Sunday, August 4, 2013

Spirits of the Trembling Plains

An unusual situation occurs on the Trembling Plains, where five Spirits of the Land divide their dominion by season rather than by geographical boundaries. Each of the five Spirits embodies the land in one particular season – named Coldnights, Flamesky, Fruitbirth, Ral’s Rest, and Windflood. Druids and Kurnan sages cannot agree whether the sharply distinct seasons of the Trembling Plains exist because of the influence of the five spirits, or vice versa. In either case, the Spirits and seasons change in a predictable pattern; one full iteration completing an Athasian Year. The elemental manifestations of these spirits are described below:

Coldnights
CR25
Always N
Gargantuan fey (cold, fire)
Init +1; Senses low-light vision; Listen +18, Spot +18 Languages Auran, Druidic, Ignan, Sylvan
AC 24, touch 14, flat-footed 23; (-4 size, +1 Dex, +10 natural, +7 deflection)
Hp 283 (21 HD); fast healing 10
Spell Resistance 34 PR 34 Fort +16 Ref +17 Will +20
Speed 30 ft. (6 squares)
Melee 2 slams +14 (2d4+6 plus cold or fire damage)
Space 25 ft.; Reach 15 ft.
Base Atk: +10; Grp +24 Atk Options: Quicken (spell-like ability) Elemental Strike, Quicken (spell-like ability) Control Winds
Special Actions Elemental manifestation Spell-like Abilities (CL 21th): At will—defiler scent, chill metal, darkness, eye of the storm, fire shield, fog cloud, heat metal, quench, sleet storm 3/day—allegiance of the land, cone of cold (DC 23), elemental strike (cold and fire only) (DC 21), ice storm, sunbeam (DC 24), wall of ice (DC 21) 1/day—control weather, elemental storm (cold and fire only) (DC 24), sunburst (DC 25)
Abilities Str 22, Dex 13, Con 30, Int 10, Wis 27, Cha 25
SQ wild empathy +28 (+24 magical beasts), scent
Epic Feats Epic Reflexes Feats Cleave, Great Cleave, Combat ExpertiseB, DodgeB, Improved Bull Rush, Improved Sunder, Power AttackB, Quicken Spell-like Ability (elemental strike), Quicken Spell-like Ability (ice storm)
Skills Concentration +30, Knowledge (geography [Trembling Plains]) +21, Knowledge (nature) +21, Listen +32, Sense Motive +8, Spellcraft +24, Spot +32, Survival +8 (+10 following tracks/in aboveground natural environments/to keep from getting lost)
Breath Weapon (Su) 30-foot cone of freezing air, once per hour, damage 15d6 cold, Reflex DC 30 half. The save DC is Constitution-based.
Dissipate (Su) So long as it has one or more hit points and otherwise has control of its own actions, Coldnights can abandon its corporeal form and return to its normal state as a formless Spirit of the Land.
Elemental Burst (Ex) Each time that Coldnights physically attacks an opponent, it inflicts extra damage as if its attacks were enchanted with the elemental burst weapon enhancement (cold).
Skin of Cold and Ice (Su) Coldnights deals an extra 1d6 points of energy damage with its slam attack.
Wild Empathy (Ex) This ability works like the druid‘s wild empathy class feature, except that Coldnights has a +6 racial bonus on the check.

Strategies and Tactics Unless attacked, or unless someone uses defiling magic in front of her, Coldnights keeps an eye on sentient creatures while devouring plants and vegetation. In combat, Coldnights focuses attacks on spellcasters first, and will take a round to chew and swallow fallen defilers before turning to other attackers.

Sample Encounter Coldnights can only be encountered in the Trembling Plains area during the Coldnights season, a time when hot days and frigid nights kill off the more fragile plants. (See Lost Cities of the Trembling Plains for a detailed description of the Coldnights season.) Individual (EL 25): Coldnights makes an appearance in order to thwart an attempt to plough a significant section of the Trembling Plains, to plant an orchard, or to otherwise create fields of ‘tame, cultivated plants‛.

Appearance: Coldnights appears as a giant dark blue beetle with streaks of red along its side and around its head. “A stony scarab the size of a melkillot gazes at you with pale blue luminous eyes. It blinks, and the eyes switch to a red malevolent glow that reminds you uncannily of the sun.”


