to Prowl
          Spirit Token Necklace (focus for bonded familiars)
          Soundless Boots (enchanted: negate all footstep sound)
          Inkwell Dagger: Used for blood ink rituals & binding charms
          2 smoke vials, 1 mirror shard (one-way scrying portal)
          Notes:
          Tarn speaks rarely. When he does, he quotes.
          All passages and secret crawlspaces in Thornmere have been mapped by Tarn.
          He reports directly to no one-his findings simply appear in the proper hands.

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          Lirae Dros

          Spy, Chronicler of Shadows

          O.C.C.: Arcane Archivist (custom OCC blending scholar, spy, and minor mystic)
          Race: Shadow Elf
          Level: 4
          Alignment: Aberrant (loyal only to truth and the written record)
          Attributes:
          I.Q. 24, M.E. 18, M.A. 9,
          P.S. 6, P.P. 13, P.E. 10,
          P.B. 12, Spd. 8
          Hit Points: 24
          S.D.C.: 28
          P.P.E.: 52
          I.S.P.: 22
          Natural & Trained Abilities:
          Photographic Memory (Perfect recall of spoken and written information)
          Silent Step: +30% to Prowl when indoors or in confined quarters
          Ciphered Script: Writes exclusively in an indecipherable personal code
          Observer's Insight: +15% to Detect Ambush, Recognize Impersonation, and Intelligence Gathering
          Aura Perception (can read emotional residue left on locations or objects)
          Presence of Will: Her silence imposes a psychological penalty (-5% to Lie/Charm attempts against her)
          Arcane Quill: Enchanted writing tool that can store visual memories as text when activated
          Magic & Psionics:
          Spells Known: Eyes of Thoth, Sense Evil, Sense Magic, See Aura, Object Read
          Psionics: Mind Block, Total Recall, Empathy
          Skills of Note:
          Intelligence 92%, Surveillance Systems 78%, Cryptography 88%, Literacy (multiple languages) 98%, Lore: Magic 76%, Language: Elven, Eastern, Old Kingdom, Demongogian 98%
          Gear:
          Arcane journal bound in blackthorn wood
          Quill of Echoing Thought (records spoken words onto enchanted paper)
          Amulet of Quietus (+2 to save vs. mind-affecting magic)
          Small throwing knives hidden in her cloak (rarely used)
          Dust of Sight (1 use, reveals hidden writing or illusions)
          Role in the Thornwatch:
          The silent record-keeper. Lirae is the eyes behind every operation, the quill that turns shadow into memory. Her records are absolute, her neutrality sacred, even within the darkness of Styphon's service.

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      1. North Bridge:

        The North Bridge, known as "The Tradespan," is a broader, sturdier structure of dark stone and ironwood, built to handle heavy loads of goods and constant foot traffic from the labor districts and river docks. Though less ornate than its northern counterpart, it is no less impressive, adorned with low relief carvings of merchant guild emblems, dragon motifs, and ancient Elven runes of protection. At night, this bridge becomes the domain of smugglers, spies, and whisper merchants, with lanternlight flickering red and gold from nearby taverns and warehouse torches. House Silverthorn's agents frequently monitor the bridge's underside, where small boats, hidden compartments, and clandestine meetings take place. Beneath the Tradespan's eastern abutment lies a hidden stair leading to a sealed tunnel system, an old escape route from the city's founding, now controlled by Thornmere agents. top

      2. South Bridge:

        The South Bridge is a majestic arched structure of pale granite and Elven steelwork, built in the early years of Newhaven's rise. Known colloquially as "The King's Span," it connects the noble quarter and civic district to the merchant lanes, crossing the narrowest but deepest part of the Griffin River. Elegant balustrades carved with griffin motifs line the walkway, and lanterns enchanted with soft, ever-burning light illuminate it at night in hues of silver and blue. This bridge sees the highest traffic of nobles, diplomats, and caravans, with guards in polished armor posted at both ends. Musicians, beggars, and food vendors cluster near its approaches during the day, while spy eyes, some mortal, some magical, watch silently from the upper walkways and arcane roosts. top

      3. The Grove-Hearth Lodge

        The Grove-Hearth Lodge is nestled where the wooded hills roll gently toward the edge of Newhaven, embraced on three sides by ancient trees that whisper secrets with the wind. Crafted from living timber, moss-covered stone, and reclaimed wood, the structure breathes as much as it stands. Vines crawl lovingly up its outer walls, while saplings are allowed to grow through its open-air walkways, blurring the boundary between structure and grove.

        Inside, it is warm, earthen, and alive, a sanctuary adorned with antlers, bundles of drying herbs, and carved wooden charms of an almost forgotten goddess, Ertwin. The hearth burns constantly, fueled not only by wood but by companionship. The Lodge is a place of rest, of teaching, and of memory. More than just a home, it has become a symbol of peace and protection in the Vale. Travelers speak of it in hushed reverence, a place where nature and nobility cohabitate in perfect accord. And at the heart of this sanctuary live 7 companions — Sir Dallas Wendigo, the stoic retired knight; Brother Malakai, priest of Ertwin and keeper of old faiths; and Lady Zora, a druidess in tune with the land's every breath; Squire Buster, and the vigilant archer Puddle, both guardians of peace in an age of stirring chaos.

        • Sir Dallas, Knight of the Howling Breeze: Sir Dallas is a striking figure of a Wolven, tall, broad-shouldered, and weathered by decades of war and wandering. His fur is a noble blend of silver-gray and stormcloud black, with the sheen of youth replaced by the luster of experience. His eyes are mismatched: one an icy blue like winter skies, the other a smoldering amber that seems to flicker with old fire. Draped across his back is the Cloak of the Howling Breeze, a green garment embroidered with silver thread that ripples softly even when there's no wind. When he speaks, his deep voice carries the gravitas of a battlefield general and the warmth of a village elder. At his hip, he still carries Fang, a legendary rune sword of ancient make. Its silvery-black blade hums faintly with power, yet the weapon appears pristine, untouched by time, its edge flawless, its runes still pulsing faintly with sapphire light. Those who recognize it know to treat its bearer with the highest respect. At the tavern table where he spends most of his evenings, he clutches a stunning translucent green goblet, carved from a single flawless emerald. The cup glows faintly in the candlelight, a gift from a fae queen said to have owed him a life-debt. Known in his prime as the Knight of the Howling Breeze, Sir Dallas earned fame across the kingdoms during the Iron Crown Rebellion and the Sundering of the East. Riding with the wind at his back and Fang in his grip, he led daring charges into impossible odds, turning the tide of battle with little more than resolve and a bone-deep instinct for justice. His name was a battle cry; his howl, the herald of retribution. After five decades of tireless service, and weary of the bloodshed, he hung up his ceremonial armor and settled in Newhaven, a quiet village nestled in the Barony of the Vale. Though retired, Dallas remains alert and watchful, always ready to defend his chosen home, should the need arise. Sir Dallas is equal parts sage and scoundrel, beloved by locals and feared by any who would disturb the peace. In the taverns of Newhaven, he's known for his booming laugh, piercing wit, and spellbinding stories, each one laced with a kernel of truth (and a touch of exaggeration). Children hang on his every word, and young warriors seek his blessing before taking to the road. Despite his age, his reflexes are sharp, and his instincts sharper. Beneath his warm demeanor lies a warhound who's never forgotten the call of duty. Cross him, or threaten Newhaven, and you'll quickly be reminded why legends still whisper his name.
        • Brother Malakai, Warden of the Den: Brother Malakai carries an occasionally calm dignity of old trees and sacred places, though those who know him would say he is rather nuts. His short, golden-brown fur is flecked with grey around the eyes and muzzle, and his expression is ever serene, with the patience of one who listens deeply before speaking. He wears flowing robes in warm earthen tones, trimmed with runes of ancient Wolven design, and a cloak of deep blue-gray. Around his neck hangs the Pendant of the Den, a polished stone carved in the likeness of a wolf's paw pressed into earth. His staff is simple but powerful, a length of aged wood topped with a glowing orb. The light pulses softly in rhythm with Malakai's calm breath, a beacon of comfort in dark times. Wise, compassionate, and observant, Brother Malakai embodies the nurturing and watchful aspects of Ertwin, the ancient Wolven goddess of the den. He speaks gently, walks slowly, and remembers everything, especially the names and sorrows of the villagers he quietly watches over. Though he may appear humble, Malakai is unshakable in his beliefs. He has stood between mothers and monsters, has sung prayers over newborns and buried the lost with reverence. He will not raise his staff in anger, but if one threatens the innocent, they will face a power as old as the stone and as resolute as the mountain. Born in a distant northern village on the edge of the Disputed Lands, Brother Malakai grew up under the fading light of Ertwin's once-widespread worship. Taught by his grandmother, one of the last true Earth Mothers, he became a quiet disciple of the old ways, learning the value of hearth, den, and kin. Years later, while wandering to spread Ertwin's forgotten word, Malakai met Sir Dallas, a knight bound for war. The two shared a campfire and a meal in a rainstorm, and from that night on, they became lifelong companions. Malakai tended to the wounded and sang to the dying while Dallas fought with the fury of the storm. Together, they survived countless battles and forged a bond deeper than blood. When the knight retired to Newhaven, Malakai followed, seeking a place of peace where he could till the soil, teach the young, and keep the memory of Ertwin alive. Sir Dallas and Brother Malakai are more than friends, they are brothers forged in fire. They share a quiet home on the edge of Newhaven, where Dallas entertains in the taverns and Malakai walks the woods, gathers herbs, and blesses cribs with soft hymns. Their banter is the comfort of old warriors who no longer need to prove themselves. Those who know them speak of how Sir Dallas laughs louder when Malakai is near, and how Malakai's eyes gleam brightest when Dallas recounts their travels. Neither speaks of the losses they've endured, but in the dead of winter, when the wind howls like wolves at the door, they sit by the fire in silence, and that is enough.
        • Lady Zora "Dodo", Voice of the Grove: Zora has a lean, almost wiry frame, cloaked in forest-green robes interwoven with living vines and feathers. Her fur is mottled ash-brown with streaks of black, and her eyes are a bright mossy green. She often wears a circlet of ivy, and her staff, a gnarled, twisted length of birch with a blooming flower always at its tip, is a relic of ancient groves. She moves with quiet grace, her steps barely disturbing the leaves. A fox cub often follows her, whom she rescued from a snare and who never left her side. Called "Dodo" by her companions for reasons she insists she has forgotten (though Sir Dallas claims it involved a drunken Weekend impersonation of a jungle bird), Zora is playful, enigmatic, and occasionally exasperating. She speaks to animals as though they were her equals and claims the trees whisper warnings when storms are near. While she pretends aloofness and indulges in mild pranks, particularly on Malaka, she is fiercely loyal and deeply protective of her companions and the Vale. Her wisdom often comes wrapped in riddles, but her instincts are rarely wrong. Zora traveled alongside Sir Dallas and Brother Malakai during the final years of their adventuring lives. While Dallas was the shield and Malakai the conscience, Zora was their unpredictable heart. She saved them more times than she admits, sometimes through magic, sometimes through wild intuition. They settled together in Newhaven for peace and friendship, forming an unlikely family. Though their battles are behind them, the Vale thrives with their watchful presence, and stories of "the Wolves of Newhaven" are already spreading among travelers and children alike.
        • Squire Buster: Born into the chaos of a fractured Coyle warband, Buster spent his early years defined by strife and the brutal laws of survival. Impetuous and determined to forge his own path, he left his pack in search of glory through combat. His journey brought him face to face with Sir Dallas Wendigo, a seasoned knight whose prowess quickly outmatched the young Coyle's fury. Yet, instead of striking him down, Dallas offered him mercy, and with it, purpose. Humbled but inspired, Buster swore an oath to abandon his savage upbringing and embrace the tenets of honor, courage, and service. As a devoted squire to the Wolven knight, Buster now studies the path of chivalry with relentless dedication. He proudly serves the companions of the Grove-Hearth Lodge, acting as both shield and scout, and has begun to earn a reputation of his own as a brave protector of Newhaven.
        • Puddle: Known only by her nickname "Puddle," this young Kankoran was found near death in the frostbitten wilds by Sir Dallas and his companions. Nursed back to health in the safety of Newhaven, she gradually came to see the knightly fellowship as her family. She has since pledged her heart and skills to their cause. Puddle is attuned to the primal rhythms of the world. She does not worship Ertwin as a distant goddess, but rather communes with her as the breath of the land, the rustle in the leaves, and the pulse of the living soil. She moves silently among the trees, guided by instinct and reverence. Despite her youth, Puddle is a natural scout, keen-eyed, swift, and intuitive. She is an incredibly skilled hunter and her bow never misses its mark, and her quiet courage often proves the unseen blade in the companions' defense. She often stands sentinel on the edges of the Grove-Hearth, her gaze ever vigilant, her presence a whisper of wild grace. She may speak few words, but her loyalty is unshakable, and her resolve burns like the ancient hearths of her ancestors.
        • Xerxes, Paladin of Ertwin: A towering figure carved of muscle, fur, and resolve, Xerxes is a Wolfen born to the high snows of the north, where warbands clash like storms and pups are raised on tales of conquest. Once a commander in a hardened host, Xerxes bore the scars of glory, but found no peace in them. He was a creature of command, of strategy, of unrelenting order, until the night his den was burned, and the pups he swore to protect were lost to fire and steel. Wounded in body and soul, he wandered alone into the deep wilds where even the old songs fall silent. There, in the hushed embrace of a collapsed den sanctified by time and sorrow, he found a crumbling effigy of Ertwin, half-buried in root and stone. It was there that he fell to his knees and wept, not as a warrior, but as a father who had failed. Ertwin answered. Not with words, but with warmth. A vision of what had been lost, and what could still be reclaimed: sanctuary, kinship, and the sacred duty of the den. From that day, Xerxes cast off the armor of empire and swore fealty to the Warden of the Den, not as a priest, but as her shield and sword.Xerxes' path first crossed with Sir Dallas during a moonless night in the Disputed Lands, where border skirmishes burned bright and bloodied. Xerxes had been hunting a warband of rogue Coyles who had defiled an ancient shrine to Ertwin, hoping to reclaim the forgotten place and re-sanctify it. His pursuit had led him to a charred glade, where he found Sir Dallas and his companions already engaged with the same foes. The Coyles fell quickly, outmatched by both strength and conviction. But where others might have drawn weapons at the sudden appearance of another armed Wolfen, Dallas simply nodded. He saw in Xerxes not a threat, but a kin-spirit, one who had also known loss, who bore the weight of sacred duty, and who stood with quiet dignity. Malakai, sensing the divine energy that clung to Xerxes like morning fog, invited him to share their fire. Zora, ever attuned to the language of the land, recognized the rhythm of his voice as he spoke of Ertwin—one of earth, den, and renewal. Even young Puddle, cautious of new faces, warmed to his solemn calm. By the time dawn broke, the Coyles were buried, and a new bond had been forged. Xerxes accepted their invitation to return with them to Newhaven, intrigued not only by the legends of the Grove-Hearth but by the rare fellowship they offered. He saw in them a rebirth of the old ways, of tribe, family, guardianship. The Lodge became his new vigil, a sacred ground where the den could live again, not in stone or ritual alone, but in shared bread, common cause, and love of the land. To this day, he stands watch at the edge of the moon circle, sword in hand, heart turned toward Ertwin, protector not just of the Lodge, but of the future it represents.
        • Nicodimos the Mage: Nicodimos was born beneath a rare lunar eclipse in the desolate northern ranges of the Disputed Lands. His fur, darker than the night around him, earned him both suspicion and reverence among his kin. Many whispered that the stars had whispered his name before he was born. Even as a pup, he was unlike others, quiet, contemplative, drawn to the patterns of the cosmos and the silent language of ley lines buried deep in the earth. Apprenticed to a reclusive Kankoran mystic who taught him to read the stars and wield ancient magicks, Nicodimos developed a hybrid philosophy: he saw Ertwin not just as the spirit of den and earth, but as the eternal rhythm that binds the land to the heavens. He first crossed paths with Sir Dallas, Malakai, and Zora deep in the haunted ruins of Vael'Thari, an overgrown Elven observatory lost to time. The group had come seeking knowledge, and Nicodimos was already there, defending the site from a cult attempting to corrupt its arcane wellspring. Though their meeting was tense, it quickly turned into alliance, his spells weaving through Dallas's blade strokes, Malakai's fierce claws, and Zora's elemental fury. Impressed by his wisdom and power, they welcomed Nicodimos among them. While he declined formal titles or allegiance, he walked with them through many trials, and when they retired in Newhaven, he made his home with them at the Grove-Hearth Lodge. Now, Nicodimos is its quiet guardian of the stars, consulting the heavens and keeping the deeper forces at bay. He often watches the night sky alone from the Moon Circle, his staff glowing softly with starlight. But when danger looms, few are faster to act, his spells strike as swiftly as any fang, guided by wisdom as deep as the roots of Ertwin's ancient groves.

