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Talium

Magic on Tal is either divine, natural, arcane or forbidden soul magic.

Natural magic is tapping into the power that is within all living things and expressing that in ways beyond the current understanding of natural laws such as physics and biology. Druidic magic, dragons, monks, elementals and the like are expressions or use this kind of magic.

There are times when Tal itself has such a build up of natural magical energy it is pressurised and solidified into solid chunks of energy. This substance is called Talium. Those trained in the use of natural magic can use Talium for a huge variety of things. Many use it as a direct power source, some use it as a material component for some great spell or rite. Others use Talium to enhance weapons or other items. Talium is valuable but cannot be used as a monetary system as differnet chunks of Talium are different irregular sizes and some of the uses it is put to drains it.

If Talium is not actively used it will retain its energy apparently indefinitely. Importantly talium unused glows. So some use Talium as a lighting system as it will last forever and gives better light than candles.
Snatch

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A member of the Green Protectoran, companion of Flick. Snatch is a surprisingly good blade fighter despite being one of the Rangers (a group noted for their archery and hit and run tactics). He is remarkable for eschewing the typical armament of a ranger and instead carrying two crossed short swords on his back. He fights with these in a very sharp, rapid and feral style.
Undivided Lands

These are the strip of land directly below Wargak. This area can be seen in one of two ways. One it is ‘undivided’ because no one dares to have or conquer it, or two, it is divided into thousands of individual buildings or homes spread out haphazardly across it. These lands are if anything the most dangerous plac to live in civilisation. These are the true frontiers men and women of Karandia.

Living here are strange mages, dragons, mythical beasts of every description, rogues and the overspil of terrible sweeps of Wargak’s monsterous population. Yet between all that live many small frontieer homes who know that here if no where else on Karandia they can claim a piece of land free from tax, law or obligaton. No country, not even Saracan claims these lands..
Sevester

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One of the most powerful servants of the Avatar of Darkness. Sevester is probably a Ca'venkol but this is uncertain. What is certain is that he is an immensely powerful wizard and cleric of Darkness. He is particularly remarked for being able to cast barrages of spells without so much as speaking or even moving.
Stroat Troast

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Stroat ‘The Stoat’ Troast as Commander in Chief is the head of the Yellow Protectoran and is one of the five Marix of the Empire.

**Appearance**

Stroat is a broad man who usually wears a mismatched Aurian army uniform with a usually old looking if not out right dirty yellow sash. The other Protectorans think of Stroat as something of an embarrassment but the Yellows themselves seem to have no problem with his lax, unkempt attitude and appearance. Despite having thick jowls Stroat has a pointed face under his mop of mousy brown hair.

**Reputation**

Most think that Stroat came from Tor Zeric originally but it is clear he has spent most of his life in the Yellow Protectoran either guarding border forts or running patrols. He is considered by some to have weaselled his way up the ranks through questionable decisions and outright luck. His record is very spotty, some iof it is more conjecture than fact. By some he is considered a tactical genius by other a bumbling idiot with clever or sly friends who have helped him advance because it amuses them to portray the flaws in the military system of patronage.

**Suggested stats**

**Known Gear**

* Field Plate
* Vambraces of Natural Armour
* Cloak of Resistance +5
* Yellow Sash
* Keen Dwarvern Waraxe +5
* Bastard Sword +5
* Dire Flail +5
* Assorted other exotic and martial weapons
Tallwalker

A Half-Elf Equinelord who fought to resist the Aurian attack on Weatherdark in the Second Commerce Wars.

Early in the conflict, Tallwalker and her ally the dwarf Titansmane, caused several reversals on the Aurian forces. Huge casualties were taken and they delayed the fall of Wetherdark. Later when the Aurians brought increased amounts of wizards and clerics Tallwalker was involved in the hit and run attacks that led to the deaths of many of these key tactical assets.

Tallwalker survived the wars but was forced to flee to the plains around Middleholm. There she raised a band of outlaws and raided imperial interezsts in the Protectorates for many years.
Tremorfist

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A wizard from the 3rd century after the Empire is formed. He is part of a small cadre of wizards called the Flash Fires, who supported the Archmage Crimsonsky. During the Split Walls Secession War, 260-263PE, he and another powerful mage, Crimsonsky, are extremely influential in ending the war in the Aurian Empire's favour. Tremorfist is most known for his splitting of the walls of Wrennost to end the deadlock. He is renamed Tremorfist after this action and gains Empire-wide renown. After this huge success that he is named archmage and later becomes part of the Conclave. His previous moniker is lost to all but historians.
Tarrik

The title of a leader of an entire Shift of horselords. The title is synonymous with Tane. He is the leader of all horselords and Manes in the Shift.

During war a Tane or Tarrik will be given the title Eqi-Tane meaning war leader. An Eqi-Tane has more authority than a Tane, though the exact differences are lost on most outsiders.
Vendrel Regan

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After studying in his youth at Tor Armakan, Vendrel decided to go live in Tor Celer There he studied the church's history and became known as a controversial historian unafraid to disagree with commonly held beliefs. He was mist well known for his 'History of the Cellan Church' and his 'Emperors: Great and Small' volumes I through VIII. He was careful to stop his controversial histories before getting too close to the Emperors of his own era, which likely explained why he was not killed.