Flamesky
CR 25 Always CN Gargantuan fey (air, fire) Init +1; Senses low-light vision; Listen +18, Spot +18 Languages Auran, Druidic, Ignan, Sylvan AC 14, touch 14, flat-footed 13; (-4 size, +1 Dex, +7 deflection) hp 283 (21 HD); fast healing 10 SR 34, PR 34 Fort +16, Ref +17, Will +22 Speed fly 60 ft. (perfect) (12 squares) Melee 2 slams +14 each (1d8+6 points plus 1d6 fire damage) Space 25 ft.; Reach 15 ft. Base Atk +10; Grp — Atk Options Quicken Spell-like Ability (elemental strike),Quicken Spell-like Ability (control winds) Special Actions elemental manifestation Spell-like Abilities (CL 21th): At will—daylight, defiler scent, faerie fire, flaming sphere (DC 19), heat metal, gust of wind (DC 20), searing light 3/day—allegiance of the land, elemental strike (fire only) (DC 21), sunbeam (DC 24), prismatic wall (DC 25) 1/day—control weather, control winds, elemental storm (fire only) (DC 24), incendiary cloud (DC 25), sunburst (DC 25) Abilities Str —, Dex 13, Con 30, Int 14, Wis 31, Cha 25 SQ wild empathy +28 (+24 magical beasts) Epic Feats Epic Reflexes Skills Concentration +34, Hide -2, Intimidate +30, Knowledge (geography [Trembling Plains]) +26, Knowledge (nature) +26, Listen +10, Search +26, Spellcraft +26, Spot +34, Survival +10 (+12 following tracks/in aboveground natural environments/to keep from getting lost) Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against Flamesky. Blinding Aura (Ex) As a standard action, Flamesky can raise a searing, luminous aura centered on itself in a 30-foot radius. The aura lasts as long as Flamesky concentrates and casts light within its radius and shadowy light an equal distance beyond its radius. Anyone within the aura must succeed on a DC 27 Fortitude save or take 1d4 points of fire damage per round from the intense heat. Dissipate As Coldnights. Elemental Burst (Ex) Each time that Flamesky physically attacks an opponent, it inflicts extra damage as if its attacks were enchanted with the elemental burst weapon enhancement (fire element). Engulf (Ex) Flamesky can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. It merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against Flamesky, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 23 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent‘s choice) as Flamesky moves forward. Engulfed creatures are considered to be grappled and suffer the effects of suffocation and its heat aura (see below). The save DC is strength-based. Quench Plants The heat from Flamesky‘s body and magical attacks does not affect living plants or dead vegetable matter. Wild Empathy (Ex) As Coldnights. Appearance: Flamesky appears as a random group of dazzling pinpoints of light, surrounded by a cloud of tiny insects with shimmering gossamer wings. During the heat of the day, it can be mistaken for a mirage; in the evening, it can be mistaken for a prairie fire, but Flamesky’s presence and magical heat and flame attacks curiously do not set plants or vegetable matter afire. Travelers have reported finding human bodies burnt to ash, but wrapped in intact hemp clothing. “A swarm of dazzling points of light on rainbow gossamer wings slides over the scrub brush.” Sample Encounter Flamesky can only be encountered in the Trembling Plains area, during the Flamesky season, a time when the scorching sun dries the mud and greenery. (See Lost Cities of the Trembling Plains for a detailed description of the Flamesky season). Individual (EL 25): Flamesky appears in response to a slow-moving, heavily armored group, curious if killing a few of them will make the others move faster. Strategy and Tactics Flamesky prefers to appear during the glare of a scorching day, when travelers are most likely to mistake it for a mirage or a prairie fire. Fruitbirth CR 25 Always N Gargantuan fey (air, earth) Init +1; Senses low-light vision; Listen +14, Spot +28 Languages Auran, Druidic, Sylvan, Terran AC 24, touch 14, flat-footed 20 (-4 size, +1 Dex, +7 deflection, +7 natural) hp 283 (21 HD); fast healing 10 Resist stability (+8 against bull rush or trip); SR 34, PR 34 Fort +20, Ref +13, Will +22 Speed fly 60 ft. (perfect) (12 squares) Melee 2 slams +24 each (2d8+14) Space 25 ft.; Reach 15 ft. Base Atk +10; Grp +28 Atk Options Quicken Spell-like Ability (elemental strike),Quicken Spell-like Ability (control winds) Special Actions elemental manifestation Spell-like Abilities (CL 21th): At will—create food and water, defiler scent, nurturing seeds, plant renewal, soften earth and stone, wind wall 3/day—allegiance of the land, elemental strike (acid and electricity only) (DC 21), move earth, rejuvenate, spike stones (DC 21), stone shape, summon nature’s ally VI 1/day—control weather, control winds, elemental storm (acid and electricity only) (DC 24), earthquake, sirocco, whirlwind Abilities Str 39, Dex 13, Con 30, Int 12, Wis 31, Cha 25 SQ wild empathy +28 (+24 magical beasts) Epic Feats Epic Fortitude Feats Cleave, Great Cleave, Combat ExpertiseB, DodgeB, Improved Bull Rush, Improved Sunder, Power AttackB, Quicken Spell-like Ability (control weather), Quicken Spell-like Ability (elemental strike) Skills Concentration +34, Intimidate +30, Knowledge (geography [Trembling Plains]) +25, Knowledge (nature) +25, Listen +34, Search +25, Sense Motive +10, Spellcraft +24, Spot +34, Survival +10 (+12 following tracks/in aboveground natural environments/to keep from getting lost) Dissipate As Coldnights. Earth Mastery (Ex) Fruitbirth gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, Fruitbirth takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) Earth’s Might (Ex) Fruitbirth‘s slam attacks are treated as adamantine, cold iron, and epic for the purposes of overcoming damage reduction. Elemental Burst (Ex) Each time that Fruitbirth physically attacks an opponent, it inflicts extra damage as if its attacks were enchanted with the elemental burst weapon enhancement (air element). Push (Ex) Fruitbirth can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to Fruitbirth‘s opposed Strength checks. Stability Fruitbirth is exceptionally stable on its feet. It gains a +8 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Wild Empathy (Ex) As Coldnights. Appearance: Fruitbirth appears as an enormous melkillot. Travelers report Fruitbirth leading melkillot stampedes during lightning storms.. Of all the Spirits of the Trembling Plains, Fruitbirth is the spirit most often reported, although it is possible that in the chaos of a lightning storm and a melkillot stampede, a great melkillot might be mistaken for the Fruitbirth spirit. “Lightning crackles across the brown scales of this stout melkillot.” Sample Encounter Fruitbirth can only be encountered in the Trembling Plains area, during the Fruitbirth season, a time when lightning and windstorms overshadow the flowering shrub bushes. (See Lost Cities of the Trembling Plains for a detailed description of the Fruitbirth season). Individual (EL 25): Fruitbirth leads a melkillot stampede to trample any attempt to make a permanent settlement in the Trembling Plains. Strategies and Tactics In combat, Fruitbirth focuses attacks on the largest standing opponent, while melkillot followers trample the others. Ral’s Rest CR25 Always N Colossal fey (air, fire) Init +1; Senses low-light vision; Listen +14, Spot +18 Languages Auran, Druidic, Sylvan, Terran AC 9, touch 9, flat-footed 9 (-8 size, +7 deflection) hp 283 (21 HD); fast healing 10 SR 34, PR 34 Fort +16, Ref +12, Will +16 Speed fly 40 ft. (perfect) (8 squares) Melee slam +10 (2d4 plus 2d4 fire damage.) Space 50 ft.; Reach 10 ft. Base Atk +10; Grp — Atk Options Quicken Spell-like Ability (elemental strike), Quicken Spell-like Ability (control winds) Special Actions elemental manifestation Spell-like Abilities (CL 21th): At will—daylight, defiler scent, faerie fire, flaming sphere (DC 19), fire shield (hot flames version only), fog cloud, heat metal, lightning bolt (DC 20), produce flame, searing light 3/day—allegiance of the land, elemental strike (fire and acid only) (DC 21), wall of fire 1/day—control winds, elemental storm (fire and acid only) (DC 24), glass storm (DC 24), incendiary cloud (DC 25) Abilities Str —, Dex 11, Con 30, Int 8, Wis 19, Cha 25 SQ wild empathy +28 (+24 magical beasts) Epic Feats Blinding Speed Feats All-Round Attack, Combat Reflexes, Combat Expertise, Dodge, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-like Ability (control weather), Quicken Spell-like Ability (elemental strike) Skills Concentration +10, Intimidate +30, Knowledge (geography [Trembling Plains]) +23, Listen +28, Search +23, Spot +28, Survival +14 (+16 following tracks/in aboveground natural environments/to keep from getting lost) Dissipate As Coldnights. Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against Ral‘s Rest. Elemental Burst (Ex) Each time that Ral‘s Rest physically attacks an opponent, it inflicts extra damage as if its attacks were enchanted with the elemental burst weapon enhancement (silt element). Engulf (Ex) Ral‘s Rest can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. It merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against Ral‘s Rest, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 23 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent‘s choice) as Ral‘s Rest moves forward. Engulfed creatures are considered to be grappled and suffer the effects of suffocation and its heat aura (see below). The save DC is Strength-based. Heat Aura (Ex) At the end of each of their turns, creatures within 20 feet of Ral‘s Rest must succeed on a DC 30 Fortitude save or be fatigued. A successful save negates the effect. A fatigued creature that fails its save is exhausted. The fatigued and exhausted conditions end 1 minute after leaving the aura‘s area of effect. The DC is Constitution-based. Wild Empathy (Ex) As Coldnights. Appearance: Ral’s Rest appears as a burning cloud of dark smoke, dotted with red glowing embers. The few travelers that have seen this spirit report that it appeared during a prairie fire. “A roiling cloud of smoke and embers rolls towards you between burning scrub bushes.” Sample Encounter Ral’s Rest can only be encountered in the Trembling Plains area, during the Ral’s Rest season, a time when the sky is dimmed by dust and smoke from occasional prairie fires. (See Lost Cities of the Trembling Plains for a detailed description of the Ral’s Rest season). Individual (EL 25): Ral’s Rest appears in response to a large group of strangers who move in what looks like a military formation, for the sheer pleasure of breaking them apart and scattering them. Strategies and Tactics In combat, Ral’s Rest floats into the body of its opponents, trying to attack as many as possible at once. Ral’s Rest’s plan is to break apart surviving opponents, dividing the group with smoke and prairie fires. Windflood CR 25 Always CG Colossal fey (air, water) Init +1; Senses low-light vision, tremor sense; Listen +18, Spot +18 AC 20, touch 10, flat-footed 20 (-8 size, +11 natural, +7 deflection) SR 34, PR 34 Fort +20, Ref +12, Will +22 Speed fly 60 ft. (perfect) (12 squares) Melee slam +26 (2d4+16) Space 40 ft.; Reach 30 ft. Base Atk +10; Grp +34 Atk Options Quicken Spell-like Ability (elemental strike),Quicken Spell-like Ability (control winds) Special Actions dissipate, vortex, watery wake Spell-like Abilities (CL 21th): At will—defiler scent, quench, sleet storm, surface tension, wind wall 3/day—allegiance of the land, control tides, elemental strike (fire and sonic only) (DC 21), move earth, solid fog, transmute rock to mud 1/day—control weather, control winds, elemental storm (acid and sonic only) (DC 24), flash flood, storm of vengeance, whirlpool of doom Abilities Str 43, Dex 11, Con 30, Int 10, Wis 31, Cha 25 SQ wild empathy +28 (+24 magical beasts), scent Epic Feats Epic Fortitude Feats Cleave, Great Cleave, Combat Expertise, Dodge, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-like Ability (control winds), Quicken Spell-like Ability (elemental strike) Skills Concentration +34, Hide -8, Intimidate +30, Knowledge (geography [Trembling Plains]) +23, Knowledge (nature) +24, Listen +34, Search +24, Sense Motive +10, Spot +10, Survival +10 (+16 following tracks in aboveground natural environments/to keep from getting lost) Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against Windflood. Dissipate As Coldnights. Elemental Burst (Ex) Each time that Windflood physically attacks an opponent, it inflicts extra damage as if its attacks were enchanted with the elemental burst weapon enhancement (water element). Vortex (Su) Windflood can transform itself into a whirlpool of mud once every 10 minutes, provided it has enough mud surrounding it, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, Windflood can move through the mud at its base speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall. Windflood controls the exact height, but it must be at least 10 feet. Watery Wake (Ex) Windflood leaves a trail of water in its wake, extinguishing nonmagical fires it crosses. Windflood can also transform loose dirt, sand, or silt into sticky mud. A creature passing through a mud-filled square must make a Reflex save (DC 20) or become entangled. Entanglement lasts until the mud loses its potency, 1d4 rounds after Windflood leaves the square. Wild Empathy (Ex) As Coldnights. Appearance: Windflood appears as a massive reptilian eel with two front claws but no back legs, using tremor-sense to burst from the mud and seize its prey. “A colossal snakelike lizard with two front flippers emerges from the mud, grasping a mekling between its toothless jaws.” Sample Encounter Windflood can only be encountered in the Trembling Plains area, during the Windflood season, when rains reduce the Trembling Plains to thick mud. (See Lost Cities of the Trembling Plains for a detailed description of the Windflood season). Individual (EL 25): Windflood appears in response to a defiler’s destruction of plants, attempting to swallow the offending defiler with his first attack. Strategies and Tactics In combat, Windflood picks off opponents at the edges, baiting powerful opponents to close in to attack him. Once she lures a sufficient group of powerful opponents close to her, Windflood switches into vortex form. Windflood’s movement while in vortex form does not provoke attacks of opportunity, even if Windflood enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if Windflood moves into or through the creature’s space. Large or smaller creature might take 2d8 damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a DC 25 Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based. Creatures trapped in the vortex cannot move except to go where Windflood carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. Windflood can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume. Windflood can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned Spirit always ejects trapped creatures before returning to its home plane. If The vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on Windflood and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell. In vortex form, Windflood cannot make slam attacks and does not threaten the area around it. Ecology Spirits of the Trembling Plains have no biological needs. So long as the area they dwell in thrives, they survive. They do not age, neither do they reproduce. Environment: While other Spirits of the Land tend to dominate a smaller area, Coldnights, Flamesky, Fruitbirth, Ral’s Rest, and Windflood take turns dominating the entire Trembling Plains. Typical Physical Characteristics: The Trembling Plains are unusual for Athas since the terrain changes drastically from season to season. Hence, the elemental manifestation of each Spirit of the Trembling Plains takes on the characteristics of the terrain during the embodied season. Alignment: The Spirits of the Trembling