        Exterior: The outer walls are made from moss-covered stone and living trees that bend naturally to form graceful archways. Vines coil up the sides, blooming with seasonal flowers, and small woodland creatures nest in nooks crafted into the eaves. A circular garden of wild herbs and sacred plants surrounds the home, cultivated under Zora's tender care and guided by Malakai's ancestral knowledge. A carved stone plinth marks the entrance. It bears a symbol: a wolf's paw within a swirling breeze, encircled by leaves, a mark that fuses the emblems of all three companions. A modest stable, overgrown with ivy but sturdy, houses Dallas's old war tack, gardening tools, and a few goats Zora insists are "part of the defense strategy."

        Interior: Inside, The Grove-Hearth Lodge feels like stepping into a memory of warmth.

        • The Common Den: A wide circular hearth dominates the central chamber. The fireplace is surrounded by woven rugs, low cushions, and a few old battle banners. The walls are a mosaic of hanging dried herbs, polished stones, carved bones, and wooden tokens, trophies, talismans, and memories of their adventures.
          • Ertwin's Shrine: This chamber opens to a skylit atrium. The alter is a carved slab of white marble. Shelves are lined with dried roots, spell ingredients, and tiny carved effigies of forest spirits.

            Special Features:

            • The Moon Circle: In the back grove stands a natural circle of ancient stones, Zora's sacred ritual space. Here, the trio sometimes gather under moonlight for old rites or quiet remembrance.
            • The Den Below: A small earthen chamber dug beneath the Grove-Hearth Lodge, a gift from Malakai, shaped with Ertwin's blessings. It offers shelter, privacy, and protection in times of danger.

            Reputation in Newhaven: Locals speak of The Grove-Hearth Lodge with fondness and a touch of awe. It is a place where lost travelers find guidance, children hear stories, and dangers find no welcome. To some, it is a sacred site; to others, a warm and welcoming hearth where legends rest their feet and sip strong tea. And sometimes, just sometimes, you can hear Zora singing to the stars, or the ghostly howl of Dallas calling down the wind.

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            Sir Dallas - Knight of the Howling Breeze

            Character Overview

            Name: Sir Dallas
            Race: Wolven
            Class: Knight (Retired)
            Alignment: Principled
            Deity: Ertwin, Goddess of the Den
            Age: 48
            Gender: Male
            Height: 7'8"
            Weight: 340 lbs
            Hit Points: 60
            SDC: 90
            PPE: 12

            Attributes

            IQ: 14 (Above Average)
            ME: 15 (Excellent)
            MA: 18 (Impressive)
            PS: 22 (Exceptional)
            PP: 16 (Superior)
            PE: 17 (Superior)
            PB: 12 (Average)
            Spd: 24 (Very Fast)

            Skills

            • Horsemanship: Knight
            • Wilderness Survival
            • Land Navigation
            • Tracking (Humanoids)
            • Military Etiquette
            • Weapon Proficiencies: Sword, Lance, Shield
            • Hand to Hand: Expert

            Equipment

            • Fang: Rune Sword (Pristine Condition)
            • Cloak of the Howling Breeze: Offers protection against wind and cold, enhances scent tracking
            • The Emerald Goblet: Translucent goblet of a single cut emerald

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            Brother Malakai - Warden of the Den

            Character Overview

            Name: Brother Malakai
            Race: Wolven
            Class: Priest of Ertwin
            Alignment: Principled
            Deity: Ertwin, Goddess of the Den
            Age: 45
            Gender: Male
            Height: 7'6"
            Weight: 320 lbs
            Hit Points: 40
            SDC: 60
            PPE: 120

            Attributes

            IQ: 16 ME: 18 MA: 14 PS: 19 PP: 13 PE: 16 PB: 11 Spd: 14

            Skills

            • Wilderness Survival
            • Holistic Medicine
            • First Aid
            • Lore: Religion
            • Excavation and Den Lore

            Notable Gear

            • Ertwin's Claws - Enchanted gauntlets, excavation and spellcasting
            • Prayer Beads of the Mother

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            Lady Zora - Druidess of the Verdant Wild

            Character Overview

            Name: Lady Zora ("Dodo")
            Race: Wolven
            Class: Druidess
            Alignment: Unprincipled
            Deity: Ertwin, Goddess of the Den
            Age: 39
            Gender: Female
            Height: 7'3"
            Weight: 295 lbs
            Hit Points: 36
            SDC: 50
            PPE: 150

            Attributes

            IQ: 14 ME: 12 MA: 17 PS: 15 PP: 18 PE: 13 PB: 20 Spd: 15

            Skills

            • Botany
            • Animal Husbandry
            • Invoke Elemental Forces
            • Tracking
            • Herbalism

            Notable Gear

            • Gnarled Staff of Blooming
            • Satchel of Healing Herbs
            • Nature's Cloak - Blends into forests

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            Buster - Squire to Sir Dallas

            Character Overview

            Name: Buster
            Race: Coyle
            Class: Knight-in-Training (Squire)
            Alignment: Scrupulous
            Deity: Ertwin, Goddess of the Den
            Age: 22
            Gender: Male
            Height: 6'4"
            Weight: 220 lbs
            Hit Points: 36
            SDC: 54
            PPE: 10

            Attributes

            IQ: 12 (Average)
            ME: 13 (Average)
            MA: 14 (Above Average)
            PS: 20 (Exceptional)
            PP: 15 (Excellent)
            PE: 16 (Superior)
            PB: 9 (Plain)
            Spd: 24 (Fast)

            Skills & Training

            • Horsemanship: Knight
            • Weapon Proficiencies: Sword, Lance, Shield
            • Wilderness Survival
            • Heraldry (learning)
            • Etiquette (Knightly Order)

            Equipment

            • Chainmail Tunic (standard issue)
            • Steel Heater Shield with Dallas' crest
            • Training Sword (well-used but sturdy)
            • Traveler's Pack with journal, whetstone, rations

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            Puddle - Kankoran Archer

            Character Overview

            Name: Puddle
            Race: Kankoran
            Class: Archer
            Alignment: Unprincipled
            Deity: Ertwin, Goddess of the Den
            Age: 32
            Gender: Female
            Height: 5'4"
            Weight: 130 lbs
            Hit Points: 38
            SDC: 50
            PPE: 24

            Attributes

            IQ: 13 (Average)
            ME: 15 (Excellent)
            MA: 10 (Average)
            PS: 12 (Average)
            PP: 20 (Exceptional)
            PE: 17 (Superior)
            PB: 14 (Above Average)
            Spd: 24 (Very Fast)

            Skills

            Wilderness Survival
            Tracking (Humanoids and Animals)
            Camouflage
            Archery: Composite Bow
            Climbing: Basic and Advanced
            Prowl
            Land Navigation
            Language: Wolfen, Coyle, Elven

            Equipment

            Composite Longbow
            Quiver with 40 arrows (broadhead, bodkin, blunt mix)
            Light Leather Armor
            Cloak of Scent Masking (minor magic)
            Flint knife and small carving tools

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            Xerxes - Paladin of Ertwin

            Character Overview

            Name: Xerxes
            Race: Wolfen
            Class: Paladin
            Alignment: Principled
            Deity: Ertwin, Goddess of the Den
            Age: 52
            Gender: Male
            Height: 8'2"
            Weight: 385 lbs
            Fur: Black
            Hit Points: 72
            SDC: 95
            PPE: 18

            Attributes

            IQ: 13 (Above Average)
            ME: 17 (Exceptional)
            MA: 14 (Good)
            PS: 26 (Superhuman)
            PP: 16 (Superior)
            PE: 20 (Excellent)
            PB: 12 (Average)
            Spd: 24 (Fast)

            Skills & Abilities

            • Horsemanship: Knight
            • Language: Wolfen (98%), Elven (85%)
            • Wilderness Survival (90%)
            • Tracking (70%)
            • Land Navigation (75%)
            • Weapons Proficiencies: Sword, Shield, Polearm
            • First Aid (65%)
            • Invoke Trust/Intimidate (50%)
            • Recognize Weapon Quality (65%)

            Equipment

            • Sacred Blade of the Den (Holy weapon, +2 vs supernatural)
            • Shield of the Burrow (ornate wooden shield carved with Ertwin's effigy)
            • Chainmail armor (custom fit)
            • Wooden prayer tokens and relics of Ertwin
            • Backpack with travel gear, rope, flint, and rations

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            Nicodimos - Mage of the Grove-Hearth

            Character Overview

            Name: Nicodimos
            Race: Coyle
            Class: Wizard
            Alignment: Unprincipled
            Deity: None (Philosopher-Mage)
            Age: 39
            Gender: Male
            Height: 7'3"
            Weight: 280 lbs
            Hit Points: 37
            SDC: 42
            PPE: 120

            Attributes

            IQ: 19 (Genius)
            ME: 14 (Above Average)
            MA: 12 (Average)
            PS: 13 (Average)
            PP: 16 (Superior)
            PE: 15 (Excellent)
            PB: 10 (Average)
            Spd: 18 (Very Fast)

            Background

            Nicodimos is a black-furred Coyle of quiet intensity and deep intellect, whose magical prowess is only matched by the depth of his curiosity. Once an apprentice under a reclusive Ley Line scholar, he spent decades in study, wandering the northern territories in search of forgotten lore and raw arcane truths. While not overtly religious, Nicodimos respects the natural world and the ancient mysteries woven into it. He believes power lies not in domination, but in understanding.

            He encountered Sir Dallas and the others during their journey through the Shattered Teeth Pass, where he offered arcane aid in dispelling a corruption that plagued a hidden glade. Finding common cause and unexpected camaraderie, he traveled with them to Newhaven. There, amidst the wilds and wonder of the Grove-Hearth, Nicodimos found both sanctuary and the closest thing to kin he had ever known.

            Magic & Skills

            • Spell Mastery: Armor of Ithan, Fireball, Globe of Daylight, Telekinesis, Invisibility: Simple
            • Language: Dragonese, Elven, Wolfen, Eastern
            • Lore: Magic, Fauna, Ley Lines
            • Wilderness Survival, Mathematics: Advanced

            Gear

            • Traveler's cloak infused with minor enchantments
            • Runed grimoire of personal spells
            • Wolven-carved staff bound in silverwood
            • Satchel of alchemical components and scrolls

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    • Random Wandering Merchant