He returned to his family estates later in life and passed away quietly in his old age.
Vash'Kar

Vash'Kar is a continent to the east of Karandia. Though it is not as large as the first continent it holds a huge population of which the vast majority are dragonites. This race come from magical experimentation and the effect of doctored evolution from dragons themselves. There are many more dragons on Vash'Kar than on Karandia due to the reverence they are given. There are few crimes one can commit here that carry a greater penalty than the crime of killing a dragon.

Vash'Kar has two distinct parts. The Drac'Kar Empire and the Holds of the Divine. Though the Drac'Kar Empire is by far the larger and has succeeded in subduing the rest of Vash'Kar beneath its clawed feet this final ‘country’ is a step too far for them.

Vash'Kar is slightly triangular shaped, though with curved edges, giving it the appearance on a map of being a shark’s fin. The northern point (incidentally this is the north-western point of the continent) is where the domains of the divine are. The Holds mark the border very clearly and no dragon or dragonite may pass into their lands. The Scaled Court is forced to use a member of one of their slave-races to act as their traders and ambasadors to the Divine.

The races of Vash'Kar are as follows:

* dragonites
* dragons
* goblins
* humans
* justicars
* orcs
* ranats
* visks
Seraphs

Seraphs are a special subspecies of angel. They are less organised than the other angelic orders almost always working alone. Seraphs tend to follow their own personal belief in what is right rather than any orders. Due to this Seraphs will typically not respond to the summons of clerics or even fight in the planar wars of Light vs Darkness. Yet in a moment an individual seraph might well do exactly that.

## Appearance

Seraph's have the beauty and brilliance of all angels of Light. Yet their most distinguishing feature is their six wings rather than two. Seraph's also tend to eschew the symbols and even armour favoured by many angels. They seem to delight in setting themselves apart.

## Role

Seraphs represent goodness without design or ulterior motive. They are not concerned with laws and rules only what feels right and the joy of seeing it done. They delight in those mortals who work for goodness without needing a church or organisation to guide them or a reward to pay them for doing what is necessary. They are less interested in honour and more in selfless charity. They especially seek to champion, protect and enhance the anonymous hero.

They are considered more radiant than all other angels other than the Arch Angels.

## Traits

Seraphs have all angel traits and at the highest levels short of Arch Angels. They are immune to any non-enhanced attack and heavily resistant to any attack not enhanced with evil divinia.

They are utterly immune to poison or disease of any kind. They do not age or tire and the weather (including temperature) does not effect them. Their magical resistance is incredibly high making them functionally immune to most enchantments, alterations or similar.

Seraphs will appear, act and leave without warning or explained reason.
Siaks

The Siaks are a sister race to the coastal and swamp dwelling Visks. Unlike the Visks they avoided contact with the ‘red-blooded’ races. Now the Visks have been almost completely turned into a slave race that seems to have been a wise choice.

The Siaks called humans ‘new comers and ’invaders’ when they came to Elygia and they still consider them exactly that. They even fought a war over the desert but were unable to defeat the human invaders who had elven trained magic and dwarvern made weapons and armour. Now the Siaks live almost universally in the Dune Peaks or the Sand Hills. The sand-dune-like mountains in eastern Elygia. They refuse to leave this final bastion much like the elves and dwarves, but more so. They live a savage primal existence, which humans consider more animal like than that of a sentient race. Still they are strong warriors and have achieved their objective of being more difficult to hunt and subdue than they are worth as slaves. Mostly they are left in their unprofitable Dune Peaks to themselves. Needless to say this suits the Siaks just fine. Do not go to the Peaks uninvited, as the Siaks assume all newcomers are invades and they do not intend to be driven from their homes again.

Due to retaining their independence Siaks still speak the Visk mother-tongue of Skalitz. Some speak Common but this ironically is not common..
Silent Sleeper

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## Appearance

The Sleeper was rarely seen clearly or described. Those who did described him as a short angular man with skin so pale it seemed translucent. His eyes were grey with a swimming milky whiteness. He liked to keep his hood up and was almost never seen at social functions or at court.

## Reputation

The Sleeper was feared. He was eerily knowledgeable about the arcane, runecraft and some would suggest soulcraft. He was clearly immensely powerful and had great sway in the halls of the Blue Crystal Palace and indeed he was alive when it was completed.

## Timeline

507PE: Before his birth the wizard Whitefire when originally designing the Blue Crystal Palace wanted to use the location because of the preexisting rune work in the elven ruins under Tor Armakan. This research would form the basis for the Silent Sleeper's own masterwork the construction of the Spectral Prison.

556PE: Under the moniker of the Silent Sleeper a Sarrif gained prominence in the guild by solving a problem with rogue golems in the city of Tor Armakan.