Plains tend towards neutrality, following the laws of nature. As with other Spirits of the Land, the Spirits of the Trembling Plains are influenced over time by the treatment and influence they received during their vast lives. Society Foreign druids express shock and confusion when they learn of the Spirits of the Trembling Plains: the Spirits of the Plains are larger and more powerful than the smaller Spirits which inhabit single groves or valleys in the lands to the south. The personalities of Spirits of the Trembling Plains often baffle foreign druids, for the Spirits of the Trembling Plains dwell in such a vast and varied terrain that they are extremely diffuse – though the Spirits can manifest as speaking, highly focused beings. They far more often communicate less directly, perhaps through whispers in the wind or patterns of stones on the ground, or by directing animals to lead druids to places or things they desire. Learning to read these signs is an important part of a Trembling Plains druid’s training, and foreign druids often struggle to master it. Spirits of the Trembling Plains Lore Characters with ranks in Knowledge (geography), Knowledge (Local [Trembling Plains]), or Knowledge (nature), can learn more about the Spirits of the Trembling Plains. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Knowledge (Geography, Local [Trembling Plains], or Nature) DC Result 15 This creature seems to be made of its surrounding environment. This result reveals all fey traits. 20 This creature is a living embodiment of the land, a manifestation of a Spirit of the Land,. A Spirit of the Land grants divine spells to druids, and to a lesser extent, rangers. Spirits of the land generally have power over the weather, and sometimes communicate telepathically or through dreams with creatures in the land. 25 This result provides the name of the particular Spirit of the Land is known as [reveal name]. [This result also Reveals The Spirit’s related season]. 30 Destroying a Spirit of the Land in its manifested form does not destroy the creature permanently. [This result provides a semi complete list (roughly 75% accurate) of the spell-like abilities of the Spirit of the Land’s manifested form.] Melkillot Stampede (Running) CR 14 Always N Colossal animal (stampede) Init +0; Senses low-light vision; Listen +12, Spot +11 Languages — AC 18, touch 5, flat-footed 18 (-5 size, +13 natural) hp 690 (60 HD) Immune stampede immunities Fort +39, Ref +32, Will +20 Speed 250 ft. (50 squares) Melee 6d6 Space 20 ft.; Reach 0 ft. Base Atk +45; Grp — Atk Options Combat Reflexes, Hold the Line, improved grab, swallow whole, trample 2d8+18 Abilities Str 35, Dex 10, Con 25, Int 2, Wis 10, Cha 9 SQ stampede composition Feats Alertness, Combat Reflexes, Hold the LineB, Endurance, RunB, Toughness (4) Skills Listen +12, Spot +11 Improved Grab (Ex) To use this ability, a melkillot must hit with its tongue lash attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round. Swallow Whole (Ex) A melkillot can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 4 points of acid damage per round from the melkillot‘s stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the stomach (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan melkillot‘s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. Trample (Ex) Reflex half DC 30. The save DC is Strength-based. Melkillot stampedes give the ‘Trembling Plains‛ their name, and have been known to blot out entire villages. The stampede does not act out of malice or vindictiveness, but reacting to some danger or perceived threat, usually the thunderstorms of the Fruitbirth season. Strategies and Tactics A melkillot stampede is more a force of nature than an opponent, running forward in a straight line towards the horizon away from the greatest perceived threat. A stampede will either flee attackers, or continue to trample anything in its original path, depending on which threat it takes more seriously. Sample Encounter Melkillots stampedes are found most often within the Trembling Plains, since other areas rarely sufficiently large groups of melkillots for stampedes to form. Mating season and an Earth Drake’s Lunch (EL 20): A party of adventures from the Drylands stumbles upon a herd of 24 Melkillots during mating season. Unfortunately, the herd was just attacked by an earth drake, and is stampeding straight for them. Typical Treasure Stampedes don’t collect treasure. Creating a Stampede ‘Stampede‛ is an acquired template that can be added to any Medium to Gargantuan animal or magical beast creature (referred to hereafter as the base creature). Generally, a stampede is a collection or panicked herd of animals fleeing from sort of danger, lasting until the animals can no longer run. A stampede uses all the base creature’s statistics and special abilities except as noted here. Size and Type: A stampede is a Colossal creature composed of forty-eight Medium creatures, twenty-four Large creatures, twelve Huge creatures, or six Gargantuan creatures. The stampede’s type remains unchanged from the base creature. Challenge Rating: Same as the base creature +2. Armor Class: Same as base creature, modified by its new size category. Hit Dice: A stampede has a single pool of Hit Dice and hit points. The type of Hit Dice is set by the stampede’s racial Hit Dice. The amount of Hit Dice is based on the size of its component creatures, as shown below. Size Category / Hit Dice pool Medium / 30 HD Large / 40 HD Huge / 50 HD Gargantuan / 60 HD Reducing a stampede to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Stampedes are never staggered or reduced to a dying state by damage. Saves: A stampede’s saving throws are calculated as creature of its Hit Dice and its type. Speed: A stampede’s speed is 20 feet faster than of the base creature. A stampede always uses the run action when possible. Space/Reach: A stampede occupies a square 20 feet on a side, but its reach is 0 feet. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it tramples over its victim. A stampede can move through squares occupied by enemies and vice versa without impediment, although the stampede provokes an attack of opportunity if it does so. A stampede can move through openings large enough for its component creatures. Larger stampedes are represented by multiples of single stampedes. The area occupied by a large stampede is completely shapeable, though the stampede usually remains in contiguous squares. Attack: A stampede doesn’t make standard melee attacks. Rather, it is treated similar to swarms in combat. It deals automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Stampede attacks ignore concealment or cover. A stampede’s attacks are nonmagical, unless the base creature’s attacks are considered magical. Damage reduction applies to stampede attacks. The amount of damage a stampede deals is based on the size of its component creatures, as shown below. Size / Damage Medium / 3d6 Large / 4d6 Huge / 5d6 Gargantuan / 6d6 Special Qualities: A stampede has all the special qualities of the base creature, plus the following special qualities. Stampede Composition (Ex): A stampede has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A stampede cannot be flanked, tripped, grappled, or bull rushed. Feats: The base creature gains Endurance, Hold the Line, and Run as bonus feats. Level Adjustment: — Stampede Lore Characters with ranks in Knowledge (nature) can learn more about stampedes. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Knowledge (Nature) DC Result 30 Stampedes are things to avoid, as they are collections of animals that are spooked by something and fleeing in a panic. This result reveals all the Stampede Template traits. 30+CR Stampedes have seasons that are they are more likely to occur in, depending on the component species. This result will reveal to the character the traits of the component creatures as well as the stampede traits.