        Vessrin Hollow is a figure of whispered rumors and hushed conversations in Newhaven and beyond. Standing at an unnerving seven feet tall, Vessrin is gaunt and wiry, with sallow, mottled skin that clings too tightly to his frame. His sunken black-rimmed eyes and broken, uneven teeth give him a menacing appearance, but it's the way he appears, exactly when and where he's most needed, that makes him truly unsettling. Vessrin's origins are unknown, but those who have encountered him say that he deals in rare and powerful items, many of which no sane merchant should possess. He is known to buy items at high prices, especially those touched by magic or shadow, and his wares often hold unexpected powers and sinister curses. His unsettling presence is magnified by the eerie environment that seems to follow him: misty woods, dead trees, and the carcasses of animals hanging from branches. His voice is soft, gravelly and deliberate, and his dark almost lifeless eyes seem to bore into the soul of whoever he addresses. Vessrin carries an ancient, Sword, a curved, black iron sabre with wicked sharp edges that seems almost alive. Those who have seen it say it pulses faintly with red almost vien-like patterns along the blade, as though it feeds on something unseen. Vessrin never speaks of the weapon, and seldom needs to draw it, as his mere presence is enough to dissuade most threats. He is never hostile, even if attacted, but if harmed, Vessrin simply fades into the mist, leaving behind only the lingering chill of his presence. He always returns, however, when the need for trade arises. His motives are unclear, and though he has helped adventurers on occasion, many believe he serves a darker purpose beneath his mercantile exterior. Vessrin Hollow's Home On occasion, deep within the heart of the Vale, far from the well-worn paths of Newhaven, Vessrin Hollow's home will appear, if it can be called that. Few have seen it, and even fewer have returned unchanged. Those who stumble upon it speak in fractured whispers, their memories clouded with a lingering sense of unease, as though their minds were brushed by something unnatural. The path to Vessrin's home is shrouded in eternal dusk, even when the sun stands high in the sky. The road itself seems to warp and shift underfoot, the trees arching unnaturally toward each other as though conspiring to block out the light. Gnarled roots stretch across the path like twisted fingers, and the air is thick with the scent of damp earth and decaying leaves. A constant mist hangs low to the ground, cold and heavy, curling between the branches of skeletal trees. The trees themselves are devoid of life, withered husks with peeling bark and blackened limbs that seem to reach toward travelers with a silent, pleading hunger. Scattered among the roots are carcasses of birds and small animals, their bodies twisted unnaturally, as if death came not from violence but from something deeper, something wrong. The chill grows sharper as one nears the Hollow, the air tasting of rust and cold iron. The soft whisper of voices, too faint to make out but impossible to ignore, fills the heavy silence, tugging at the edges of the mind. Vessrin's home is a tall, crooked structure of blackened wood and iron, rising like a broken fang from the earth. The wood appears ancient, splintered and stained, as though fire once kissed it but left it standing out of spite. The iron reinforcements that frame the structure are tarnished and dark, etched with faint sigils that pulse dimly with a sullen red glow when touched. A massive arch of bone frames the entrance, dragon bone, if the tales are true, twisting upward into points as sharp as daggers. Runes carved deep into the bone glow faintly with a crimson light, their meaning long forgotten. The door itself is made of black iron, cold to the touch, with a single ring of tarnished silver as a handle. No lock is visible, and yet no one has ever managed to force their way inside. Beside the entrance, a tall, leafless tree stands, its bark blackened and its branches hung with crude charms of bone and metal wards, perhaps, or trophies. Beneath the tree lies a ring of disturbed earth, as though something, or someone, was buried there and recently disturbed. The soft sound of something rustling beneath the soil can be heard when the wind dies down. Inside, the house is surprisingly quiet. The air is still and dry, and the scent of old parchment and cold iron permeates the space. The walls are dark stone, smooth and cold to the touch, occasionally marred by veins of deep red crystal that pulse faintly, casting a dim, crimson glow. A long hallway leads deeper into the house, the stone floor marked by ancient scuff marks and what may be faint bloodstains. Iron candelabras line the hall, though their wax is untouched by flame; the light they cast comes from the red veins running through the walls. Shadows crawl unnaturally along the floor and ceiling, shifting even when nothing moves. Vessrin's primary chamber is a vast, high-ceilinged hall lined with dark wooden shelves and iron display cases. The shelves sag under the weight of objects, pottery, weapons, jewelry, ancient tomes, and relics of unknown origin. Many radiate an unnatural chill, and a few hum faintly when approached. A long wooden counter stands at the center of the room, smooth and well-worn despite the unnatural state of the house. Behind the counter stands Vessrin, his skeletal frame draped in dark, frayed robes. He stands unnaturally still until a visitor approaches, at which point his hollow black eyes open, and his thin, scarred hands unfold from beneath his sleeves. Vessrin never speaks first. His gaze alone invites the visitor to state their business. His wares are always available, for a price. And the price is rarely measured in gold. Items found in the hall include:
        • A dagger of cold obsidian that reflects no light.
        • A silver ring etched with ancient runes that hum softly when worn.
        • An iron mask carved into the likeness of a screaming face.
        • A small wooden box sealed with wax and marked with a sigil resembling a bleeding eye.
        • A jar of ash that pulses faintly with inner warmth.
        • A cracked black mirror that reflects not the room, but a starless night sky.
        Behind the trading hall, a heavy iron door, reinforced with chain and etched with warding glyphs, leads to Vessrin's private chamber. The air beyond the door is colder, the darkness heavier. Few have entered this space and returned unchanged. The room is dominated by a massive circular stone table, its surface carved with an elaborate web of sigils and patterns that shift and twist when looked at directly. Suspended above the table is a single black crystal that pulses slowly, in rhythm with a heartbeat. The stone radiates malevolence, alive in a way that defies natural understanding. Atop the table rests Vessrin's blade, the black iron sabre. Its red vein-like patterns throb faintly with a hungry light. The weapon's edge is unnaturally sharp, and the sound of whispers increases when one draws near. The sword seems aware, as though it waits for something. Scattered across the room are broken weapons, faded portraits, and pieces of armor. A single withered rose rests beneath a small window, its petals eternally blood-red. The walls pulse faintly with the same dark light as the sword. Vessrin's sleeping quarters are barren, a narrow stone slab serves as a bed, with a single worn blanket resting atop it. A chest at the foot of the slab holds only a few personal effects: a tattered black cloak, a silver pendant shaped like a crescent moon, and a shard of polished glass wrapped in silk. The walls of the room bear faint scratch marks, as though something with claws once tried to escape. Faint traces of blackened blood mar the floor beneath the slab, too old to tell if it was Vessrin's or someone else's. Behind the house lies Vessrin's garden, a stark, dead expanse of dark soil littered with shards of bone and blackened thorns. A single tree grows in the center, a bleeding ash, its bark dark and twisted, its branches hung with long red leaves that occasionally drip blood-like sap. Beneath its roots lie the remains of countless offerings and sacrifices, some broken, others untouched. No grass grows here. No birds sing. Only the low, rustling sound of unseen movement beneath the soil breaks the silence. A weathered stone bench sits at the edge of the garden, etched with the phrase;
        "What is lost may yet return."

        Vessrin's home is steeped in powerful warding magic. Those who approach with hostile intent are subtly turned aside, their steps leading them in circles until they emerge from the woods, disoriented and chilled. Those who enter the home under false pretenses find themselves overcome by an inexplicable wave of dread and sickness. If threatened, Vessrin's house itself will defend him, shadows will deepen, the red veins in the walls will glow fiercely, and the whispering voices will rise to a deafening scream. Few who have drawn their weapons within Vessrin's Hollow have lived to speak of the experience. Vessrin Hollow's home is not just a dwelling, it is an extension of his will, a manifestation of the dark and ancient power that follows him. He is a merchant of forbidden things, a keeper of hidden knowledge, and a figure whose motives remain shrouded in mystery. His home is a reflection of his nature: unnerving, dangerous, and yet irresistibly alluring to those desperate enough to seek what lies beyond the boundaries of mortal understanding.
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          Vessrin Hollow

          Dark Mage and Merchant of Shadows

          10th Level Dark Mage

          Race: Appears "Human", Most likely Dark Fae
          Alignment: Aberrant
          Gender: Male
          Age: Unknown
          Height: 7'0"
          Weight: 140 lbs
          Land of Origin: Unknown
          Religion: None Attributes:
          • I.Q.: 21
          • M.E.: 24
          • M.A.: 20
          • P.S.: 12
          • P.P.: 18
          • P.E.: 16
          • P.B.: 6
          • Spd.: 14
          Health & Combat Stats:
          • Hit Points: 60
          • S.D.C.: 40
          • P.P.E.: 150
          Skills of Note:
          • Appraise Goods (95%)
          • Barter (90%)
          • Streetwise (85%)
          • Detect Concealment (80%)
          • Forgery (75%)
          • Magic Lore (98%)
          • Concealment (75%)
          Master Psionic: Mindmage 200 ISP Spells of Note:
          • Shadow Step: (Teleport through shadows within 100 feet, 10 P.P.E.)
          • Life Drain: (Drains 2D6 Hit Points from target and restores them to Vessrin, 15 P.P.E.)
          • Illusion: (Creates a convincing illusion within a 20-foot radius, 8 P.P.E.)
          • Whisper of Despair: (Inflicts -2 to all combat rolls and skill checks for 1D4 minutes, 12 P.P.E.)
          • Summon Mist: (Conjures a 30-foot-wide area of heavy mist, reducing visibility to 10 feet, 10 P.P.E.)
          • Bind Soul: (On a successful touch attack, binds a target's soul to an object in his possession, 25 P.P.E.)

          Shadow Magic:

          • Shadow Grasp (10 P.P.E.) :
            Black tendrils emerge from the ground, wrapping around enemies and holding them in place (65% chance of immobilizing for 1D4 rounds).
          • Shroud of Darkness (15 P.P.E.) :
            A 20-foot area is plunged into unnatural darkness. Sight and sound are reduced by 50% within the area.
          • Phantom Blade (12 P.P.E.) :
            Summons a sword of shadow energy, dealing 3D6 damage (half to Hit Points, half to S.D.C.). Passes through armor.
          • Echo of Pain (18 P.P.E.) :
            Causes a target to feel the pain of an old wound or trauma, inflicting 2D4 damage and a -2 penalty to all actions for 1D4 rounds.
          • Veil of Unreality (20 P.P.E.) :
            Warps reality around the caster, making Vessrin appear to flicker and shift. Grants +3 to dodge and +2 to parry for 2D6 rounds.

          Void Magic:

          • Black Maw (25 P.P.E.) :
            Opens a rift in reality beneath a target, attempting to pull them into a dark void (save vs. magic or suffer 3D6 damage and be stunned for 1 round).
          • Voidstorm (40 P.P.E.) :
            A swirling vortex of void energy forms in a 30-foot radius, dealing 2D6 damage per round and reducing visibility to zero.
          • Soul Tether (35 P.P.E.) :
            Binds a target's life force to an object (or to Vessrin himself). If the object is destroyed, the target suffers 4D6 damage and permanent -1 to P.E.
          • Dark Communion (50 P.P.E.) :
            Vessrin draws upon the Void for knowledge, allowing him to ask one question (similar to a Commune spell) at the cost of 1D4 P.P.E. permanently.
          • Silent Reaping (30 P.P.E.) :
            A thin line of void energy lashes out in a straight line, dealing 3D6+4 damage to all enemies in its path. Those struck must save vs. magic or be silenced for 1D4 rounds.

          Mental and Control Magic:

          • Whispers of Madness (15 P.P.E.) :
            Fills a target's mind with chaotic thoughts and dark whispers. Victim is confused (-4 to all actions) for 2D4 rounds unless they save vs. magic.
          • Hypnotic Gaze (12 P.P.E.) :
            Vessrin's eyes pulse with dark light. Target must save vs. mind control or be held in place for 1D4 rounds.
          • False Bargain (20 P.P.E.) :
            Vessrin conjures a compelling illusion of treasure or a desired object. Those who reach for it are stunned for 1D6 rounds unless they save vs. illusion.
          • Dream Invader (30 P.P.E.) :
            Allows Vessrin to enter the dreams of a sleeping target, planting ideas or gaining insight into their mind. Target suffers -2 to all skill checks and initiative for 24 hours if influenced.

          Summoning and Binding:

          • Summon Shade (25 P.P.E.) :
            Vessrin calls forth a shadowy creature that follows his commands for 2D6 rounds. (Shade has A.R. 14, 50 S.D.C., and attacks for 2D6 damage.)
          • Bind Spirit (40 P.P.E.) :
            Vessrin traps a wandering spirit within a gemstone or item. The bound spirit can communicate with him and may reveal hidden knowledge.
          • Chain of the Forgotten (35 P.P.E.) :
            A dark chain of shadow wraps around a target, holding them in place. Target must save vs. magic or be paralyzed for 2D4 rounds.
          • Offer of Power (50 P.P.E.) :
            Vessrin can offer temporary power to an ally. Grants +2 to strike, parry, and dodge for 1D4 rounds, but at the cost of 1D4 Hit Points and permanent -1 to M.E.
          Weapons & Equipment:
          • Void Glaive:
            • 2D8+3 damage; +1 to strike, +1 to parry; Drains 10 P.P.E. from target on a critical hit
            • Special: Can absorb magical energy (restores 5 P.P.E. per successful hit)
            • Curse: Any wielder other than Vessrin must save vs. magic or take 1D6 damage to Hit Points and lose 10 P.P.E.
          • Dark Cloak: (Conceals wearer and dampens sound, +5% to prowl)
          • Pouch of Strange Coins: (Used for trade in any realm)
          • Ring of Shadow: (Grants +2 to save vs. mind control and possession)
          • Void Satchel: A black leather bag lined with voidstone. Can store up to 500 lbs of items, but the bag weighs no more than 5 lbs.
          • Scroll of Forbidden Names: Allows Vessrin to summon a demon or dark entity for a single task, but carries the risk of betrayal (70% chance).
          • Phantom Coin: A coin marked with a crescent moon and an open eye. Flipping it can alter fate (re-roll any one roll, but coin disappears after use).

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      GM Section -Unless you are the Game Master running this Adventure, do not read any further! The following 2 adventures are part of a set of several adventures set in the vale for a Game Master to run for his or her gaming party and to read further if not a Game Master will ruin the fun for you and your fellow players as well as your Game Master! The Adventures use the Pre-Expansion maps.

      Adventure 1: Undertown


      Pre-Expansion
      Post-Expansion

      Adventure #1: The Mystery of UnderTown

      Adjusting the Challenge
      The adventures in this book are written for a party of four adventurers. If there are less than four heroes running through the adventures, reduce the number of monsters in each encounter by Half. So, four bugbears becomes two bugbears, for. example. If there are more than four heroes, you'll need to make the encounters a bit more challenging. For five or six heroes, increase the number of monsters by one. So, four bugbears become five bugbears. For seven or eight characters, double the number of monsters (four bugbears becomes eight bugbears). This adventure pits the heroes against an evil menace that has invaded the underground chambers beneath the town of Haven. The town is threatened, so the town elders have appealed to the heroes for help. For this first adventure, we're going to start the adventurers right in the dungeon. The read-aloud section below brings the players up to speed and gives them enough details to begin play. Everything else should become clear as the adventure unfolds. The map shows the layout of the dungeon. Find out the marching order, who's holding the torch (or whatever light source they are using), and read the shaded text below to start the action. The elders called upon you to aid the town of Newhaven, a place that has been your home all your life. You find your companions listened to Stormwind, captain of the town watch, as he explained what he discovered in the watch tower earlier this day.
        "The tower was locked from the inside when I arrived to check on my men," Stormwind .. said in his rumbling voice. "I smashed the door and found both of my soldiers murdered, as though someone had taken an ax to them while they sat waiting for their relief to arrive."
      At the tower, you find a hidden panel in the floor that leads to a secret room beneath the tower. Stormwind promises a reward, and with a nod of encouragement from him, you all descended into the darkness below.
      1. Into the Depths

        A crude ladder descends 20 feet into a rough-hewn chamber carved into the very stone beneath the town. The chamber appears ancient, perhaps older than Haven itself. A passage leads out of the chamber to the south; another leads to the east. An extinguished fire pit occupies the eastern side of the chamber, surrounded by crude bedding and a stack of wooden crates. If the characters look around the chamber they discover a few things:
        1. The ladder is made of stout branches tied together with crude rope and looks fairly new.
        2. There are splotches of wet blood visible in a few places.
        3. The fire pit is warm, as though the fire was extinguished fairly recently.
        4. There are no markings on the walls.
        5. The bedding consists of filthy, bug-infested straw and old cloth. If anyone decides to search the straw and makes a successful check, 3 sp can be found in one of the beds.
        6. The wooden crates look like they fell off a merchant's wagon. From the amount of dirt and scratch marks visible, they probably fell off a long time ago. If the characters examine the crates (no search rolls necessary), they discover rations and wine skins that were probably taken from the watch tower above. There are enough rations to feed six characters for four weeks. Also, a belt pouch that belonged to one of Stormwind's murdered soldiers is inside one of the crates. It contains 5 sp.