570PE: The Silent Sleeper realised that the intersection of star arcs at the site of Tor Armakan and the inlaid runes of the previous elven settlement beneath the current construction made possible the building of the Spectral Prison. He was assigned as lead researcher on the project.

572PE: The leading archmage on the Spectral Prison project died of old age. Silent Sleeper was assigned an expanded role to work with the dwarvern runesmiths and elven translators as well as his role is research.

574PE: The second leading archmage on the Spectral Prison project made a crucial error when trialing one of the binding arcs. Three Midknights broke out and slew her and four of her cabal despite the efforts of other onlookers. The Silent Sleeper was present and was instrumental in the fighting, removing the threat and preserving the runcraft. After this event he was assigned as lead over the project due to his seniority in understanding.

575PE: Silent Sleeper made an Archmage by the Sapphire Wizards' Guild. This was mainly in recognition of his leadership over the essential Spectral Prison project.

584PE: The Spectral Prison completed. At the moment of and at the final moment it trapped seven workers. These included several dwarvern rune smiths which caused local dwarves great anger against the Guild. There were claims that the Silent Sleeper planned for the accident to happen.

586PE: The Silent Sleeper was heavily involved in the defeat of the demon Kyzath and imprisoned it in the Spectral Prison.

600PE: The Blue Crystal Palace was completed. The Silent Sleeper made a rare public appearance for its dedication and empowerment. The palace formed the centre of the guild and was a permanent home to the Silent Sleeper. It housed the Spectral Prison, his masterwork for its most dangerous enemies.

613PE: The Silent Sleeper passed in his sleep.

## Known Gear

The Locket of Tears

The Sleepers Keys
Simon Midaeus

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The first ordained Cardinal of the Church of Celer.

At the Great Convocation a historic gathering of clerics of Knowledge at Tor Celer in 160PE the Praetor of Knowledge once known as Pug declared that Simon was to lead the renewed and unified Church of Celer. He was ordained and set apart in the original cathedral at Tor Celer.
Yagni

These creatures are varied and appear to be made up of different tribes. Covered with long hair, they sport snouts rather than mouths with large rough teeth. The males grow pronounced horns on their foreheads and the backs on their hands.

They are apparently the mortal enemies of the Cairen and huge battle have been seen by Wargak scouts between forces made up of the two races.

The Yagni have shamans of some kind, but it is unclear if these are their leaders. The shamans all appear to be a specific sub-species of Yagni with curled ram's horns.

The Yagni have a spoken language, but don't appear to have a written one of any kind. It is unclear if the Yagni speak common or if their braying tongues are even capable of making the necessary sounds.
Tor Zeric

Tor Zeric is a large city on the southern border of the Aurian Empire where it meets Elygia. It is a centre for commercial trade between Elygia and Gilgan as well as the Protectorates to the north. Tor Zeric is not a sprawling city having been built as a defensive centre it has 2 tall walls the original or ‘sandwall’ and the newer ‘brickwall’ which encompasses the large expansion area of the town since its original wall was built.

Tor Zeric is a stronghold and recruitment centre for the Yellow Protectoran and, along with Rak Danning in the north, is considered is command post.
Soulcrafted

Anything created using soulcraft. As this kind of magic is fueled by the souls of living things it is evil and therefore things created through soulcraft's arts tend to by cursed objects. Soulcrafted as a word is usually only used for inanimate objects that have been created by using runes to seal soulcrafted powers and energies into items. These tend to be very powerful, cursed in some way and are often at least partially sentient because of the living souls used to create them.
Sentinel Archons

Sentinal archons are the soldiers of the forces of the Light. Greater than Spark Archons, but mere mortals in comparison to mighty Solar Archons.

## Appearance

Sentinal archons look like clean, well made humanoid warriors with a certain eternal brightness to them. They lack the overwhelming auras and brilliance of the Solars, but they still carry the strange perfection of an planar creature. Their precision as they move together is legendarily beautiful. Graceful strength is enbodied in these watchful guardians.

## Role

Sentinals are the guardians and the watchers of the army of light. They are placed to watch over those who are worthy and those in need. If the army of Light marches they are the majority of the foot soldiers.

## Traits

Sentinals have all regular archon traits. They are difficult to harm, immune to the ravages of time, disease, poison and fire.

While armoured in their helms they are immune to all enchantments, illusions and mind influencing effects.

Seninals have senses that are very attuned especially when they are given something upon which to focus and guard.

Incredibly strong and swift sentinals are trained eternally to work in groups. They are organised on a level that no human force can hope to attain. It is these patterns that the elves were once taught and which they attempt to exemplify in their battle formations.

Sentinals are armed and armoured in celestial plate and with weapons forged in the flames oft the Light. These items are holy and often are edged in light or fire.
Vale

Vale is a trading town, occupying the south-western corner of the isle of Dana.

Unlike the vast majority of Danaspree, Vale has a proper customs group called the Blue Water Guard. This beleaguered force is hopelessly outnumbered by their opponents, yet they are highly organised and attract some of the best and certainly the most upright citizens of the country. They man fast, dangerous ships, equipped with siege weapons and a minimum of one wizard per ship.