Thursday, January 5, 2012

Altaruk - Background Information

Located at the head of the Big Fork of the Forked Tongue Estuary, Altaruk is a client town of about 2000 inhabitants, and the merchant houses of Wavir, Rees, and Tomblador. The town offers corrals, room and board, trade opportunities, numerous services and gossip from all corners of the Tablelands.

Protection is extended to caravans of other merchant houses, provided they pay the toll as they pass through Altaruk. For caravans, the toll is one gold piece per caravan mount, an exorbitant price that prohibits most merchants from spending more then one day in the village.


For ages, Altaruk was heavily fortified; surrounded by a fifteen-foot wall and defended by hundreds of free mercenaries armed with mekillot-hide shields, wooden lances, and daggers of sharpened bone. Despite its formidable defenses, the trade town was constantly destroyed on a regular basis by giants from the islands of the Forked Tongue Estuary. The three Merchant Houses went to great expense rebuilding the town promptly after each attack, for its garrison was a key deterrent to the raiders that would otherwise prey on the heavy caravan traffic at this critical junction.

Today, however, Altaruk is a wall-less town. For ages, the undeclared war waged between the residents of Altaruk and the giants who sometimes waded that far up the Estuary of the Forked Tongue, cost the town huge amounts of wealth, labor and lives. Each attack destroyed walls, towers, and buildings, not to mention the large number of residents who were killed or injured.

Years ago, after one such attack, in an unprecedented act of cooperation, the three major Merchant Houses collaborated in an effort to prevent further attacks. It was they, after all, who suffered the most when they were forced to finance the town’s reconstruction, as well as the loss of trade from caravans who chose to bypass the town in favor their own security.

For the greater part of a season, each Merchant House supplied workers to establish a series of battle outposts built along either side of the estuary. The dozen or so outposts would be able to provide defense for adjacent towers, while all of the ballista emplaced at each outpost could engage any giants venturing up the estuary, bent on destruction of the trade town.

Along with the outpost towers, the Merchant Houses went to great expense importing dozens of caravan carts full of agafari trees harvested from the distant Crescent Mountains. Each of these trunks were stripped of there bark, sharpened on both ends, and driven at a sharp angle into the hard soil that lay beneath the silt. The result was a triple row blockade of spikes, hidden under the surface of the silt, which inhibited any giant from passing further up the estuary. This blockade also served as a delineating line that marked where the outposts would begin to engage the giants with their massive ballistae.

As a result of their combined efforts, Altaruk and its Merchant Houses have gone many years without a successful attack by giants. At first, the battle outposts were forced to fend off numerous attempts by the giants to bypass the blockade by climbing out onto the ground, but each attempt was met with success in either turning the attacker away, or else killing them where they stood. It seems for the time being that the giants are content to leave the cross-roads trade town alone, and Altaruk has begun to grow in prosperity and size and thrive under its new found security.

As for the walls which once surrounded the town, many of the mud bricks were salvaged and reused in the building of more dwellings and structures, but the line in the sand that once marked the battle line with the giants has not yet been erased.

The contingent of warriors who guard Altaruk are commanded by Arisphistaneles (male human/7th-level preserver/LG), a powerful Preserver. Because of Arisphistaneles’ influence, the Veiled Alliance is openly tolerated in Altaruk, although they are not open about who they are. The town is fast becoming known as a safe meeting place for Preservers, though Defilers are strictly forbidden and dealt with harshly.

Arisphistaneles
Male Human Warrior/Preserver, Lawful Good
Level: 2/5
AC: 4
Hit Points: 63

Altaruk - Town Map & Legend


1 Merchant House Wavir - This building serves as the regional headquarters for House Wavir. The offices, living quarters and slaves all reside within the building. The resident Lead Agent is Parys Kaakar, a human male trader who spends enormous amounts of money entertaining guests, and is able to make trade agreements with the most improbable people.

There are multiple guards stationed throughout the building and at each of the three entrances. On the upper levels, cloth shade sails attached to the walls allow for a cool retreat, as well as observations of not only the activities in the markets below, but trade caravans that are approaching the sprawling trade town.

To the rear of the main building are the personal gardens of Agent Parys. Lush and extravagant, there are plants growing here that have rarely been seen by others. Parys is somewhat of a fanatical collector of rare and exotic flora, and will spend hours in the gardens.

Parys Haakar
Male Human Trader/Preserver, Neutral Good
Level: 8/2
AC: 9
Hit Points: 43

2 Merchant House Rees - This building serves as a district warehouse and office for House Rees. There are six storehouses, all of which are under constant watch and protection. There are no windows, and the only entrance into each storehouse is sealed with expensive heavy, wooden doors, bound with iron and locked with an ingenious metal lock designed and built by a thri-kreen. Only Agent Cerik Remar and the Captain of the Guard know the secret to unlocking the doors.