        Although it obviously looks like someone was camped in this chamber within the last day or so there are no creatures in here.
        If the characters decide to carefully search the chamber (as opposed to having a quick look around and then moving into one of the side passages), roll for a wandering monster. If the check succeeds (1 or 2 on ld20), the monsters that appear are Xvart. There are 4 of them. They wander into the chamber from the east passage, arguing among themselves. They stop abruptly when they get close to the fire pit, appear to notice the heroes for the first time, gasp comically, and attempt to flee back the way they came. Roll for initiative and let the players decide if their characters let the Xvart escape or if they give chase. (If the players go first, the Xvart can be attacked immediately; if the Xvart go first, they run toward location "2" and must be chased.) Xvarts:
        1. Male Xvart
          A.R.: 12 (Natural Armor)
          H.P.: 15
          S.D.C.: 20
          Attacks: 2
          Damage Per Attack: Knife 1d4
          Horror Factor: 8
          Bonuses: +1 to Strike, +1 to Parry and Dodge
          Stats:
          • I.Q.: 12
          • M.E.: 10
          • M.A.: 9
          • P.S.: 11
          • P.P.: 13
          • P.E.: 12
          • P.B.: 10
          • SPD: 14
          • PER: 15
          • LUCK: 11
          Treasure: 1d4x10 silver worth of trinkets and shiny objects.
        2. Male Xvart
          A.R.: 12 (Natural Armor)
          H.P.: 12
          S.D.C.: 18
          Attacks: 1
          Damage Per Attack: Short sword 1d6
          Horror Factor: 8
          Bonuses: +2 to Initiative, +1 to Strike
          Stats:
          • I.Q.: 9
          • M.E.: 8
          • M.A.: 7
          • P.S.: 13
          • P.P.: 12
          • P.E.: 10
          • P.B.: 8
          • SPD: 12
          • PER: 11
          • LUCK: 9
          Treasure: 3d6 silver coins.
        3. Male Xvart
          A.R.: 12 (Natural Armor)
          H.P.: 14
          S.D.C.: 22
          Attacks: 1
          Damage Per Attack: Spear 1d6+2
          Horror Factor: 8
          Bonuses: +1 to Parry and Dodge
          Stats:
          • I.Q.: 10
          • M.E.: 9
          • M.A.: 8
          • P.S.: 12
          • P.P.: 14
          • P.E.: 11
          • P.B.: 9
          • SPD: 13
          • PER: 10
          • LUCK: 10
          Treasure: 2d4x10 copper coins.
        4. Male Xvart
          A.R.: 12 (Natural Armor)
          H.P.: 13
          S.D.C.: 19
          Attacks: 1
          Damage Per Attack: Short sword 1d6
          Horror Factor: 8
          Bonuses: +2 to Initiative
          Stats:
          • I.Q.: 8
          • M.E.: 7
          • M.A.: 6
          • P.S.: 10
          • P.P.: 11
          • P.E.: 9
          • P.B.: 7
          • SPD: 11
          • PER: 8
          • LUCK: 8
          Treasure: 1d6x10 copper coins.
      2. Falling Rock Zone

        If the characters spot and chase the wandering Xvart in area "1," don't read the boxed text! Only read it if they reach the corridor marked "2" while traveling carefully through the dungeon.
      The corridor to the south is littered with piles of small rocks. Except for the occasion soundof dust and pebbles raining down from the ceilmg, the area is quiet.

    If the Xvart appeared in location "1" and the characters chased them, they run into this corridor in an effort to reach location "4." If the Xvart never appeared (because no wandering monster was called for), then the heroes can cautiously explore this dangerous passage. The passage that runs from north to south is unstable. Any characters larger than dwarves or Halflings can cause an avalanche just by walking down the passage. Every 10 feet a character moves, have that character's player roll 1d20. On a roll of 1-4, rocks fall on anyone in that 10-foot section of the corridor. (Marching Order is very important) Falling rocks damage everyone in the 10-foot square in which they fall. Roll ld4 for each affected character each time an avalanche occurs to determine the amount of damage a character suffers. If They Search or Traps and succeed in the attempt, they notice the condition of the corridor. Tell the players that:
      Any excessive weight could cause more of the ceiling to cave in. There is no way to remove this trap.

    Once they understand the danger to their characters, it's up to the players to decide if they want to risk this path or go in another direction.
  • Piercer Lairs

    These dead-end sections of the dungeon have become the home of some piercers. Whenever any characters enter the 10- foot section where the number is marked on the map, a piercer drops for an attack. Roll initiative; the piercer gets a -5 bonus to the roll. The following round, a second piercer drops to attack a random character in the vicinity. There are only two piercers in each of the three dead-end sections. Piercers
    1. Piercer 1
      A.R.: 15
      H.P.: 8
      S.D.C.: 10
      Attacks: 1
      Damage Per Attack: 1d6 (plus 1 point of damage per round while attached)
      Horror Factor: 8
      Bonuses: -5 to Initiative on the first attack
    2. Piercer 2
      A.R.: 15
      H.P.: 5
      S.D.C.: 8
      Attacks: 1
      Damage Per Attack: 1d6 (plus 1 point of damage per round while attached)
      Horror Factor: 8
      Bonuses: -5 to Initiative on the first attack
    3. Piercer 3
      A.R.: 15
      H.P.: 7
      S.D.C.: 9
      Attacks: 1
      Damage Per Attack: 1d6 (plus 1 point of damage per round while attached)
      Horror Factor: 8
      Bonuses: -5 to Initiative on the first attack
    4. Piercer 4
      A.R.: 15
      H.P.: 6
      S.D.C.: 9
      Attacks: 1
      Damage Per Attack: 1d6 (plus 1 point of damage per round while attached)
      Horror Factor: 8
      Bonuses: -5 to Initiative on the first attack
    5. Special Abilities and Notes:
      • Ambush Predator: The Piercer drops from the ceiling upon sensing living creatures passing beneath it, subtracting 5 from its first initiative roll due to its slow movement.
      • Damage Over Time: On a successful attack, the Piercer inflicts 1d6 damage and begins to consume its victim, dealing 1 point of damage per melee round until removed or killed. Victims must make a save vs. pain (16 or higher) or suffer a -1 penalty to all combat rolls and skills due to pain, lasting for 1d6 melee rounds.
      • Vulnerability: If the Piercer misses its attack, it can be avoided or attacked directly.
  • Xvart Lair

    Three different corridors lead from the dungeon into this large chamber. Two great stone columns support the ceiling, and crude wooden fences have been erected to separate this area from the rest of the complex. A tribe of Xvart inhabit this section of the dungeon. Unlike most Xvart, these are not overly hostile. They were not involved in the murder of the town watch, nor do they have any intention of invading Haven. They are content to live peacefully in this comfortable location, venturing above only to hunt small game and occasionally "forage" in the unlocked barns of the Vale's farmers. There are 30 Xvart here, including 8 males, 12 females, and 10 children. The children do not fight. If the heroes ignore this location, the only trouble they may have with the Xvart will be if they encounter any wandering through the dungeon. If they decide to attack the Xvart camp, the Xvart fight back to defend their home. If six or more Xvart fall in this defense, the remainder lose hope and flee through the southern passage. This passage leads to the surface, emerging near the river not far from Old Aljerick's cottage. If the heroes attack without provocation, they receive no experience points for slaughtering the Xvart. If the heroes approach one of the wooden fences, read the following:
      A crudely constructed wooden barricade blocks the corridor ahead. It reaches from the floor to the ceiling, its sharpened points falling just short of the stone overhead. You can see that there are view holes cut in the barrier about two feet or so above the floor. Red eyes appear in a few of the holes and high-pitched voice calls out, "Who approaches the Kingdom of Teg?"
    If the Heroes Are Nice they can learn a few things from the Xvart. Being nice involves not attacking the camp, not threatening the tiny creatures, and showing at least a modicum of respect for King Teg (the leader of the clan). If the heroes also offer a gift of some sort, they become honorary "best friends" of the Xvart. The Xvart explain that they have lived here "forever." They have no intention of attacking the "big people town" and swear they haven't killed anyone.
      "It was probably the bugbears,"

    one of the Xvart speculates.
      "Since they moved in a few months ago, the dungeon has become a terrible place."

    The Xvart tell them that the bugbears have taken over the western chambers. If the heroes are especially nice or indicate that they're going to deal with the bugbear infestation, one Xvart speaks up.
      "Many Xvart have been enslaved by the bugbears. Will you set them free?"

    The heroes can agree or refuse as they see fit. If the Heroes Are Nasty ...the Xvart refuse to open their barricades or tell the heroes anything.
      "Go away, big nose!"

    shouts one Xvart.
      "Flee or face the wrath of King Teg, you stupid giants!"