Consequently, the pirates and lowlife of Danaspree and elsewhere avoid it – after all, why go to the singular white spot in a country otherwise ripe for picking?

So Vale maintains itself as a area of calm in the muddy and murky waters that are Danaspree. It is the destination of choice for any of a reputable nature who are forced to go to Danaspree. This brings it a lot of legitimate trade from those prepared to pay the tariffs in exchange for fair and safe trading conditions.

Vale is ruled by a council who report officially to Dana. Dana is also somewhat organised, though its rulers change with a scary rapidity. Still, Vale is a source of calm and continuity and so far very few of Danaspree's rulers have felt the need to upset that status quo. The council is elected by the common vote of the people and each year they vote again. Votes are counted and the top six names are elected to the council.

One of the most well known establishments in Vale is Silent Thorn Cove. The Thorn as it is often known is an establishment run by Celia Balk. It is known as a place where people go for soothing and healing but is has a reputation for being unorthodox and even allowing for unnatural and unsavoury practices. Many of the most residents of Vale speak of the Silent Thorn as if it were a witch's coven or a bordello. When it's been investigated lightly over the years it has always presented impeccable books, showing that even though it's services are not fully clear or its methods its taxes and commission are well in hand. In a country basically overrun by pirates the Thorn is considered the least of the authority's problems and so no one has investigated it deeply. It doesn't seem to have many displeased customers and those who would be most likely to find it objectionable do not go there..
Xara

Xara daughter of Havestald mayor and innkeeper of Shepperton Vale. She was apprenticed to Nym the village wisewoman but now is a trainee Veiled Seer.

Xara was taken by evil Lurkers amongst the Veiled Seers and by channelling the impulse through Darkling Shades they have effectively ‘turned’ her.

Xara has a potential power mark of 7.
Trip Hazard

Full name Trip DANGER Hazard. A nomad born pitfighter living currently in Javo.

**Physical Appearance**

He stands at 1 stride, seven hands and 2 thumbs in height. His skin is the tanned skin of the sand people.
Trip still wears a Koif, (cloth wrapped around his head and neck to protect from the sun) like those from his homeland, but also wears a chain shirt like city men. His hands are protected by mailed gauntlets.

**History**
Lately he has been working as a pitfighter in Javo.
He was involved with the disappearance of a dwarvern pit fighter called Tolek.

He fights with a two handed flail and is remarkable for his quick reactions.
Thieves Cant

A catchall for the different kinds of thieves only languages. Some good examples of thieves cant are:

* The rhyming, slang language that has become a kind of code for the denizens of the Imperial underworld.
* The coded language of the Hidden Blade Thieves Guild in Spree.
* The shortenings used by the unfortunate on the streets of Dusken.
Silkenweave

Silkenweave is an incredibly delicate and fine material made from glossamor spiders webs. It glows in the dark and is so flexible as to offer to restriction on movement. It has been remarked upon for holding enchantments well. Only the elves and the faye have the skill to weave Silkenweave.

NOTE: There is also a rogue who goes by this name Silkenweave (rogue)
Stoven

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A trooper from the Yellow Protectoran. Known as ‘the underhanded’ later in his life, Stoven formed one of the Suicide Squad founded under Dareheart. His best friend and sometime partner in crime was Naric a fellow member of the squad. Stoven was not very brave and tended to use ranged weapons whenever possible to avoid getting killed.
Sultan

The Sultan of Kaladire is possibly the closest thing that Elygia has to a ruler. Elygia is not really a united country but Sariport and Kaladire make up over 80% of its entire population. Kaldire’s guilds are ancient in origin and great in prestige and it is the Sultan’s relationship with them that determines much of the direction and power of his reign. The Sultan is not an elected official he is an hereditary monarch. However the family of the Sultan has changed over the years due to internal strife.

The current Sultan is Daharan Ajihaz. He is incredibly wealthy, due to the previous Sultans of his family vastly increasing the Sultanate trading interests in the local guilds and with Sariport. His most significant personal contribution to Kaladire has been in his strange move to allow anyone to petition for guild membership and entry even into his own personal guard. This has made him incredibly popular and it is said that his guard is split into two sections a highly elite few who have come from the highest echelons of the fighters’ guild and a huge number of newly recruited only newly trained irregulars. These ‘alley rats’ as they are disparagingly known are berzerkerly loyal to the Sultan seeing him as the only person who has ever assigned them any worth.

In foreign affairs the Sultan is extrememly pro Auria at the moment and while some would argue that is the only stance an Elygian monarch can take it clearly isn’t as history proves. Many think the Sultan is too cozy with Aurian trade delegations and ambassadors and is not really protecting the best interests of Elygia by giving so much in his negotiations.
Spectral Prison

507PE: Whitefire was involved with the original designs for the Blue Crystal Palace apparently he wanted to use the location because of the preexisting dwarvern runes in the elven ruins under Tor Armakan. These were also the same factors that allowed for the construction of the Spectral Prison.