House Rees is a minor Trading House in the Tablelands Region, however, they trade in textiles, which is a market not sought after by the larger Houses. House Rees has managed to retain one of the only trade caravans that routinely travel to Balic. This is due largely to the fact that they use crodlu exclusively as their mounts, which are quick and agile; able to either outrun or avoid thieves, marauders, or any of the other numerous dangers of cross-country travel on Athas.

Cerik Remar
Male Human Trader, Lawful Neutral
Level: 5
AC: 10
Hit Points: 29

3 Merchant House Tomblabor - Not much is known about Merchant House Tomblabor. They trade in everyday common goods, sending caravans to Tyr, Urik, Gulg, and even occasionally to Raam or Balic. Rarely do they ever report being attacked along any of the trade routes, and they tend to keep mostly to themselves. Always professional and very matter-of-fact, people often comment that it is almost as easy to trade with a rock as it is a trader from House Tomblabor. It is rumored that the reason for this Houses success, is the fact that it is in reality a false front for House Stel. There is no factual evidence that anyone could ever bring forward to prove this, but there is always an air of regimented and militaristic behavior about House Tomblabor’s agents.

All but slaves are free to enter and leave the town whenever they wish. It is a free-town, however, House Wavir does employ a large number of guards that are permanently stationed here. They provide security for the Merchant House and its trade-goods, but they also act as a town-watch, responding to any trouble and enforcing the local rules. Each guard wears an inix-leather armor breastplate and carries either a bone-tipped spear or an obsidian short sword. There are 84 permanent guards that live in six barracks scattered throughout Altaruk.

4 Tavern - The “Mangled Kank” is Altaruk’s only legal tavern. Owned and operated by Grandit, a burly, but good humored dwarf, the Mangled Kank provides a wide selection of drinks and serves a variety of hearty meals. It is a good place for meetings and gathering information.

Grandit
Male Dwarf Merchant
Level: 2
AC: 9
Hit Points: 23

5 Elven Camp - Merchant House Wavir remains suspicious of all elves but allows them to camp within the established walls of the Elven camp. This wall is only a meter or so in height, and isn’t necessarily meant to keep the elves in, or others out, but it does provide a definite separation of space, which is agreeable to both parties; the elves and Merchant House Wavir. There is a crudely constructed gate which is closed at the fourth bell after sunset and reopens at sunrise. While it may appear to outsiders that elves are being treated poorly, or segregated, it should be remembered that elves prefer to be in each other’s company and are quite suspicious of all non-elves. The Elven camp is a good place to find goods, services and information not easily or readily found elsewhere in Altaruk.

6 The Market Keeper - Unique to Altaruk is the concept of the Market Keeper. Anyone who wishes to trade or sell items in Altaruk must first stop here and register. If the trader intends to sell his goods, he must pay the Market Keeper a daily fee, who in turn assigns a tent to him that he is allowed to use. Each registered merchant must bear an official seal given to them by the Market Keeper; anyone caught selling goods without this seal is escorted out of town and threatened upon their return. The trade fees collected are distributed the merchant houses, although Merchant House Wavir receives more, being that it is they who in provide the majority of protection to the town by employing guards.

Atop the Market Keeper’s small structure is a ceramic bell, shaped more like an over-turned bowl, which is rung at regular intervals throughout the day and night. This invention was the idea of Parys Haakar, who felt that in keeping track of time, his workers would prove to be more productive; a theory that has yet to be proven true.

7 Corrals - Beasts of burden are not allowed to roam freely in Altaruk. Anyone wishing to enter the town must first corral their beasts and pay the appropriate fees. The merchant who’s tent is set directly in front of the corrals, and who is selling a variety of dried meats is the man to see about boarding and feeding beasts and mounts. Travelers beware, for any beast left longer than paid for will either be sold or turned into meat. The town’s corrals can keep beasts up to the size of inix or dewbacks, however, space may be limited and priority given to smaller creatures such as crodlu. Mekillot must be kept well out of the town’s limits.

** As a tip to travelers visiting Altaruk bearing beasts, there are usually corrals constructed of brambleweed outside of the town operated by elves, who charge a bit less than the fees collected in town, and they guarantee a mount when you return (although it may not be the one you originally left).

Taamak


Taamak is a small, walled village that lies atop one of the many lower-lying peaks of the Windbreak Mountains. It is populated by a mixture of humans, dwarves, half-elves and muls. There is very little in the village that would draw the attention of either traveler or marauders; it is simply a poor, forgotten town.

The remote location of Taamak requires a trek along a narrow-ledged trail, cut into the side of the mountain, leaving one side exposed to the cliff face, and the other up against a rock wall. The trail does not allow for large beasts of burden to access Taamak, and none but well trained, and sure-footed crodlu are agile enough to traverse the steep climb.

At the towns entrance are a set of worn and weathered gates (1), made of decayed faro tree trunks, lashed together with inix rawhide. No one stands guard, although at various times throughout Taamak’s history, the gates have been closed in order to defend itself. Just inside the gates is a large common area dominated by three distinct features. The first being the Mountain Well Inn (2), Taamak’s only tavern. Typical fare found here are roasted vegetables, flatbread and various soups and stews. To drink, patrons have a choice of broy or clamberberry wine.

The second feature of the common area are the travelers’ tents (3). These hide tents are a permanent feature and are somewhat of a misnomer. While there is typically a tent or two available for travelers, these tents are usually inhabited by residents of Taamak who are too poor to afford a mud-brick house. The third feature in the common area is the village well (5). Centralized, the village well is open to all who are in need of water. The citizen’s of Taamak do not charge visitors a fee for access to their well, as it is fed by a natural spring and has never gone dry. Directly behind the village well is the village chief’s house (4).

Crodlu are very important to the Taamakians and they have set aside an entire section of their village to house them. There is a crodlu run (6), along with sheltered pens (7) that visitors are welcome to use, for a small fee.

Hidden from view, and away from the common areas of Taamak are the gardens of the local Earth Cleric (8). Here, Ais Purhas plants and nurtures a variety of plants, including a wide range of medicinal herbs. While Ais is a quite and reserved, he is also very protective of his gardens. Ais can be persuaded to perform minor healings or rituals for visitors in exchange for news of the happenings of the world “down below”, but don't expect miracles.