    shouts another. The heroes won't learn anything useful, and the Xvart fight them if they try to enter the Xvart lair. Note that the Xvart utilize six giant rats to help them protect their lair. If the heroes pass through the barriers, the rats aid the Xvart in the battle. What's in This Chamber?
    Besides the 30 Xvart, the chamber contains bedding, fire pits, and the Xvart stores. The Xvart have a variety of dead animals they use for food, as well as a selection of nuts, berries, herbs, and other vegetation they use to supplement their diet. In addition, there is a variety of crude weapons, loot totalling 15 sp (though the heroes must search for two hours to find it all), and a few sacks of grain from the farm. Male Xvarts
    1. Male Xvart: King Teg
      A.R.: 15 (Chain Armor)
      H.P.: 40
      S.D.C.: 60
      Attacks: 3
      Damage Per Attack: + 3 Battle Axe 2D8
      Horror Factor: 8
      Bonuses: +3 to Strike, +3 to Parry and Dodge
      Stats:
      • I.Q.: 16
      • M.E.: 12
      • M.A.: 12
      • P.S.: 16
      • P.P.: 18
      • P.E.: 16
      • P.B.: 10
      • SPD: 14
      • PER: 15
      • LUCK: 11
      Treasure: 400 sp, Magic Battle Axe, Elven Chain Armour
    2. Male Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 12
      S.D.C.: 18
      Attacks: 1
      Damage Per Attack: Short sword 1d6
      Horror Factor: 8
      Bonuses: +2 to Initiative, +1 to Strike
      Stats:
      • I.Q.: 9
      • M.E.: 8
      • M.A.: 7
      • P.S.: 13
      • P.P.: 12
      • P.E.: 10
      • P.B.: 8
      • SPD: 12
      • PER: 11
      • LUCK: 9
      Treasure: 3d6 silver coins.
    3. Male Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 14
      S.D.C.: 22
      Attacks: 1
      Damage Per Attack: Spear 1d6+2
      Horror Factor: 8
      Bonuses: +1 to Parry and Dodge
      Stats:
      • I.Q.: 10
      • M.E.: 9
      • M.A.: 8
      • P.S.: 12
      • P.P.: 14
      • P.E.: 11
      • P.B.: 9
      • SPD: 13
      • PER: 10
      • LUCK: 10
      Treasure: 2d4x10 copper coins.
    4. Male Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 13
      S.D.C.: 19
      Attacks: 1
      Damage Per Attack: Short sword 1d6
      Horror Factor: 8
      Bonuses: +2 to Initiative
      Stats:
      • I.Q.: 8
      • M.E.: 7
      • M.A.: 6
      • P.S.: 10
      • P.P.: 11
      • P.E.: 9
      • P.B.: 7
      • SPD: 11
      • PER: 8
      • LUCK: 8
      Treasure: 1d6x10 copper coins.
    5. Male Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 15
      S.D.C.: 20
      Attacks: 2
      Damage Per Attack: Knife 1d4
      Horror Factor: 8
      Bonuses: +1 to Strike, +1 to Parry and Dodge
      Stats:
      • I.Q.: 12
      • M.E.: 10
      • M.A.: 9
      • P.S.: 11
      • P.P.: 13
      • P.E.: 12
      • P.B.: 10
      • SPD: 14
      • PER: 15
      • LUCK: 11
      Treasure: 1d4x10 silver worth of trinkets and shiny objects.
    6. Male Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 12
      S.D.C.: 18
      Attacks: 1
      Damage Per Attack: Short sword 1d6
      Horror Factor: 8
      Bonuses: +2 to Initiative, +1 to Strike
      Stats:
      • I.Q.: 9
      • M.E.: 8
      • M.A.: 7
      • P.S.: 13
      • P.P.: 12
      • P.E.: 10
      • P.B.: 8
      • SPD: 12
      • PER: 11
      • LUCK: 9
      Treasure: 3d6 silver coins.
    7. Male Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 14
      S.D.C.: 22
      Attacks: 1
      Damage Per Attack: Spear 1d6+2
      Horror Factor: 8
      Bonuses: +1 to Parry and Dodge
      Stats:
      • I.Q.: 10
      • M.E.: 9
      • M.A.: 8
      • P.S.: 12
      • P.P.: 14
      • P.E.: 11
      • P.B.: 9
      • SPD: 13
      • PER: 10
      • LUCK: 10
      Treasure: 2d4x10 copper coins.
    8. Male Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 13
      S.D.C.: 19
      Attacks: 1
      Damage Per Attack: Short sword 1d6
      Horror Factor: 8
      Bonuses: +2 to Initiative
      Stats:
      • I.Q.: 8
      • M.E.: 7
      • M.A.: 6
      • P.S.: 10
      • P.P.: 11
      • P.E.: 9
      • P.B.: 7
      • SPD: 11
      • PER: 8
      • LUCK: 8
      Treasure: 1d6x10 copper coins.
    Female Xvarts
    1. Female Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 12
      S.D.C.: 18
      Attacks: 1
      Damage Per Attack: Short sword 1d6
      Horror Factor: 8
      Bonuses: +2 to Initiative, +1 to Strike
      Stats:
      • I.Q.: 9
      • M.E.: 8
      • M.A.: 7
      • P.S.: 13
      • P.P.: 12
      • P.E.: 10
      • P.B.: 8
      • SPD: 12
      • PER: 11
      • LUCK: 9
      Treasure: 3d6 silver coins.
    2. Female Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 14
      S.D.C.: 22
      Attacks: 1
      Damage Per Attack: Spear 1d6+2
      Horror Factor: 8
      Bonuses: +1 to Parry and Dodge
      Stats:
      • I.Q.: 10
      • M.E.: 9
      • M.A.: 8
      • P.S.: 12
      • P.P.: 14
      • P.E.: 11
      • P.B.: 9
      • SPD: 13
      • PER: 10
      • LUCK: 10
      Treasure: 2d4x10 copper coins.
    3. Female Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 13
      S.D.C.: 19
      Attacks: 1
      Damage Per Attack: Short sword 1d6
      Horror Factor: 8
      Bonuses: +2 to Initiative
      Stats:
      • I.Q.: 8
      • M.E.: 7
      • M.A.: 6
      • P.S.: 10
      • P.P.: 11
      • P.E.: 9
      • P.B.: 7
      • SPD: 11
      • PER: 8
      • LUCK: 8
      Treasure: 1d6x10 copper coins.
    4. Female Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 15
      S.D.C.: 20
      Attacks: 2
      Damage Per Attack: Knife 1d4
      Horror Factor: 8
      Bonuses: +1 to Strike, +1 to Parry and Dodge
      Stats:
      • I.Q.: 12
      • M.E.: 10
      • M.A.: 9
      • P.S.: 11
      • P.P.: 13
      • P.E.: 12
      • P.B.: 10
      • SPD: 14
      • PER: 15
      • LUCK: 11
      Treasure: 1d4x10 silver worth of trinkets and shiny objects.
    5. Female Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 12
      S.D.C.: 18
      Attacks: 1
      Damage Per Attack: Short sword 1d6
      Horror Factor: 8
      Bonuses: +2 to Initiative, +1 to Strike
      Stats:
      • I.Q.: 9
      • M.E.: 8
      • M.A.: 7
      • P.S.: 13
      • P.P.: 12
      • P.E.: 10
      • P.B.: 8
      • SPD: 12
      • PER: 11
      • LUCK: 9
      Treasure: 3d6 silver coins.
    6. Female Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 14
      S.D.C.: 22
      Attacks: 1
      Damage Per Attack: Spear 1d6+2
      Horror Factor: 8
      Bonuses: +1 to Parry and Dodge
      Stats:
      • I.Q.: 10
      • M.E.: 9
      • M.A.: 8
      • P.S.: 12
      • P.P.: 14
      • P.E.: 11
      • P.B.: 9
      • SPD: 13
      • PER: 10
      • LUCK: 10
      Treasure: 2d4x10 copper coins.
    7. Female Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 13
      S.D.C.: 19
      Attacks: 1
      Damage Per Attack: Short sword 1d6
      Horror Factor: 8
      Bonuses: +2 to Initiative
      Stats:
      • I.Q.: 8
      • M.E.: 7
      • M.A.: 6
      • P.S.: 10
      • P.P.: 11
      • P.E.: 9
      • P.B.: 7
      • SPD: 11
      • PER: 8
      • LUCK: 8
      Treasure: 1d6x10 copper coins.
    8. Female Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 15
      S.D.C.: 20
      Attacks: 2
      Damage Per Attack: Knife 1d4
      Horror Factor: 8
      Bonuses: +1 to Strike, +1 to Parry and Dodge
      Stats:
      • I.Q.: 12
      • M.E.: 10
      • M.A.: 9
      • P.S.: 11
      • P.P.: 13
      • P.E.: 12
      • P.B.: 10
      • SPD: 14
      • PER: 15
      • LUCK: 11
      Treasure: 1d4x10 silver worth of trinkets and shiny objects.
    9. Female Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 12
      S.D.C.: 18
      Attacks: 1
      Damage Per Attack: Short sword 1d6
      Horror Factor: 8
      Bonuses: +2 to Initiative, +1 to Strike
      Stats:
      • I.Q.: 9
      • M.E.: 8
      • M.A.: 7
      • P.S.: 13
      • P.P.: 12
      • P.E.: 10
      • P.B.: 8
      • SPD: 12
      • PER: 11
      • LUCK: 9
      Treasure: 3d6 silver coins.
    10. Female Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 14
      S.D.C.: 22
      Attacks: 1
      Damage Per Attack: Spear 1d6+2
      Horror Factor: 8
      Bonuses: +1 to Parry and Dodge
      Stats:
      • I.Q.: 10
      • M.E.: 9
      • M.A.: 8
      • P.S.: 12
      • P.P.: 14
      • P.E.: 11
      • P.B.: 9
      • SPD: 13
      • PER: 10
      • LUCK: 10
      Treasure: 2d4x10 copper coins.
    11. Female Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 13
      S.D.C.: 19
      Attacks: 1
      Damage Per Attack: Short sword 1d6
      Horror Factor: 8
      Bonuses: +2 to Initiative
      Stats:
      • I.Q.: 8
      • M.E.: 7
      • M.A.: 6
      • P.S.: 10
      • P.P.: 11
      • P.E.: 9
      • P.B.: 7
      • SPD: 11
      • PER: 8
      • LUCK: 8
      Treasure: 1d6x10 copper coins.
    Child Xvarts
    1. Child Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 5
      S.D.C.: 10
      Attacks: 1
      Damage Per Attack: 1d4 bite
      Horror Factor: 4
      Bonuses: +2 to Initiative, +1 to Strike
      Stats:
      • I.Q.: 9
      • M.E.: 8
      • M.A.: 7
      • P.S.: 13
      • P.P.: 12
      • P.E.: 10
      • P.B.: 8
      • SPD: 12
      • PER: 11
      • LUCK: 9
      Treasure: none.
    2. Child Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 4
      S.D.C.: 10
      Attacks: 1
      Damage Per Attack: 1d4 bite
      Horror Factor: 4
      Bonuses: +1 to Parry and Dodge
      Stats:
      • I.Q.: 10
      • M.E.: 9
      • M.A.: 8
      • P.S.: 12
      • P.P.: 14
      • P.E.: 11
      • P.B.: 9
      • SPD: 13
      • PER: 10
      • LUCK: 10
      Treasure: none.
    3. Child Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 3
      S.D.C.: 10
      Attacks: 1
      Damage Per Attack: 1d4 bite
      Horror Factor: 4
      Bonuses: +2 to Initiative
      Stats:
      • I.Q.: 8
      • M.E.: 7
      • M.A.: 6
      • P.S.: 10
      • P.P.: 11
      • P.E.: 9
      • P.B.: 7
      • SPD: 11
      • PER: 8
      • LUCK: 8
      Treasure: none.
    4. Child Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 7
      S.D.C.: 10
      Attacks: 1
      Damage Per Attack: 1d4 bite
      Horror Factor: 4
      Bonuses: +1 to Strike, +1 to Parry and Dodge
      Stats:
      • I.Q.: 12
      • M.E.: 10
      • M.A.: 9
      • P.S.: 11
      • P.P.: 13
      • P.E.: 12
      • P.B.: 10
      • SPD: 14
      • PER: 15
      • LUCK: 11
      Treasure: none.
    5. Child Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 5
      S.D.C.: 10
      Attacks: 1
      Damage Per Attack: 1d4 bite
      Horror Factor: 4
      Horror Factor: 8
      Bonuses: +2 to Initiative, +1 to Strike
      Stats:
      • I.Q.: 9
      • M.E.: 8
      • M.A.: 7
      • P.S.: 13
      • P.P.: 12
      • P.E.: 10
      • P.B.: 8
      • SPD: 12
      • PER: 11
      • LUCK: 9
      Treasure: none.
    6. Child Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 4
      S.D.C.: 10
      Attacks: 1
      Damage Per Attack: 1d4 bite
      Horror Factor: 4
      Bonuses: +1 to Parry and Dodge
      Stats:
      • I.Q.: 10
      • M.E.: 9
      • M.A.: 8
      • P.S.: 12
      • P.P.: 14
      • P.E.: 11
      • P.B.: 9
      • SPD: 13
      • PER: 10
      • LUCK: 10
      Treasure: none.
    7. Child Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 5
      S.D.C.: 10
      Attacks: 1
      Damage Per Attack: 1d4 bite
      Horror Factor: 4
      Bonuses: +2 to Initiative
      Stats:
      • I.Q.: 8
      • M.E.: 7
      • M.A.: 6
      • P.S.: 10
      • P.P.: 11
      • P.E.: 9
      • P.B.: 7
      • SPD: 11
      • PER: 8
      • LUCK: 8
      Treasure: none.
    8. Child Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 6
      S.D.C.: 10
      Attacks: 1
      Damage Per Attack: 1d4 bite
      Horror Factor: 4
      Bonuses: +1 to Strike, +1 to Parry and Dodge
      Stats:
      • I.Q.: 12
      • M.E.: 10
      • M.A.: 9
      • P.S.: 11
      • P.P.: 13
      • P.E.: 12
      • P.B.: 10
      • SPD: 14
      • PER: 15
      • LUCK: 11
      Treasure: none.
    9. Child Xvart
      A.R.: 12 (Natural Armor)
      H.P.: 4
      S.D.C.: 10
      Attacks: 1
      Damage Per Attack: 1d4 bite
      Horror Factor: 4
      Bonuses: +2 to Initiative, +1 to Strike
      Stats:
      • I.Q.: 9
      • M.E.: 8
      • M.A.: 7
      • P.S.: 13
      • P.P.: 12
      • P.E.: 10
      • P.B.: 8
      • SPD: 12
      • PER: 11
      • LUCK: 9
      Treasure: none.
    Giant Rats
    1. Giant Rat
      A.R.: 8
      H.P.: 5
      S.D.C.: 10
      Attacks: 1
      Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
      Horror Factor: 7
      Bonuses: +1 to Initiative
    2. Giant Rat
      A.R.: 8
      H.P.: 5
      S.D.C.: 10
      Attacks: 1
      Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
      Horror Factor: 7
      Bonuses: +1 to Initiative
    3. Giant Rat
      A.R.: 8
      H.P.: 4
      S.D.C.: 5
      Attacks: 1
      Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
      Horror Factor: 7
      Bonuses: +1 to Initiative
    4. Giant Rat
      A.R.: 8
      H.P.: 5
      S.D.C.: 10
      Attacks: 1
      Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
      Horror Factor: 7
      Bonuses: +1 to Initiative
    5. Giant Rat
      A.R.: 8
      H.P.: 6
      S.D.C.: 10
      Attacks: 1
      Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
      Horror Factor: 7
      Bonuses: +1 to Initiative
    6. Giant Rat
      A.R.: 8
      H.P.: 2
      S.D.C.: 5
      Attacks: 1
      Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
      Horror Factor: 7
      Bonuses: +1 to Initiative
  • Pit Traps

    The bugbears have set up two pit traps to hinder anyone attempting to invade their underground lair. If the heroes are being cautious let the lead characters in the marching order attempt Perception Checks to spot the poorly concealed pits. A success indicates that the character notices the large carpet of fresh straw covering a portion of the otherwise dusty floor. Let the players decide what this means and how they want to proceed. Use your judgment. The goal is to present a challenge, not overwhelm the heroes. If the heroes aren't careful they walk right into the trap. The lead characters in the marching order plunge through the straw and fall 10 feet (ld6 damage). The characters in the second row of the marching order must make successful P.P. checks or they also fall into the pit and take damage.
  • A Pair of Bugbears

    If the heroes enter this chamber, read the following:
      "A crude ladder, much like the one you desended from the watch tower, rest against the far wall. A mound of dirt and rocks beside it indicate that the hole above was recently opened. Suddenly, you hear rough laughter from above. Someone or something is climbing down the ladder!"
    Two bugbears climb down into the chamber. The freshly dug hole leads to the meadow east of the blacksmitHalfs shop. They were up above, spying on the town and working up a strategy for attack. One of them carries a large sack. If the heroes decide to attack, don't roll initiative. The bugbears aren't expecting any trouble so the heroes can surprise them and attack first in the first round of combat. If the heroes wait and try to talk to the bugbears, roll initiative. The monsters don't talk to the adventurers; they just attack and make as much noise as possible to alert their companions. Every round the battle lasts after the first round, check for wandering monsters. Because the bugbears are making a lot of noise, increase the chance of an encounter to 1-5 on ld20. If a wandering monster is indicated, ld4-2 bugbears arrive in 2 rounds. After that, don't check for wandering monsters any more for this battle. What's in the Sack?
    The bugbears captured a dog while they were up above. It's Stormwind's dog, which the heroes recognize. The friendly mutt hates the bugbears but affectionately follows the heroes around if they release it. Stormwind is especially grateful if they return the dog to him at the end of the adventure. The other bugbear has a folded sheet of parchment in its belt. If the heroes examine this sheet, they see a crude drawing of the town above. They've made a map of Haven!
    Name: Sparky (Elven Husky)
    • A.R.: 6
    • H.P.: 30
    • S.D.C.: 20
    • Attacks: 3
    • Damage Per Attack:
      • Bite: 3D6
      • Claw: 5D6
    • Horror Factor: 10
    • Bonuses:
      • +2 to strike
      • +6 to damage
      • +2 to dodge
    Bugbears
    1. Grolsh the Savage
      • A.R.: 15
      • H.P.: 64
      • S.D.C.: 50
      • Attacks: 4
      • Damage Per Attack: By Weapon (Axe)1D10+3
      • Horror Factor: 10
      • Bonuses: +1 damage
      • Stats:
        • I.Q.: 13
        • M.E.: 10
        • M.A.: 10
        • P.S.: 23
        • P.P.: 14
        • P.E.: 14
        • P.B.: 9
        • SPD: 15
        • PER: 12
        • LUCK: 11
      • Treasure: Silver: 20, +3 Battle Axe
    2. Barlok the Cruel
      • A.R.: 12
      • H.P.: 52
      • S.D.C.: 30
      • Attacks: 3
      • Damage Per Attack: By Weapon (sword) 1D6
      • Horror Factor: 8
      • Bonuses: +1 damage
      • Stats:
        • I.Q.: 10
        • M.E.: 8
        • M.A.: 7
        • P.S.: 18
        • P.P.: 11
        • P.E.: 16
        • P.B.: 8
        • SPD: 14
        • PER: 11
        • LUCK: 9
      • Treasure: Copper: 300
  • Xvart Slaves

    This large chamber contains Xvart slaves and their bugbear overlords. The bugbears are using the Xvart to help them dig tunnels up to Haven. They've already dug two (locations "6" and "8") and they're working on two more (the spots marked "7"). When the heroes arrive, read:
      The bugbears notice the heroes immediately and turn to attack.

    As in location "6," the monsters make a lot of noise in an effort to alert the rest of the bugbear invaders. The bugbears fight to the death. If the Heroes Free the Xvart, the grateful creatures pause for a moment to explain what they have learned.
      "The bugbears are preparing to invade the big people town overhead," one Xvart informs them. "There aren't too many here yet, but an army is supposed to arrive by nightfall. Then they're going to climb up through these holes and murder the big people while they're asleep."
    Bugbears
    1. Vornak the Ruthless
      • A.R.: 8
      • H.P.: 49
      • S.D.C.: 20
      • Attacks: 2
      • Damage Per Attack: By Weapon (blunt)1D6
      • Horror Factor: 8
      • Bonuses: +1 damage
      • Stats:
        • I.Q.: 11
        • M.E.: 9
        • M.A.: 6
        • P.S.: 21
        • P.P.: 15
        • P.E.: 17
        • P.B.: 8
        • SPD: 16
        • PER: 13
        • LUCK: 7
      • Treasure: Copper: 30
    2. Thulgar the Grim
      • A.R.: 8
      • H.P.: 38
      • S.D.C.: 20
      • Attacks: 2
      • Damage Per Attack: By Weapon (mace)1D8
      • Horror Factor: 8
      • Bonuses: +1 damage
      • Stats:
        • I.Q.: 8
        • M.E.: 12
        • M.A.: 9
        • P.S.: 20
        • P.P.: 12
        • P.E.: 15
        • P.B.: 7
        • SPD: 10
        • PER: 14
        • LUCK: 10
      • Treasure: Copper: 30 Xvarts:
        1. Male Xvart
          A.R.: 12 (Natural Armor)
          H.P.: 15
          S.D.C.: 20
          Attacks: 2
          Damage Per Attack: Bite 1d6
          Horror Factor: 8
          Bonuses: +1 to Strike, +1 to Parry and Dodge
          Stats:
          • I.Q.: 12
          • M.E.: 10
          • M.A.: 9
          • P.S.: 11
          • P.P.: 13
          • P.E.: 12
          • P.B.: 10
          • SPD: 14
          • PER: 15
          • LUCK: 11
          Treasure: None
        2. Male Xvart
          A.R.: 12 (Natural Armor)
          H.P.: 12
          S.D.C.: 18
          Attacks: 2
          Damage Per Attack: Bite 1d6
          Horror Factor: 8
          Bonuses: +2 to Initiative, +1 to Strike
          Stats:
          • I.Q.: 9
          • M.E.: 8
          • M.A.: 7
          • P.S.: 13
          • P.P.: 12
          • P.E.: 10
          • P.B.: 8
          • SPD: 12
          • PER: 11
          • LUCK: 9
          Treasure: None
        3. Male Xvart
          A.R.: 12 (Natural Armor)
          H.P.: 14
          S.D.C.: 22
          Attacks: 2
          Damage Per Attack: Bite 1d6
          Horror Factor: 8
          Bonuses: +1 to Parry and Dodge
          Stats:
          • I.Q.: 10
          • M.E.: 9
          • M.A.: 8
          • P.S.: 12
          • P.P.: 14
          • P.E.: 11
          • P.B.: 9
          • SPD: 13
          • PER: 10
          • LUCK: 10
          Treasure: none
        4. Male Xvart
          A.R.: 12 (Natural Armor)
          H.P.: 13
          S.D.C.: 19
          Attacks: 12
          Damage Per Attack: Bite 1d6
          Horror Factor: 8
          Bonuses: +2 to Initiative
          Stats:
          • I.Q.: 8
          • M.E.: 7
          • M.A.: 6
          • P.S.: 10
          • P.P.: 11
          • P.E.: 9
          • P.B.: 7
          • SPD: 11
          • PER: 8
          • LUCK: 8
          Treasure: none
      • Staging Area

        This is one of the main areas from which the bugbears plan to invade Haven. If the adventurers enter this area, read:
          A ladder leans against the far wall, while piles of junk fill the area beyond the blazing fire pit. Suddenly, a large creature bursts out of the shadows, swinging a mighty battle ax at you and roaring in anger.