570PE: The wizard known as the Silent Sleeper realised that the intersection of star arcs at the site of Tor Armakan and the inlaid runes of the previous elven settlement beneath the current construction make way for the building of the Spectral Prison.

584PE: The Spectral Prison was completed and at the final moment it trapped seven workers. These included several dwarvern rune smiths which caused local dwarves great anger against the Guild. There were claims that the Silent Sleeper planned for the accident.

600PE: The Blue Crystal Palace was completed. It is a moment of crowning awesomeness for Tor Armakan. The palace forms the centre of the guild and is a place where only those who are members of, employed by or invited visitors of the guild may come. It houses the Spectral Prison for its most dangerous enemies.

760PE: The archmage and soulcrafter Lethe is confronted and defeated, but he cannot be killed so he is imprisoned beneath the palace in the Spectral Prison.
Thrift

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Thrift is a human mercenary and captain of the Hawkrats. He was involved in rescuing an entire nest of giant hawks and ended up breading them. For some reason that is unknown to the wider world he gained the vicious loyalty of a small group of ranats. These now work with him in his mercenary unit.

For a short time in his youth he was part of a mercenary band with Massus O’Hakkendak of 'Meatchopper' fame.
Vethser

Faye associated with especially light and shadow. Vethser look similar to elves or humans but have natural magic that can disguise them easily. The Vethser are extremely clever and charismatic and delight both in learning and in trickery. They are explorers and love freedom.

Vether society is based on nobles court with associated groups attached to them. Typically these are based on specific charismatic and powerful Vesthers and often the surrounding faye become focused on specific ideals or pursuits.

Vesther like things to change and so while not fixated on structure they love the Contest of Courts. Unlike the Dryads or Nymphs however they are not controlled by it. They are obsessed with it, but like a hobby rather than a necessity. Also their leaders change on a regular basis and a noble can be unseated from power without being killed or exiled.

Powerful Vether are called Viscount or Viscountess often these have the subsidiary groups led by Lords/Ladys, but sometimes they themselves lead orbiting groups encircling Marquis or Marchesa.

There is the concept of a Duke of Vethser but this is more mythological they are not a single powerful nation they are far to disparate for it. Yet they like the concept in theory that a Duke or Duchess is possible and was true in te mythical past.
Tower of the Magi

The Tower of the Magi is the magic users Guild of Kaladire. This Great House is one of the most prestigious and has had the most Grand Viziers chosen from among its ranks.

It is a single great tower with a building at its base. Here training, teaching and experimentation take place. All magic users by law must register with the Tower if they wish to use any magic within the walls of Kaladire. Unregistered magic users if they should so much as cantrip on a light will be detected, detained and punished by the Tower.

The Magi are the highest council of the Tower and the Master Magi is the guild leader.

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Sealed Dimension

A place accessed through a book found in the hidden recesses of The Mine.

It seems to affect peoples perceptions they ‘see’ and ‘hear’ things that are not apparent to all. It also seems that it is used to hold creatures or being of power. Such as:

* the Brightest
* two manticores
* a feathered dragon
* a Medusa
* an ancient dwarf called Varkas
* a black creature

There are also six statues in a room with a mural depicting a star falling and hitting the mountains.
Solar Archons

These archons are the manifestations of the sun. They are the stongest archons in the Plane of Light.

## Appearance

Solar archons appear as large perfect humanoids possessed with the light of the sun. Light blazes in their eyes and halos around their heads. Their brilliance is such that when they unleash their full power they cannot be looked at by any who do not bear the protection of divine grace.

## Role

Solar archons represent the sun and its life giving life. They protect those designated for Light's protection. They are often used when Light is working in conjunction with the Avatar of Wild. Importantly they are the senior archons and are used as commander of Sentinel Archons, Prism Archons and the like in pitched planar battles.

## Traits

Solar archons are possessed of all archon traits. Their resistance to magic and harm is much stronger than that of their lesser brethren. They are not only immune to fire but are healed by it. They are vulnerable to cold and can be harmed by evil weapons prepared for the purpose.

Solar archons wield special solar weapons which contain or channel the fiery power of the sun into their strikes. If they armour themselves they do so in brilliant armour which does likewise and specially protects them from the effects of cold and evil weapons that are normally their bane. Such an archon girded for battle is a force few can even look at much less survive.
Shiku Reefs

These reefs are underwater and therefore invisible to the naked eye in a crow’s nest. They cover over half of Rimic’s western coastline and while considered very beautiful by those who have beheld them they are also very dangerous. The rock of these reefs leaves the water trecherously shallow and can rip through the hull of a ship without trouble.

The reefs are occupied by the shiku, a race of fish creatures. The Aquatikol defeated the shiku during their Golden Age. Later when the Sons of Sollus were founded and the Aquati learnt how to once more travel the sea as natives they met the shiku once more. There was a breif engagement but thanks to a small group of heroes war was averted and a shaky alliance was formed.

This alliance left the reefs under shiku juristiction but the shiku agreed to bar all who did not have the Aquati’s permission from passing through them. The only gap in the reefs, and thus the only oportunity for a ship with any real draft to enter, is Dark Gorge Pass.