Outside of the town, and carved somewhat into the slopes of the mountain on which the town lies, are meager garden plots where many of the residents spend their days, coaxing their crops and nurishing them with buckets of water fetched from the village well. Other industries, and services of Taamak are a leatherworker, a potter, a weaver, and several animal handlers.

Important Characters:

Faris Yarsha - Village Chief
Dwarven Female Fighter, Lawful Neutral
Level: 2
AC: 14
Movement: 25
Hit Points: 19
Damage: 1d8 (stone hammer)
Faris is Taamak’s village chief. Faris is fair in judgment, if not a little brash in temper. She is the widow of Taamak’s former chief, Portek, who died in an accident along the steep access trail many years ago.


Ais Purhas - Earth Cleric
Male Human Earth Cleric, Neutral Good
Level: 2
AC: 10
Movement: 20
Hit Points: 14
Damage: 1d6 (staff)
Ais is Taamak’s resident Cleric. His domain is Earth and while he is able to draw some powers from that element, he prefers to heal using the natural abilities of the plants he cultivates.

Wednesday, January 4, 2012

An Introduction to the Geography

“My journeys into the lands north of the Tablelands have introduced me to many new and interesting people, places and cultures. Unlike the seared lands of the Tyr region, the Trembling Plains are a vast, short grass prairie that, except for a few random highpoints and numerous gullies or washes, is a nearly flat expanse of land. Further to the north lies the Glowing Desert; to the south, the Tablelands. To the east lies the Sea of Silt and the west is broken by the beginnings to the low northern foothills of the Ringing Mountains.


The Trembling Plains in relation to Athas

While this environment appears to be less inhospitable than many other regions of Athas, it is in fact just as harsh, and often, just as deadly. One of the most common mistake outlanders make when venturing into the Trembling Plains, is taking for granted the seemingly more abundant plant life as a sign that there is more water available to be found. The low-growing plants found across the Trembling Plains have adapted over the ages, like all other species of flora and fauna found on Athas, to the environment in which they grow. The fertility of the soil comes not from what many mistake for as abundant water, but rather the nutrient rich dung left by the enormous herds of wandering mekillots."

Typical landscape of the Trembling Plains
~ Agi

Monday, January 2, 2012

The Eloy - Part 2

~~~~~~~~~~
Possessions, Special Equipment,
Creatures and Allies, Food & Treasure
~~~~~~~~~~

Possesions:
"The Eloy are primarily herders and therefore live a nomadic lifestyle. Their possessions are few, and what they do possess is functional and practical. If there is a tool or item that one of the Eloy need, they are more than likely able to produce the item themselves, or find someone else in the tribe that can.

The Eloy are quite talented craftspeople and some of their unique items, such as the boksi elo, a specially woven bag that is able to hold water, are quite popular in the trade towns and cities which border the Trembling Plains. Most of the items a typical Eloy owns pack into a set of twin leather or braided packs, and are slung over either side of a pack animal. For larger items, such as their shelters, the use of drag-poles, made of mekillot rib bones, help reduce the weight of the loads draft animals are required to haul.

Special Equipment
:
Bolas
Game Stats —
Function: Entanglement weapon.
Size and Weight: Varies, but usually one meter in overall length, roughly 1kilogram in weight.
Materials and Construction: Bola weights are made from very hard polished seeds of a slightly concave shape or of smooth, round stones; they stack lightly in a woven pouch made of plant fiber. Bolas string is made from plant fiber. Eloy bolas use three straps of equal length. There are hooks, or barbs, that catch on the rope after wrapping around the target.

Three-Season Cloak
Game Stats —
Function: Concealment clothing.
Description: This hooded, mixed-colored cloak has dried scrubland vegetation sewn into its surface. When worn with the hood drawn, this cloak gives the wearer a +2 circumstance bonus on Hide checks during the Flamesky, Cold Nights and Ral’s Rest seasons while worn outdoors in the scrublands of the Trembling Plains.

Creatures and Allies:
"As nomadic herders, the Eloy utilize a variety of creatures in their everyday life. Dewbacks are the primary beasts that the Eloy maintain in significant numbers. They are the beasts of burden and the primary source of outside income, and therefore wealth.

Dewback

The number of Inixes (ToA 158) that the Eloy maintain are limited and are trained primarily as mounts for combat. Kanks (ToA 181) are sparse on the Trembling Plains and are considered wild creatures, not intended to be utilized under normal circumstances; kank nectar, however, is often collected and dried as part of the Eloy diet.

Mekillots (ToA 166) roam wild in vast herds throughout the Trembling Plains. They are held in reverence by the Eloy, and are almost considered sacred. The Eloy believe that the mekillots are a gift from the earth spirit and are the bringers of life. It would seem that this is, in fact the truth, but is in actuality, just part of the creatures’ migration pattern. Still, the Eloy believe that the mekillots maintain balance by bringing life and also destroying it. Mekillot are enormous creatures and can cause a great deal of destruction when a herd stampedes. When this happens, Eloy camps are devesated and often numerous Eloy are killed, or injured. But the mekillots provide nutrients for the soil, which in turn allows the abundance of short grasses to grow, creating a somewhat unusual, and particular environment, unique only to the Trembling Plains. (See Spirits of the Trembling Plains.)

The Eloy are extremely wary of outlanders, or anyone not Eloy. They have, however, created and maintained working relationships with the traders at towns such as Azeth’s Rest, Kurn, Fort Ral and Dry Springs. As a rule though, the Eloy do not give allegiance, nor commitment, to anyone other than to other Eloy."

Food:
Aish Bread – "The most traditional, and common food the Eloy eat is aish bread. This flat bread is made by combining ground grain flour with water. Small balls of dough are formed and rolled, then flattened between the palms of their hands. They are then placed on a heated rock and left to bake. Aish bread is eaten by tearing off small, bite-sized pieces; it will be found at nearly every Eloy meal."