        This bugbear sentry guards the staging area. More concerned with threats from above, it nevertheless noticed the approaching heroes. Just like in location "6," the noise this bugbear makes could attract a wandering monster (more bugbears). The ladder leads to the open field separating the Temple of the Seldarine and Kosi' s General Store. The junk includes crude spears (12 of them), flasks of oil (six), rope (three 50-foot coils), and two poorly crafted battle axes. Grishnak the Bloodthirsty
        • A.R.: 15 Chain Armour
        • H.P.: 55
        • S.D.C.: 70
        • Attacks: 3
        • Damage Per Attack: By Weapon (Battle Axe) 2D8
        • Horror Factor: 8
        • Bonuses: +2 damage
        • Stats:
          • I.Q.: 11
          • M.E.: 9
          • M.A.: 6
          • P.S.: 21
          • P.P.: 15
          • P.E.: 17
          • P.B.: 8
          • SPD: 16
          • PER: 13
          • LUCK: 7
        • Treasure: Copper: 300 sp
      • The Main Battle

        Two bugbears and two skeletons guard this location. An ancient, withered bugbear shaman oversees the group and magically commands the skeletons. When the heroes approach the area, read the following aloud:
          Bedrolls surround a blazing fire pit. The far corner contains a mound of junk. A rough-hewn tunnel has been carved into the southern wall of the chamber. Two huge creatures stand around the fire, hefting large battle axes and staring at you with a mixture of terrible anger and extreme hunger. They roar and charge toward you.
        Bugbears
        1. Ormak the Shadow
          • A.R.: 15
          • H.P.: 64
          • S.D.C.: 50
          • Attacks: 4
          • Damage Per Attack: By Weapon (Axe)1D10+3
          • Horror Factor: 10
          • Bonuses: +1 damage
          • Stats:
            • I.Q.: 13
            • M.E.: 10
            • M.A.: 10
            • P.S.: 23
            • P.P.: 14
            • P.E.: 14
            • P.B.: 9
            • SPD: 15
            • PER: 12
            • LUCK: 11
          • Treasure: Silver: 20, +3 Battle Axe
        2. Durgath the Despoiler
          • A.R.: 12
          • H.P.: 52
          • S.D.C.: 30
          • Attacks: 3
          • Damage Per Attack: By Weapon (sword) 1D6
          • Horror Factor: 8
          • Bonuses: +1 damage
          • Stats:
            • I.Q.: 10
            • M.E.: 8
            • M.A.: 7
            • P.S.: 18
            • P.P.: 11
            • P.E.: 16
            • P.B.: 8
            • SPD: 14
            • PER: 11
            • LUCK: 9
          • Treasure: Copper: 300

        The bugbears attack first, seeking to destroy the adventurers before they can spoil their plans. The bugbears fight to the death. One of the heroes notices that the largest of these bugbears wears a metal helmet. It obviously belonged to one of the murdered soldiers of the town watch. The adventurers don't see the bugbear shaman or his skeletons immediately. They hide in the shadows in the alcove with the mound of junk. After the bugbears attack, the shaman orders the skeletons forward in the second round of combat.
          Above the sound of battle, you hear the terrible sound of bone scraping on bone. Lunging out of the shadowy alcove at the back of the chamber, two stark-white skeletons move to join the battle with death-skull grins and rusty swords. Behind them, barely visible at the farthest edge of the firelight, stands an older, thinner bugbear, adorned in necklaces of bones and carved rocks.
        In the third round, the shaman joins the fight or decides to escape into the tunnel to warn the bugbear king (who doesn't appear in this adventure) that his plans have been foiled. He flees if the bugbears and skeletons are obviously losing.
      • Vrogar the Unyielding, 2nd Shaman of the tribe
        • A.R.: 15 (magical bone armour)
        • H.P.: 64
        • S.D.C.: 60
        • Attacks: 4
        • Damage Per Attack: By Weapon (+4 enchanted Mace)1D10+3
        • Horror Factor: 10
        • Bonuses: +1 damage
        • Stats:
          • I.Q.: 13
          • M.E.: 10
          • M.A.: 10
          • P.S.: 23
          • P.P.: 14
          • P.E.: 14
          • P.B.: 9
          • SPD: 15
          • PER: 12
          • LUCK: 11
        • Treasure: Silver: 200, +4 Enchanted Mace, Enchanted Bone Armour (AR-15 40 SDC)
        1. Skeleton
          A.R.: 12
          H.P.: 24
          S.D.C.: 20
          Attacks: 2
          Damage Per Attack: By Weapon ( Sword 1D6 + 4)
          Horror Factor: 12
          Bonuses: +3 Strike/Parry/Dodge, Immune to Horror Factor
          Stats:
          • P.S.: 24
          • P.P.: 24
        2. Skeleton
          A.R.: 12
          H.P.: 24
          S.D.C.: 20
          Attacks: 2
          Damage Per Attack: By Weapon ( Sword 1D6 + 4)
          Horror Factor: 12
          Bonuses: +3 Strike/Parry/Dodge, Immune to Horror Factor
          Stats:
          • P.S.: 24
          • P.P.: 24
        3. Note: suffer only Half damage from edged or piercing weapons (divide die roll first, round up, then add Strength and magical bonuses), immune to sleep, hold, and fear spells
        The bedrolls are crude and mangy. There isn't anything to find inside them except dirt, hair balls, and various tiny insects. The junk includes food and drink for the invading army, extra spears, barrels of foultasting bugbear beer, and a small chest. The locked chest contains eight pieces of jewelry worth 25 sp each. The heroes can retrieve the jewelry if someone picks the lock. If the chest is smashed open, a trap explodes that destroys the jewelry and inflicts 2d4 points of damage on anyone within 10 feet of the chest. The tunnel was dug by the bugbears to connect their underground lairs to the chambers beneath Haven. The bugbear king plans to send an army of bugbears into the town via the chambers, thus taking the town by surprise. If the heroes succeed, at the very least they can warn the townsfolk before the invaders arrive. If they examine the tunnel, they notice that it is extremely unstable. The heroes can make Strength ability checks to disturb the construction and cause a cave-in. This effectively seals the tunnel and sets the bugbear king's plan back many months. The heroes need a total of three successes (either by a single hero over the course of a few rounds or by some combination of heroes) to bring the tunnel walls down.

        What's Next?

        • If the heroes defeat the bugbears, skeletons, and shaman, they can go warn the town and get their wounds healed.
        • Once the heroes have survived the dangers of UnderTown, Haven is warned of the bugbear threat and takes steps to avoid an invasion. The heroes receive thanks and 400 sp to split.
        top

        Adventure 2: Black Isle


        Pre-Reconstruction

        Post-Reconstruction

        Adventure #2: The Haunting of Black Isle

        The isolated island in the middle of the river was once a lush and beautiful location and the site of the Temple of the Dragonwright. A terrible accident (whose nature remains a mystery) devastated the island many years ago. Now the place is overgrown and dark, and ruined buildings in various states of disrepair litter the island. This adventure begins as Kestin Paenei calls the adventurers to his home. Read the text below to start the action.
          I implored you to assist me in a delicate. and very personal matter. My young daughter, Kira, was kidnapped from her bedroom sometime before dawn. Her bedroom window was wide open when I went to wake her this morning. I sent the town watch to search Haven for signs of her and they found a swatch of her nightgown caught in the tangles growing around the covered bridge. The town watch is under strict orders not fo go to Black Isle, in fact noone should ever step foot on that accursed place. However, my daughter is very, very important to me. I would only ask this of adventurers of your stature and mettle. Will you brave the dangers of Black Isle and bring back my beloved Kira before the night comes again?"

        Now the covered bridge stretches the river before you and the haunted island awaits you as the day begins to wane.
          And so if they agree they head over to the island and prepare to cross the covered bridge.
        1. The Covered Bridge

          Before the heroes attempt to cross the bridge to reach Black Isle, read:
            The ancint bridge has suffered many years of neglect but it appears to·be sturdy enough. A tangle of thick thorny vmes grows over and around the bridge, covering almost every Surface. The entryway looks like a dark, cavernous maw. . Overhead, you see that the sun has passed the midpoint of the sky and has begun its descent toward night.

          The adventurers have about six hours before twilight falls upon the valley. Shortly thereafter, full darkness will hit like a warhammer, plunging the Vale into night. Find out the marching order of the party. Then ask the all-important question, "What do the heroes do?"

          Crossing the Bridge

          Despite its apparent condition, the bridge itself is actually quite safe to walk across. The trouble comes from what lives inside the bridge. The heroes must force their way through the tangle of thorny vines that coat the inner walls of the bridge and hang down from holes in the dilapidated roof. The adventurers can struggle through the dark interior of the bridge using what little sunlight filters in from each end and the not-quite-intact roof. Or they can utilize a light source and move through the shadowy bridge with a bit more ease. About Halfway across the bridge, they encounter unusually thick spider webs that stretch from roof to floor and between each wall. If they have a light source, the lead characters can attempt perception checks to spot the webs before walking into them. If they aren't using a light source, the perception check receives a -3 penalty. If the characters spot the webs, they can begin to cut or burn a path through them. If someone fails the perception check and blunders into the webs, the character must make a successful P.S. check to break free. Whether a hero is caught in the webs or the characters clear away the webs, the giant spiders that spun them rush to attack. There are three spiders in all. The spiders get to attack first in the initial round of combat. The first attacks the character closest to (or caught in) the webs. It automatically hits anyone stuck in the webs; just roll for damage. The other two drop from the ceiling and strike at two other characters randomly. Giant Spiders
          1. Spider
            A.R.: 8
            H.P.: 11
            S.D.C.: 20
            Attacks: 1
            Damage Per Attack: 1D4 + poison (save or suffer 1D10+2 damage)
            Horror Factor: 10
            Bonuses: +2 Strike/Parry/Dodge
          2. Spider
            A.R.: 8
            H.P.: 8
            S.D.C.: 20
            Attacks: 1
            Damage Per Attack: 1D4 + poison (save or suffer 1D10+2 damage)
            Horror Factor: 10
            Bonuses: +2 Strike/Parry/Dodge
          3. Spider
            A.R.: 8
            H.P.: 7
            S.D.C.: 20
            Attacks: 1
            Damage Per Attack: 1D4 + poison (save or suffer 1D10+2 damage)
            Horror Factor: 10
            Bonuses: +2 Strike/Parry/Dodge
          4. The Island forest

            Dark, thorny plants and moss-covered trees grow in a thick tangle across the island. The canopy overhead diffuses the sunlight, making the island floor shadowy and darker than daylight has any right to be. When the adventurers exit the bridge, read:
              The island seems even more overgrown and wild than you were led to believe. The forest around you is eerily silent, and the tight cover of leaves and branches overhead reduces the amount of sunlight reaching the forest floor. It's dark, quiet, and slightly unnerving.

            If the characters want to examine the area before heading deeper into the island, have everyone make a perception check. Any adventurers who succeed spot another strip of cloth from Kira's sleeping gown. This one is snagged on a skeletal branch beside a path leading toward the island's interior.

            Wandering Monsters

            Black Isle is home to a variety of creatures that the heroes might consider to be monsters. Every 10 rounds they spend in the western forest (area 2), check for wandering monsters. If the check indicates a monster is present, use one of these creatures (roll ld8):
            • 1-3 - Giant Bats
            • 4-5 - Giant Rats
            • 6-7 - Stirges (1D4)
            • 8 - Zombies
            Giant Bats
            1. Giant Bat
              A.R.: 8
              H.P.: 15
              S.D.C.: 12
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 9
              Bonuses: +1 to Initiative
            2. Giant Bat
              A.R.: 8
              H.P.: 15
              S.D.C.: 12
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 9
              Bonuses: +1 to Initiative
            3. Giant Bat
              A.R.: 8
              H.P.: 14
              S.D.C.: 12
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 9
              Bonuses: +1 to Initiative
            4. Giant Bat
              A.R.: 8
              H.P.: 16
              S.D.C.: 12
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 9
              Bonuses: +1 to Initiative
            Giant Rats
            1. Giant Rat
              A.R.: 8
              H.P.: 5
              S.D.C.: 10
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 7
              Bonuses: +1 to Initiative
            2. Giant Rat
              A.R.: 8
              H.P.: 5
              S.D.C.: 10
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 7
              Bonuses: +1 to Initiative
            3. Giant Rat
              A.R.: 8
              H.P.: 4
              S.D.C.: 5
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 7
              Bonuses: +1 to Initiative
            4. Giant Rat
              A.R.: 8
              H.P.: 5
              S.D.C.: 10
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 7
              Bonuses: +1 to Initiative
            Stirges
            1. Stirge
              • A.R.: 5
              • H.P.: 15
              • S.D.C.: 5
              • Attacks: 2
              • Damage Per Attack: 1D4+1 blood drain
              • Horror Factor: 9
              • Bonuses: +1 to attack, +2 to dodge
            2. Stirge
              • A.R.: 5
              • H.P.: 13
              • S.D.C.: 5
              • Attacks: 2
              • Damage Per Attack: 1D4+1 blood drain
              • Horror Factor: 9
              • Bonuses: +1 to attack, +2 to dodge
            3. Stirge
              • A.R.: 5
              • H.P.: 11
              • S.D.C.: 5
              • Attacks: 2
              • Damage Per Attack: 1D4+1 blood drain
              • Horror Factor: 9
              • Bonuses: +1 to attack, +2 to dodge
            4. Stirge
              • A.R.: 5
              • H.P.: 12
              • S.D.C.: 5
              • Attacks: 2
              • Damage Per Attack: 1D4+1 blood drain
              • Horror Factor: 9
              • Bonuses: +1 to attack, +2 to dodge
            Revenant (see Below)
            1. Revenant
              A.R.: 8
              H.P.: 12
              S.D.C.: 25
              Attacks: 1
              Damage Per Attack: 1D8
              Horror Factor: 10
              Bonuses: +1 Strike
              Stats:
              • P.S.: 18
              • P.P.: 10
              • P.E.: 15
              • SPD: 6
            2. Revenant
              A.R.: 8
              H.P.: 12
              S.D.C.: 25
              Attacks: 1
              Damage Per Attack: 1D8
              Horror Factor: 10
              Bonuses: +1 Strike
              Stats:
              • P.S.: 18
              • P.P.: 10
              • P.E.: 15
              • SPD: 6
            3. Revenant
              A.R.: 8
              H.P.: 12
              S.D.C.: 25
              Attacks: 1
              Damage Per Attack: 1D8
              Horror Factor: 10
              Bonuses: +1 Strike
              Stats:
              • P.S.: 18
              • P.P.: 10
              • P.E.: 15
              • SPD: 6
            4. Revenant
              A.R.: 8
              H.P.: 12
              S.D.C.: 25
              Attacks: 1
              Damage Per Attack: 1D8
              Horror Factor: 10
              Bonuses: +1 Strike
              Stats:
              • P.S.: 18
              • P.P.: 10
              • P.E.: 15
              • SPD: 6
            5. Note: Immune to sleep, hold, fear spells, cold, poison, and paralysis
          5. The Cliff

            If the heroes wander toward this location, read:
              The wind blows through this clearing with amazing force. Here, the forest gives way to an overgrown hill occupied by the ruins of an ancient tower. Beyond the tower, a rocky outcropping overlooks the dark waters of the Gryphon River. The cliff drops some thirty feet or so into the river. The rock wall is smooth and straight, making climbing difficult.