This pass is like a huge sunken valley within the reefs and full sized war ships could travel along it. The shiku however have heavily fortified this gorge with underwater defesive buildings and places of strength. More than that Trident Knight forts and the gorges high black reef sides are excellent fortified points from which underwater seige weapons can be used. The Chaiani, Sons of Sollus, headquarter their units here. With the knights of the shark spirit present and numerous other Aquati warriors to bolster the shiku’s considerable forces any assualt by a none water breathing force would be utterly hopeless..
Wings of Wrath

Wings of Wrath (Also called Winged Wrath) were angels of Justice. The embodiment of righteous anger gone cold.

## Appearance

Wings were typically heavily armoured and carried visually distinctive wrath weapons. They were often heavily built more so than their cousins the Fiery Avengers. Their wings were often raidient, feathered or even metalic in appearance but never aflame.

## Abilities and Traits

Wings of Wrath were particularly single minded and in order to summon one the rightoeusly wronged worshiper needed to be able to have a single over-riding injustice as the core of their fury.

The key to the unique powers of the Wings of Wrath were embedded in their wrath weapons.
These weapons were built based on the righteous wrath of those wronged by the taget of the weapon. To form a weapon of wrath one must have generated significant righteous anger in the mortal world.

The Wings guard the Armoury in the Fortress of Law where such weapons were kept until ready for use.
Varian

Varian is a catlord member of the unseen Hand. He tends to fight unarmed especially since acquiring the black hands. He had a harsh upbringing and early training, which have prepared him for venturing into the unknown as an unseen hand to the helpless.

He has recently been trained by the Master Monk Karnak. Due to this he is physically been strengthened and can block chaccra points.

He is the first core PC so see character tab.

He has both rogue and monk training in his youth though his life involves monk pursuits more his rogue skills are constantly used and refined fire to his adventurous life style.
Seth'Janduin

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Known as Drift, he is well known in many areas of Karandia. He is a mapper and explorer. He fights with a runed spear which he calls Tempest's Edge. He also has a short bow, which fires arrows of frost.

He seems to have spent some years as a cleric and some years among the sabel-sec of the Elygian Desert.
Wrenway

A large river running from the eastern coast of Errantlund (The Crimson Water) inland and forming a natural loop at the end. This makes the unbroken circle of water that surrounds the Circle’s Tower. Wrens are often seen in the area and centaurs are known to live in the small woods that line its banks. Speficially to the north near the rolling heartlands of Carissen..
Winnermann

Jance Winnermann is the highest ranking merchant of the Stovebarrow consortium assigned to the Everdelve project. He is also something of a political figure considering Lord Stovebarrow's position as a Dusk Lord and he is Dusken's chief representative in Everdelve and Evenfall.

He has hired the Bladefinder mercenary group and has a unit of Duskmasks assigned to him for the safeguarding of Dusken's assets in the the form of the mine.
Vithias Drenal

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A member of a secret organisation that seeks to destroy the Emperor of Auria in order to leave the power in the hands of the Senate. Vithias is a powerful and dangerous magic user and is guarded by the honourable, completely different to him, Tirrieth Thannal the Soul Blade. They are associated with the Guild of Dretch.
Traitor's Knot

The name of a law enacted by the Aurian Empire in 759PE.

759PE: The investigator Danil Durova discovered the Letter of Regicide. The letter exposed the archmage Interal and proved him guilty of treason. This was ratified by unanimous vote of the Senate.

The resulting law was enacted and named Traitor's Knot. It declared that any one hiding, assisting or even associating with Interal, other than to bring him to justice was also a traitor to the crown. It was the precedent of 'associated treason' in Aurian law.
Wizards

A generic term used for those individuals who had learned to harness the power of Arcania.

Sometimes if it is unclear what type of magic was being used any person using magic could be described as a wizard but such use is considered inaccurate by most scholars. The term magic-user is preferred when such lack of clarity applied.

## Examples

* Arkadius Secondsight
* Leonadar Halkithantarius
* Ravenfast
* Whitefire
Wights

*Description*
Wights are humans/elves/dwarves and the like who have been sealed into soulless unlife. They are very powerful and immortal in that they no longer age, get ill or can die in conventional manners.

Called wights because they’re bodies no longer contain blood, which leaves their skin a deathly pale white/grey. Wights subsist on life force and have the ability to feed on those they wound with their blades or manage to touch. If denied any life force for prolonged periods of time wights will grow lethargic and eventually be rendered comatose. They will not however die.

Wights are vulnerable to being compelled by more powerful servants of death and are able to command less undead themselves.

They retain their mortal intelligence and can add endlessly to it though an eternal unlife. They are also heavily physically enhanced by the transformation. They do not need to breath, eat or drink to sustain themselves.

*Mechanics*
Base Wight off the Wight stats (MM 255) but add several modifiers.

Regeneration 20 and can regenerate from any normal wound.
They also have damage reduction/good 5.