            If anyone falls from here to the rocks below the damage might be fatal (3d6+6). If the characters spend a moment to examine the cliff or gaze out into the river, the ghost of a young woman appears. She is more an echo of the past than a supernatural menace; she doesn't fight the heroes and really doesn't interact with them. She simply haunts this spot. Read:
              The constant wind changes tone, becoming the awful wail of a crying girl. The terribly sad sound surrounds you, coming from every direction at once. Then, appearing out of thin air just a few feet from the edge of the cliff, you see a forlorn young woman with dark hair and a white dress. She looks at you with eyes of dark water and the wail intensifies. Her feet don't actually touch the ground. She seems to float a few inches above it and her body is translucent. She turns, steps off the cliff, and disappears.
            The characters can't interact with this ghost in any way, but they can describe their reactions to seeing a ghost as part of the storytelling. She appears once and then leaves them to their quest, though her wail can sometimes be heard in the forest breezes while they remain on Black Isle.
          6. Ruined Tower

            Rising from a hill on the far side of the island, this ruined tower overlooks the cliff and the river below. The upper level has partially collapsed, exposing the interior to the elements. The tower has three levels. If the heroes decide to explore the tower, refer to the details below. Ground Level The door to the tower is locked. It's sturdy (it cannot be battered down); only lockpick action or knock spell can open it. The ground floor is dark, dusty, and empty. A staircase leads up to the second floor. Second Floor This floor of the tower has no windows and is extremely dark. There is junk piled everywhere, and a staircase leads up to the third floor. If the heroes take time to listen or search the area, they hear muffled banging coming from the floor above. They can't take the rest of the loot until after they destroy the creature guarding this level-a gray ooze. The gray ooze slides across the floor like a living puddle, seeking to consume any metal the heroes have with them. The loot consists of three sacks containing 50 sp, 110 sp, and 35 sp respectively. There are also three magical arrows + 1, though the heroes can't learn about the enchantment just by looking at them. Gray Ooze
            A.R.: 8
            H.P.: 21
            S.D.C.: 30
            Attacks: 1
            Damage Per Attack: 2D8
            Horror Factor: 12
            Bonuses: +2 Strike Third Floor A hole in the ceiling lets sunlight fall on a patch about one-quarter the size of this level of the tower. Two coffins sit in the shadows, just out of reach of the fading sun. When the heroes climb the stairs to this floor, the muffled banging grows louder and they can also hear the muffled shouts of a frightened young woman. Both coffins are locked. The best way to open them is to pick the locks or use his knock spell. The locks can also be smashed, though this shatters the coffins and could inflict harm upon the young woman imprisoned in one of the coffins. The first coffin is empty, though it contains a thin layer of dirt spread carefully over the padded lining. The second coffin contains Kira Pane. She is obviously frightened and her sleeping gown is dirty and torn, but she is otherwise unhurt. Once the heroes determine that she is unhurt (and indeed still alive!), they can calm her down and ask questions.
              "He came into my room while I was sleeping," young Kira explains. "He told me that if I screamed, he would kill my whole family and still take me away. He stuck me in here and said he'd be back at sundown. Please take me home now."
            If the heroes decide to leave the island immediately to return Kira to her family, the monster who stole her returns to capture her once more when night falls. They are better off keeping the young woman with them and rushing to locate and destroy the monster while sunlight remains in the valley. Kira protests, but she stays with the adventurers. She knows them and trusts them because of the aid they've already provided to Haven, plus she's grown up with them. How Long Should the Day Last? The approaching night adds drama to this adventure. As the heroes explore the island and take time to battle monsters and gather treasure, remember to describe how the day is waning. Shadows grow longer, the sun drops lower in the sky, and the day gets cooler as each encounter ends. Don't dwell on the time, but drop hints that the day is slowly running out. When should the sun finally disappear and full night take the island? This should occur when the heroes enter the cellar below area "8." If you want to be really dramatic, wait until they find the secret room connected to area "8." Just as the last rays of sunlight fade, the hidden coffin slides open with a rasping creak and Restad the lesser vampire emerges to confront our valiant heroes.
          7. The Revenant Patch

            The clearing behind the ruined temple was the site of some horrible event in the past. Now, Revenants (Special type of Zombie) await the approach of living beings so that they may rise up and rip them to shreds. Read:
              Soft dirt and a carpet of twisted weeds stretch out behind the ruins ofthe old temple. A wail of utter despair and sorrow intermingles with the rush of wind blowing through the trees oyerhead, and the ground ahead of you explodes with sudden activity. Hands burst forth from the ground, tw~sted like claws and covered in soil and black beetles. Then arms, heads, and within moments, bodies that look more dead than alive-despite the fact that they are moving-rise up out of the soft dirt. Empty eye sockets turn toward you, and the decaying forms approach without hesitation.

            There are six Revenants in all, the long-dead and partially decayed forms of the acolytes that once served the old temple. The rotting raiment that each zombie wears bears the symbol of the Dragonwright, but the good men these once were have become mindless monsters. Their only purpose is to destroy living beings who get too close to their graves.

            Revenant of Dragonwright

            The Revenant of Dragonwright is an elite undead, created from a once-devout Paladin and Cleric of the Church of Dragonwright. Unlike mindless zombies, Revenants retain their full intelligence, memories, and the ability to wield magic. Their resurrection is typically the result of a dark ritual or curse, tying them eternally to the Dragonwright pantheon. Though corrupted by undeath, these Revenants still cling to their faith, channeling the divine powers of the Dragon gods with a twisted fervor.

            Attributes

            • Alignment: Diabolic or Miscreant, though remnants of their former lawful nature may cause inner conflict.
            • I.Q. (Intelligence Quotient): Full; retains all memories and reasoning abilities from life.
            • M.E. (Mental Endurance): 18 (increased due to undead nature, granting stronger will against psychic attacks).
            • M.A. (Mental Affinity): 15 (retains charm and persuasive abilities, though tainted by death).
            • P.S. (Physical Strength): 20 (increased by 1D6 from living form, enhanced undead strength).
            • P.P. (Physical Prowess): 16 (slight decrease of -1 due to undead nature).
            • P.E. (Physical Endurance): 20 (undead endurance, immune to fatigue).
            • P.B. (Physical Beauty): 8 (decreased by -2D4 due to the undead appearance).
            • SPD (Speed): 12 (decreased by 10% due to undead form).
            • PER (Perception): 16 (retains perceptive abilities, enhanced by undead instincts).
            • LUCK: 1D6 (remains unchanged).

            Combat Abilities

            • Attacks per Melee: Four to six, depending on their level before death.
            • Bonuses: +4 to strike, +4 to parry, +6 to save vs. psionics and magic, +4 to dodge, +8 to grapple.
            • Spellcasting: The Revenant retains the ability to cast spells it knew in life, capable of healing, protection, and offensive magic tied to the Dragonwright faith.
            • Lay on Hands (Dark Version): The Revenant can drain life energy from the living through touch, healing itself or regaining spent magical energy.
            • Weapon Proficiency: Retains proficiency with weapons used in life, such as swords, maces, or shields, and fights with both martial and magical prowess.

            Natural Abilities

            • Full Use of Magic: The Revenant can cast any spell it knew in life, including:
              • Healing Touch (Corrupted): Can heal itself or allies by draining life force from enemies.
              • Flame Breath: Inspired by the Dragon gods, the Revenant can unleash a magical breath attack (fire, lightning, or acid) once per melee.
              • Dark Blessing: Retains the ability to shield itself or allies using corrupted divine magic.
            • Supernatural Strength and Endurance: Greatly enhanced due to its undead state.
            • Immunity to Fear, Pain, and Mind Control: As an undead, it is immune to all forms of fear, does not feel pain, and cannot be mind-controlled.
            • Regeneration: Can regenerate 1D6 S.D.C. or Hit Points per melee as long as its brain and body remain intact.
            • Undead Traits: Immune to poison, disease, and paralysis.

            Weaknesses

            • Holy Weapons and Divine Magic: The Revenant is vulnerable to holy or blessed weapons and divine magic, particularly those from non-draconic deities.
            • Dragonwright Conflicts: Some Revenants may retain lingering loyalty or confusion tied to their faith, causing hesitation or moments of vulnerability.
            • Fire Vulnerability: As with most undead, the Revenant is vulnerable to fire, particularly holy fire.

            Backstory and Purpose

            The Revenant of Dragonwright was once a devoted warrior-priest, perhaps a Paladin or Cleric, serving the Dragonwright faith. Through a perversion of divine magic or a curse, this individual has returned from death to serve a new dark purpose. Though corrupted, the Revenant retains its faith and seeks to enact the will of the Dragon gods, albeit in a twisted and destructive form. These creatures are often used as undead champions or guardians in necromantic rituals, or they may rise of their own accord, seeking to fulfill unfinished divine missions from their former life. Necromancers, dark priests, or even the Dragon gods themselves may have a hand in their resurrection, manipulating their powers for sinister ends. Random Revenant
            1. Revenant
              A.R.: 8
              H.P.: 12
              S.D.C.: 25
              Attacks: 1
              Damage Per Attack: 1D8
              Horror Factor: 10
              Bonuses: +1 Strike
              Stats:
              • P.S.: 18
              • P.P.: 10
              • P.E.: 15
              • SPD: 6
            2. Revenant
              A.R.: 8
              H.P.: 12
              S.D.C.: 25
              Attacks: 1
              Damage Per Attack: 1D8
              Horror Factor: 10
              Bonuses: +1 Strike
              Stats:
              • P.S.: 18
              • P.P.: 10
              • P.E.: 15
              • SPD: 6
            3. Revenant
              A.R.: 8
              H.P.: 12
              S.D.C.: 25
              Attacks: 1
              Damage Per Attack: 1D8
              Horror Factor: 10
              Bonuses: +1 Strike
              Stats:
              • P.S.: 18
              • P.P.: 10
              • P.E.: 15
              • SPD: 6
            4. Revenant
              A.R.: 8
              H.P.: 12
              S.D.C.: 25
              Attacks: 1
              Damage Per Attack: 1D8
              Horror Factor: 10
              Bonuses: +1 Strike
              Stats:
              • P.S.: 18
              • P.P.: 10
              • P.E.: 15
              • SPD: 6
            5. Revenant
              A.R.: 8
              H.P.: 12
              S.D.C.: 25
              Attacks: 1
              Damage Per Attack: 1D8
              Horror Factor: 10
              Bonuses: +1 Strike
              Stats:
              • P.S.: 18
              • P.P.: 10
              • P.E.: 15
              • SPD: 6
            6. Revenant
              A.R.: 8
              H.P.: 12
              S.D.C.: 25
              Attacks: 1
              Damage Per Attack: 1D8
              Horror Factor: 10
              Bonuses: +1 Strike
              Stats:
              • P.S.: 18
              • P.P.: 10
              • P.E.: 15
              • SPD: 6
          8. Note: Immune to sleep, hold, fear spells, cold, poison, and paralysis
          9. Temple, Main Hall

            The temple has been shattered. A great cracks split the walls and make the floors treacherous to walk on. Giant bats inhabit the main hall. When the heroes enter this place, a cloud of the creatures drop from the ceiling and fly around them. Most fly out of the hall after the first round, but 12 of them attack the party. Giant Bats
            1. Giant Bat
              A.R.: 8
              H.P.: 15
              S.D.C.: 12
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 9
              Bonuses: +1 to Initiative
            2. Giant Bat
              A.R.: 8
              H.P.: 15
              S.D.C.: 12
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 9
              Bonuses: +1 to Initiative
            3. Giant Bat
              A.R.: 8
              H.P.: 14
              S.D.C.: 12
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 9
              Bonuses: +1 to Initiative
            4. Giant Bat
              A.R.: 8
              H.P.: 16
              S.D.C.: 12
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 9
              Bonuses: +1 to Initiative
            5. Giant Bat
              A.R.: 8
              H.P.: 15
              S.D.C.: 12
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 9
              Bonuses: +1 to Initiative
            6. Giant Bat
              A.R.: 8
              H.P.: 15
              S.D.C.: 12
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 9
              Bonuses: +1 to Initiative
            7. Giant Bat
              A.R.: 8
              H.P.: 14
              S.D.C.: 12
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 9
              Bonuses: +1 to Initiative
            8. Giant Bat
              A.R.: 8
              H.P.: 16
              S.D.C.: 12
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 9
              Bonuses: +1 to Initiative
            9. Giant Bat
              A.R.: 8
              H.P.: 15
              S.D.C.: 12
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 9
              Bonuses: +1 to Initiative
            10. Giant Bat
              A.R.: 8
              H.P.: 15
              S.D.C.: 12
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 9
              Bonuses: +1 to Initiative
            11. Giant Bat
              A.R.: 8
              H.P.: 14
              S.D.C.: 12
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 9
              Bonuses: +1 to Initiative
            12. Giant Bat
              A.R.: 8
              H.P.: 16
              S.D.C.: 12
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 9
              Bonuses: +1 to Initiative
          10. Meditation Chamber

            A large crack opens this room to the forest outside. Junk fills the room. Every round the heroes search through the junk, roll for a wandering monster (as in area "2") but success is indicated on a 1-4 on ld20. Buried deep within the junk is a jeweled chest emblazoned with the symbol of the Dragonwright. It contains 300 sp. The chest itself is worth 100 sp.
          11. Store Room

            The door to this room is locked. Inside, the room is empty except for a set of stairs that lead down. Chittering sounds and the sounds of claws scraping across stone can be heard drifting up from below.