Add the ability to command undead as per the evil cleric ability for their HD – 4. So the most base wights (Newborns) cannot use this at all).

If a Wight is able to use its energy drain on a helpless target they may grapple and double the effect. Once this has been done as many times as the Wights current HD squared it is able to gain a new HD along with other benefits of such including feats, base attack (1 progression instead of normal +1/2 and increased resistances (Weak Fort high Ref and high Will), skills (4INT) etc.

Every HD increase is accompanied by an increase of +1 in STR, DEX and CHA. Every 4 HD increase is accompanied by a new at will ability, thought the first must be fascinate.

At 8HD the Wights gain the ability to fascinate as per the spell. This is an at will ability with the save based off 10+ 1/2 HD + CHA. A person who has passed the save does not need to make it again for the same Wight for a week.

At 12 HD the Wights gain spell resistance 10+ 1/2 HD

At 16 HD gain the ability to use the dominate spell at will

At 20 HD the Wight must be considered a Neverwight at this point.

**Killing a Wight** – only possible through three different methods.

Wights have regeneration 20 and can regenerate from any normal wound. They also have damage reduction/good 5.

Positive energy – this is the antithesis of all a Wight is. It uses negative energy to feed on the positive life force of others but in its true form this energy is utterly destructive to Wights. Damage dealt from this force including Good aligned weapons and spells with the good descriptor cannot be regenerated and bypasses their damage reduction.

Fire – Wights are not immune to fire and wounds dealt by fire will not heal. If a Wight’s corpse is burned it will not rise again. Holy fire is doubly effective and Wights are considered vulnerable to this. Multiply all damage by 2 and increase all save DCs by 4.

True Death – Those who know the secrets of Soulcraft or have a Soulcrafted True Death weapon will find it efficacious against Wights.
Splinters of Bone

A secret criminal and pseudo-political faction inside of Tor Armakan.

753-755PE: The Splinters of Bone started to commit mysterious hidden murders in Tor Armakan.

755PE: Danil Durova took over the investigation after the husband of one of his friends was killed. After a lengthy investigation uncovering clues, offering bribes and spying Durova successfully exposed the group. Two archmages died in the final confrontation, which ended in a bloodbath including 32 deaths far more wounded and the destruction of Clawspire Tower.

This investigation brought Durova to the attention of the Imperial elite, including Trent Fell and forged an alliance between him and the archmage Chareye.
Tattle

Tommy Tattleton nicknamed Tattle is a 24 year old Blue Protectoran fighter/ranger who is pary of Hilt Gaviston’s Mark in 4th Company. He comes from Gan Tarak, the huge central military port and central recruiting area for the Blue Protectoran. He has survived all the attacks including the Ripnack Slackjaw attack and the fight in the cave where the way marker transported Varian to Ithyyyan Dorn.

He and his best friend Nimble Wit worked as the scouts and sub-commanders of Gaviston’s squad. They worked with the catlord Varian more than any other members of the squad especially doing reconnaissance. He was badly shaken by the death of his friend and over half of their Mark.
Thuk

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A pit dwarf from the lower caverns of Barkarin. Thuk was cast out for his love of poisons and magically enhanced brews that ensnared the mind and senses. He ended up allying himself with the Fallen Elves and took part in their betrayal with Shadar Dan'r and Zarin.
Winterstorm

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An Alkar horselord. A Galerider of the Shift of Gales. Winterstorm met the Stars of Destiny. He was of great use to them and believed Midnightswhisper's prophecy concerning them.

His name as with all Alkar comes from his experiences as a Pathfinder.
Seven Sea Brothers

These are seven town along the northern coast of Saracan. The towns claim to have been founded by seven brothers from the same family but this seems highly unlikely as some of them have large dwarvern or halfing populations and some are completely human.

The towns do regular port business and provide Danaspree with some competition for the trade of the Spreean Sea. They are similar in size and somewhat in appearance. Each is run by an elected mayor and a small town council..
Walker

Is the name by which Silver knew the enigmatic traveller who accompanied his parents and he on their travels in his youth from the age of seven till the end of their attachment at nine. His current whereabouts are unknown. He is known to be a very capable combatant at least according to his own recounts of daring exploits from his past.

According to Serena Thorne Walker was involved with Bladefall.
Wrennost

Wrennost was a location is what is now northern Auria. It was conquered by Auria in the Unification Wars falling as part of the Northern Campaign. The direct conflict took place between 12-14PE. It is often linked to the other key city state to fall in that campaign in the following years, the Oakreach Conglomerate.

The dwarvern city-state of High Grange opted to be neutral during the northern campaign and found itself surrounded by Auria afterwards.
Witz

Also known as Axel apparently.

Witz is an enigmatic halfling on the surface but has proven to have a very serious and dangerous layer underneath. He possesses a two-tailed coin and flips it absently when thinking. He has claimed to be a contact/spy for Dancer in the court of Hassel Redmane.
(Dancer said his contact was called Axel).

Witz speaks very little and prefers to make every word count. He claims he is excellent at lying, which is why he prefers to avoid it.