            The Cellar

            The stairs lead down to a cellar. The cellar has a stone floor, and crates and barrels are piled in one corner. If the heroes have a light source, they see that giant rats scamper across the floor, circling a large sack. The rats' glowing eyes turn when the heroes approach, watching the adventurers with hungry fascination. The moment any character steps off the stairs, the giant rats rush to attack. There are 12 giant rats. What's In the Sack?
            If the heroes ask, tell them that whatever is inside the sack moves every so often. Stormwind's dog, captured by the vampire as a treat for his pet rats, has been tormented by the disease-ridden creatures all day. The rats were just getting ready to tear through the sack and eat the mutt when the heroes arrived. Giant Rats
            1. Giant Rat
              A.R.: 8
              H.P.: 5
              S.D.C.: 10
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 7
              Bonuses: +1 to Initiative
            2. Giant Rat
              A.R.: 8
              H.P.: 5
              S.D.C.: 10
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 7
              Bonuses: +1 to Initiative
            3. Giant Rat
              A.R.: 8
              H.P.: 4
              S.D.C.: 5
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 7
              Bonuses: +1 to Initiative
            4. Giant Rat
              A.R.: 8
              H.P.: 5
              S.D.C.: 10
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 7
              Bonuses: +1 to Initiative
            5. Giant Rat
              A.R.: 8
              H.P.: 6
              S.D.C.: 10
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 7
              Bonuses: +1 to Initiative
            6. Giant Rat
              A.R.: 8
              H.P.: 2
              S.D.C.: 5
              Attacks: 1
              Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
              Horror Factor: 7
              Bonuses: +1 to Initiative
            There Is a Secret Door
            If the heroes search the cellar, they might find the secret door. If they don't find it, they hear the creak of the opening coffin from behind the wall as the sun goes down. A moment later, the secret door slides open and Restad the Elven Vampire steps out of the dark chamber. This vampire recently returned in the Vale and found a perfect resting place on the Black Isle in his Old Tower. He has been feeding on cattle, travelers, and the occasional xvart, leaving the people of Newhaven alone so as not to call attention to himself. He couldn't resist the elder's daughter, however and the moment he saw her he knew he had to have her. The vampire is a handsome man. He says, "I am Restad and this is my home. Forget the young woman and I'll allow you to leave." If the heroes refuse, Restad attacks. The Vampire will flee if he is losing the combat.

            The Elven Vampire Restad


            Stats:: I.Q.: 20, M.A.: 24, M.E.: 22, P.S.: 30 (supernatural), P.P.: 23, P.E.: 21, P.B.: 24, Spd: 28 (18.5 mph/29 km), PER: 23, LUCK: 21, REF: 25
            Horror Factor: 16, when he reveals his vampire nature.
            Alignment: Diabolic
            Hit Points: 125
            S.D.C.: 180 S.D.C.
            Natural A.R.: 13
            Weight: 155 lbs
            Height: 6 ft, 7 inches
            Age: Appears to be 200ish.
            P.P.E.: 450
            I.S.P.: 300 Master Psionic

            Disposition: Malicious, spiteful, and cruel. Loves to torture and torment non-vampires. Incredibly arrogant, he sees himself as superior to humans and their kin. A masterful liar, capable of pretending to be charming and trustworthy only to turn on his victims without warning.
            Experience Level: 7th level Elven Vampire. Previously a 8th level Necromancer and 10th Level Diabolist and 4th level Mystic
            He has protected himself and his Undead minions with a Protection from Turn dead Cirle which triggers a blast of Lightning at the caster. The circle is permanent.
            Special/Natural Abilities:
            1. Nightvision 300' (Augmented): Enhanced infravision, allowing clear vision in complete darkness.
            2. Limited Shape-shift: Can transform into a giant eagle or a regular eagle, retaining flight and sharp vision.
            3. Life Force Drain: Physical touch inflicts 1D6 damage to a victim's life force (P.P.E. or equivalent), weakening them and causing eventual death if drained to 0.
            4. Plant Withering Touch: Any plant touched by Restad withers and dies. Small plants perish in moments, while larger ones take days. He experiences the pain of the plant's death.
            5. Minor Mind Control: Limited telepathic influence over one target at a time, imposing a -2 penalty on saving throws against mind control.
            6. Regeneration: Restad heals 5 HP per round but cannot regenerate in sunlight. Severed limbs cannot be regenerated while exposed to sunlight.
            7. Immune to Poison and Disease: Complete immunity to all poisons and diseases, magical or mundane.
            8. Animal Summoning: Can summon forest creatures (wolves, birds of prey, small mammals) 3 times per day to serve as allies or scouts.
            9. Forest Magic: Can cast Entangle, Spike Growth, and Warp Wood three times per day.
            10. Tree Stride: Can teleport through trees, but the tree withers and dies afterward.
            11. Invisibility to Animals: Can become invisible to animals at will.
            12. Speak with Animals: Communicates telepathically or vocally with animals.

            Vampiric Weaknesses:
            1. Harmed by Nighttime Exposure: If outdoors between sunset and sunrise, he is disoriented and gradually loses life force, potentially fatal if left unprotected.
            2. Underground Weakness: Restad loses access to his regenerative abilities and magical powers while underground, making him vulnerable to death.
            3. Charcoal Stake Weakness: A stake made of charcoal driven through his heart, followed by decapitation and burning the head for 24 hours in a flower fire, is the only permanent way to kill him. If not completed, he may return as a Crimson Death.
            4. Vulnerability to Fresh Tree Sap: Burns Elven vampires, like holy water burns other vampires. Sap must be fresh from a deciduous tree.
            5. Vulnerable to Electricity: Spells and weapons that deal electrical damage are especially effective.
            6. Cold Iron Weakness: Weapons made of cold iron can harm him more easily.
            7. Flower Petal Barrier: Fresh flower petals, placed in an unbroken line, can prevent him from crossing or breaking the line. Petals must be fragrant and freshly plucked.
            8. Enraptured by Music: Music, vocal or instrumental, entrances Restad and can stop him in his tracks until he breaks free of the trance.

            Combat Skills:
            1. Life Force Drain: 1D6 damage to life force (P.P.E.).
            2. Claws: 1D6+3 damage.
            3. Supernatural Strength: Can carry 1500 lbs and lift 3000 lbs (1.5 tons).

            Attacks Per Melee: 6
            Bonuses: +4 to strike, +4 to parry, +4 to dodge, +15 S.D.C. damage, +3 on initiative, +5 to save vs horror factor, +3 to save vs magic, +4 to save vs psionics. Immune to mind control, poisons, drugs, magic sleep, and paralysis.
            Weapon Proficiencies: W.P. Sword, W.P. Knife
            Weapons: Pair of silver daggers, +3 Bastard Sword.
            Body Armor: 40 M.D.C. leather armor, easy to remove, helping maintain the illusion of being mortal.
            "Restad is a master of deception, whose true nature only reveals itself when it's too late for his victims. His calculating cruelty and vampiric powers make him one of the deadliest foes in the region."
            Conclusion: The adventurers receive the thanks of Mayor Paenei and a reward of 800 sp to split. top

            Black Isle Baronial Manor

            Formerly the Ruined Temple of Dragonwright The Expansion, led by Master Mason Hyland Elren, transformed the ruins of the old Dragonwright temple into a fortified Baronial Manor. The tower remains a Mage's Tower for Cor'Sehathian Alean`Ddare's use, preserving its arcane legacy.

            First Floor (Ground Level)

            1. Covered Bridge Entrance

            A reinforced wooden bridge spans the narrow waterway, connecting Black Isle to the mainland. Supported by ancient stone pillars, the bridge is adorned with intricate Elven carvings of interwoven dragons, arcane symbols, and celestial patterns, reflecting the island's mystical history. At dusk, faintly glowing runes illuminate the path, guiding travelers safely to the manor.

            2. Outer Courtyard

            Once littered with rubble, the outer courtyard has been meticulously restored and now features a beautifully paved cobblestone walkway. At its center stands an elegant Elven fountain, its water flowing in mesmerizing patterns through delicately carved channels. The fountain is inscribed with mystical runes, known to hum softly when the moon is full.

            3. Cliffside Garden & Overlook

            A tranquil garden overlooking the sheer cliffs, offering breathtaking views of the crashing waves below. Lush with rare and enchanted flora, the garden is maintained by a skilled herbalist who cultivates medicinal and magical herbs. At its heart lies a stone ritual circle, infused with ancient enchantments, making it an ideal spot for meditation, spellcasting, and communion with the elements.

            4. Outer Rear Courtyard

            A serene open space at the back of the manor, featuring a small, crystal-clear fountain of tranquility. A finely crafted stone bench sits nearby, offering a place for quiet contemplation. Enchanted lanterns, suspended from elegantly carved posts, emit a soft, golden glow at night, creating a warm and inviting atmosphere.

            5. Grand Hall

            The central gathering area of the manor, boasting a breathtaking vaulted ceiling supported by intricately carved wooden beams. A massive stone fireplace, its mantel adorned with an ancient dragon relief, serves as the hall's focal point. Intricate Elven woodwork and detailed tapestries depicting historical battles and celestial events line the walls, enhancing the grandeur of the space.

            6. Baron's Office

            The private chamber of the Baron, furnished with antique hand-carved wooden furniture. A magnificent oak desk, adorned with arcane sigils, sits at the center, covered with official documents, maps, and correspondence. The walls are lined with scroll shelves and ancient tomes detailing the history of the region and its noble lineages.

            7. Servants' Quarters

            Modest yet comfortable living quarters for the manor's staff. The room is furnished with simple wooden beds, a communal long table for shared meals, and a small hearth for warmth. The atmosphere is warm and familial, as the servants take pride in their service to the Baron.

            8. Kitchen

            A newly renovated kitchen equipped with a large stone oven, wooden prep tables, and an impressive collection of Elven cookware. The scent of fresh bread and spiced meats often lingers in the air. The kitchen also features a hidden pantry, stocked with preserved goods and rare spices from distant lands.

            9. Dining Hall

            A grand dining chamber featuring a massive long wooden table surrounded by finely carved chairs adorned with Elven motifs. An ornate chandelier hangs from the ceiling, its crystals enchanted to shimmer like starlight. The room is often filled with the lively sound of conversation and music.

            10. Armory

            A heavily secured chamber lined with weapon racks and armor stands. The collection includes finely crafted Elven blades, reinforced shields, and suits of enchanted armor. Magical wards protect the entrance, ensuring only those authorized may access its contents.

            11. Mage's Tower (Ground Floor: Living Quarters)

            The private quarters of the resident mage, featuring a cozy canopied bed, a small alchemy station, and a study filled with ancient tomes. Magical glyphs subtly shimmer on the walls, creating a protective aura that shields the mage's personal effects from prying hands.

            Cellar

            12. Wine Cellar

            A cool, dimly lit chamber housing a vast collection of aged Elven wines and meads. Oak barrels line the walls, some of which contain enchanted brews that are rumored to enhance one's perception of magic.

            13. Cell

            A small, barred holding cell built into the manor's foundation. Reinforced with rune-inscribed iron bars, it serves as a place for detaining prisoners or unruly guests until the Baron decides their fate.

            Second Floor

            14. Mage's Tower (Second Floor: Spellcasting Chamber)

            The heart of arcane study within the manor. A large arcane circle is etched into the stone floor, pulsating with latent magical energy. Shelves lined with rare spell components and ancient tomes surround the room. The ceiling is enchanted to mimic the night sky, aiding in celestial divination.

            15. Steward's Room

            A well-kept chamber for the Baron's steward, featuring a sturdy writing desk, a plush four-poster bed, and a personal chest for records and finances. The steward's meticulous nature is evident in the room's immaculate organization.

            16. Second Floor Common Hall

            A spacious corridor connecting the private chambers of the manor. Finely crafted wooden railings line the edges, overlooking the Grand Hall below. The hall is adorned with elegant Elven tapestries depicting moments of great historical significance. Softly glowing sconces illuminate the space, casting a warm, welcoming light.

            17. Guest Chambers

            A series of luxurious rooms designed to accommodate visiting nobles and dignitaries. Each chamber features a grand canopy bed, a personal writing desk, and a small sitting area adorned with fine Elven furnishings. The rooms are magically warded for privacy and protection.

            18. Baronial Scribe's Office and Quarters

            This well-appointed chamber serves as both the workspace and living quarters for the baronial scribe. A large wooden desk, covered in neatly arranged scrolls and ink pots, dominates the room. Shelves lining the walls hold meticulously kept records, official documents, and historical texts. A small but comfortable bed rests in the corner, along with a modest chest for personal belongings. A single window provides ample natural light during the day, while a magical lantern ensures the scribe can work late into the night.

            19. Library

            A grand repository of knowledge, the library houses an extensive collection of Elven histories, magical treatises, and ancient scrolls. Towering bookshelves, carved from silverwood, stretch up to the ceiling, accessed by rolling ladders. A central reading area features plush velvet chairs and a circular table illuminated by a hovering crystal that provides soft, ambient light. Hidden alcoves contain restricted tomes, safeguarded by magical wards, accessible only to those with the proper permissions.

            20. War Room

            The strategic heart of the manor, where military decisions and political matters are discussed. A massive table, carved from a single slab of obsidian, serves as the centerpiece, its surface enchanted to display shifting topographical maps of the region. Shelves hold tactical scrolls, battle reports, and diplomatic records. A collection of painted banners, taken from past battles, hangs on the walls as both trophies and reminders of hard-won victories. A concealed cabinet holds emergency supplies, including encrypted messages and an enchanted scrying orb for urgent communications.

            Third Floor

            21. Mage's Tower (Third Floor: Astral Observatory)

            A breathtaking observatory equipped with enchanted telescopes crafted by Elven artisans, allowing the study of celestial movements, constellations, and magical phenomena in the night sky. The domed ceiling is enchanted to shift with the cosmos, displaying an ever-changing star map. Runes of insight glow softly on the walls, aiding in arcane navigation and planar studies.

            22. Private Temple

            A sacred space dedicated to quiet meditation and divine rituals. The chamber is illuminated by ethereal blue flames that hover in mid-air, casting a serene glow. The walls are adorned with ancient Elven prayers and depictions of the Seldarine, the pantheon of Elven gods. A central altar made of polished moonstone serves as a focal point for religious ceremonies, blessings, and personal reflection.

            23. Baronial Common Hall

            A grand central gathering hall with high vaulted ceilings supported by intricate Elven archways. A massive stone fireplace carved with dragon motifs dominates one wall, while the floor is covered with a masterfully woven rug depicting scenes of Elven history. Softly glowing magical lanterns line the walls, giving the space a warm, inviting atmosphere. It serves as a place for discussions, formal receptions, and private gatherings.

            24. Baron's Private Quarters

            A lavishly furnished suite designed for the Baron's personal comfort and retreat. The centerpiece is a grand canopy bed draped in enchanted silken sheets that adjust to the temperature. A private fireplace, carved with intertwining Elven runes, keeps the room warm, while a personal study area is stocked with rare tomes, personal journals, and a fine Elven quill set. A private balcony overlooks the sea, offering a place of solitude and reflection.

            25. Guest Suite

            A luxurious suite reserved for high-ranking guests, noble emissaries, or esteemed visitors. The room features an ornate four-poster bed, a vanity table adorned with silvered mirrors, and a sitting area with plush Elven-crafted chairs. Fine tapestries depict legendary Elven heroes, and a small enchanted fountain provides a calming ambiance.

            26. Training Room

            A well-equipped chamber used for combat practice and spell dueling. The wooden floors are reinforced with arcane energy to withstand heavy impact. Weapon racks line the walls, stocked with training swords, staves, and practice shields. A large open space in the center is inscribed with a dueling circle, glowing faintly with protection wards to prevent fatal injuries. Combat dummies, enchanted to simulate real opponents, provide an immersive training experience.

            27. Treasury

            A fortified vault where the Baronial wealth, magical artifacts, and valuable relics are stored. Thick enchanted doors reinforced with Dwarven and Elven magic prevent unauthorized entry. Inside, gilded chests contain gold bars and gemstones, while a separate section holds ancient scrolls of power, enchanted weapons, and rare relics from the Age of Dragons. The chamber is guarded by warding glyphs and an animated stone guardian that only obeys the Baron's command.
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