He is known to be extremely hard to come to blows with and to be dangerous with knives.
Whisperwind

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An Alkar horselord from the Shift of Gales. Whisperwind met the Stars of Destiny. He was of great use to them and believed Midnightswhisper's prophecy concerning them. He is an advisor to Windseeker the Tarrik of the Shift of Gales.

His name as with all Alkar comes from his experiences as a Pathfinder.
Woodguard

This is the elven outpost in the elven wood known as Hardbark. Hardbark is just north is about 10 leagues north of the border with the Aurian Empire and east of the River Serpent.

Commanded by a Bowlord, Woodguard is a well hidden and defended military outpost. During a Wargak invasion an army laying siege to Dusken got bored and tried to raid the elven city. No greenskin will now go anywhere near it.

As a primarily military establishment, the elves have made Woodguard more invisible than beautiful. It is therefore difficult to attack and almost suicide, as the elven rangers and the deadly Shadeborn, who patrol Hardbark constantly, kill intruders without remorse and often without warning.

The city itself is within the treetops and is covered with foliage and traps for the uninitiated. Its walkways are edged with set crossbows that can be loaded swiftly and release deadly volleys of arrows. Large bolt throwers are also hidden on treetop platforms for larger or well armoured targets. These siege weapons can fire a stride-long iron bolt with enough force to go through a shield, plate armour, a man and his horse.

Woodguard also is home to some of the last Ancient Beasts. Some Garst Boars and a pack of Ferine Wolves both live in the woods. These huge, legendary animals hearken to the druids of Woodguard and fight in its defence.

**Key Characters**
Wraiths

## Description

Wraiths are mortals who make a pact with a powerful shade to allow the shade to take a material form if only partially or temporarily. Typically some object is used to materialise the bond, a clasp or other object that can be worn is typical. Wraiths therefore have a physical and non-physical (Astral) aspect. They exist in both the spiritual and physical planes simultaneously.

Wraith wield deadly wraith blades that use negative energy to transfer life force to the wraith. These are incredibly dangerous to even handle and wounds from them can affect the soul as much as the body. Healing such woulds is very difficult.

Wraiths are universally more powerful than Shades but by the nature of their pact they are more empowered by death and are less creatures of Darkness.
Zenis

The city is named for the elven goddess of peace, Zena (An aspect of the Avatar of Justice). Zenis is one of the three key cities of Rimic. She is the hub of Rimic’s trade and economy. A symbol of unity and friendship it is more open to other races than any of the other Aquatikol settlements. It is the very centre of the elaborate waterway called the Webway. This series of canals and underwater tunnels connects Zenis to the towns of Rimic, like the arteries and veins of a body connect a heart to its organs.

Zenis is constantly crowded with elves coming, going, buying and selling and is known for its celebrations, which are many. It is ruled by the Adjudicator who hold a position as one of the three rulers of Rimic.

## The Adjudicator

The Count of Zenis also holds the title of the Adjudicator. It is not a hereditary title though frequently Adjudicators have been followed/succeeded by family members.

The Adjudicator is in charge of all economic, guild, crafting, building, trade and land dealings. He and he alone decides how the taxes and income of the nation shall be spent. Yet he is traditionally unargumentative and known for smoothing the ways of both the King and Moon Seer.

He is selected by the King from a list of potentials that are proposed by leaders of commerce and typically the previous sitting adjudicator.

The Adjudicator typically voluntarily steps aside once a century, but he can legally not do so. However if he does not do so he can be removed by a proposal from the King as long as the proposal is sustained by the Moon Seer. If an Ajudicator steps aside he also has two major advantages, he can make a proposal for his successor directly to the King and he can be selected as a potential for the post again in the future, If an Adjudicator is removed by the King he cannot ever be selected again.

## Water-Wardens

Zenis is the headquarters of the Water Wardens in the Spiral Palace. Zenis and the Waterway are patrolled by this law enforcement group. Water-Wardens are fully equipped fighters though they fight more like rangers. Unlike the military proper they are not led by a general from the knighthood, but by the Count of Zenis, The Adjudicator. They are usually armed with twin magical daggers which are the signature mark of their profession. In a time of war they can be immediately mobilised and consist of about 800 elves in all. Even in war though the Water-Wardens report first to the Adjudicator. Though in a war the Adjudicator would of course report to the King in his role as War Marshal of Rimic.

## Spiral Palace

The Spiral Palace is a huge building in Zenis that fulfils multiple functions. It is a massive station where multiple lines of the Webway converge. As might be expected it is a hub for trade and bureaucracy with the internal counting house responsible for maintaining the coinage of Rimic held here. It is also the headquarters of the Water Warden security force.

Visually the palace is stunning with flying slide like structures carrying in minor waterways that link to stations across the city. Others are direct channels for the canals and the underground rivers that make up the Webway..
Vanguard Dragonsbane

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The current scion of the noble house of Dragonsbane. Vanguard is a member of the Lion Knights and lives in Dragonwatch a keep in south western Errantlund near the Este river.

He is married and has three children his eldest and heir being a boy named Jagred.