Cheneau Root – "This tuber is a lateral root, which grows directly below the plant of the same name. Easily identified by those familiar with it, the low growing plant has large broad leaves, dark green to brown in color, which shade the ground underneath; helping to preserve moisture and prevent evaporation. The cheneau plant contains many natural toxins, however, they are all stored in the stem, leaves, and blossoms. The toxin, when ingested, affects the nervous system causing weakness and confusion. The root, however, naturally filters these toxins out and once dug up, is safe to consume. A common cheneau root is about the size of a man’s fist. The outside skin of the root is edible, put is very bitter, and is often carved away. The root is very starchy and is made more palatable by breaking these starches down – either by baking, boiling, or steaming. The tissue of the cheneau root varies in color from pale yellow to dark orange, and is filling and slightly sweet in flavor."

Z’tal Jerky
- "Cut into strips, trimmed of fat, and rubbed with salt or harrow seeds, z’tal meat is dried by placing out in the sun on small racks made of twigs. This method allows the Eloy to preserve large amounts of food in a short period of time, which is then easily stored and carried. The jerky remains edible in this state almost indefinitely (as long as it is kept dry)."

Trange Fruit
– "This small, round, succulent fruit grows on large bushes found around oasis. The skin of the fruit is light brown and is covered with short, stubbly hairs. The inside of the fruit is bright green, speckled with small, edible black seeds. The flavor of the trange fruit is sweet and refreshing. All but the skin can be eaten without any worry of ill effects. The Eloy sometimes peel and mash trange fruit in order to spread it on the aish bread."

Yypr Tea- "The hard, flat needles of the yypr tree, boiled in water, produce a refreshing, although slightly bitter, tea. This tea can be sweetened by adding small pieces of dried kank honey, however, the Eloy tend to drink it plain. For special occasions, the Eloy will flavor yypr tea with various other spices and brew large quantities. The Eloy prefer yypr tea over most others, however, they are not opposed to drinking any type of tea offered or available."

Other – "Aside from being herders, the Eloy are also hunters and gatherers. They collect what they can as they wander the Trembling Plains; nuts, berries, and numerous plants are all common elements of their daily diet. Meat is eaten sparingly, but is normally the center piece for feasts, ceremonies and gatherings."

Treasure: "Eloy have no use for gold, silver, copper, or gems; they are too heavy and cumbersome to bother with, and tend to draw the unwanted attention of bandits and thieves. Instead, the Eloy use lead beads or ceramic bits if they must, but prefer to trade or barter for goods. The Eloy view their wealth in their herds, and their investments are placed with merchants such as House Azeth."

~ Agi

Sunday, January 1, 2012

The Eloy - Part One

~~~~~~~~~~
Location, History, Physical Characteristics,
Alignment, Language & Worldview
~~~~~~~~~~

Location: "There are, upon the Trembling Plains, a proud group of nomadic herders, known as the Eloy. These half-elven people breed and maintain large herds of dewbacks, which they trade to caravans and at merchant towns such as Azeth’s Rest, Dry Spring, South Guard and Kurn. The Eloy maintain a unique racial trait, in that they are all of mixed human and elven descents; half-elven children of half-elven descendants.

History:
"Human Kurnans and Eldaarish, fleeing their cities when those Sorcerer-Kings began to gather annual tributes for the Dragon, ventured out onto the Trembling Plains seeking sanctuary. Here, they met with elven tribes who had once been part of the Table Land tribes, but who had also ventured onto the Trembling Plains during the Cleansing Wars, seeking escape from the 8th Champion of Rajaat – Albeorn of Brunswich (Andropinis) ‘Slayer of Elves.’
The two races learned the benefits of cooperation, intermarried, had children, and established their own unique culture. Since those long ago times, ages ago, the Eloy have since remained an elusive and secretive group of people, endlessly roaming the Trembling Plains, migrating as the seasons change, forever weary of the sedentary races who sometimes venture into their territory."

Physical Characteristics: "Like other half-elves encountered on Athas, the Eloy are bulkier than elves, and taller than humans. The Eloy tend to share characteristics from both races, however the majority of the Eloy bear more Elvish physical characteristics than human, due to the fact that they live their lives in the wildlands and endure the elements, much like the closely related Elven tribes. Upon meeting the Eloy, however, it is quite apparent that they are not Elven, and are certainly not Human either; they are a distinct and unique combination of the two, altogether very natural in the setting in which they are encountered."

Alignment:
"Eloy will most commonly be chaotic neutral in personality due to their worship of Wind, but many are lawful neutral. They value unpredictability, but work together for the benefit of all and follow a fairly regimented lifestyle."

Language: "The Eloy have a very simple, minimalist language. The vocabulary focuses on simple concepts and elements that are relatively universal among all cultures; the entire language consists of approximately only one hundred and twenty words. The language is a combination of Common and Elvish sounds, with many words unique only to the Eloy.
An example of Eloy, when describing the lands they live upon, translates ‘eloy mata,’ literally as ‘Eloy land.’ It could, however, also be interpreted as: ‘the land of the Eloy,’ or ‘the land the Eloy possess,’ or just ‘Eloy territory.’ While Eloy is a very easy language to learn, it is also closely guarded from outsiders and therefore most of the communication the Eloy do with non-Eloy is in the Common or Elven Tongue.
The Eloy have also developed, and commonly use, a complex code of insect and bird calls to signal and warn each other of approaching dangers."

Worldview:
“The Eloy see all things in life as they relate to nature and to the natural cycle of life. This cyclical worldview seems to be integrated into all aspects of the Eloy’s daily life.
An example of this worldview is the Eloy encampment. The camp will always be set in a circular pattern, with the shelters of individual families arranged facing inwards, towards the open communal space traditionally left in the center. This space is used for ritual, ceremonial and public functions, as well as a protective refuge for the tribe’s most valuable animals should danger threaten.
The camp circle is also symbolic of the group’s interest in providing both social and spiritual space. The ring of shelters, sometimes surrounded by a ditch, or a tangle of bramblevines, is pierced by two entrances. These opposite openings are oriented to the prevailing wind – as the seasons change, and wind direction changes, the entrances are adjusted to match, guaranteeing that the wind can always flow easily through the center of camp. Part of this function is for practicality, allowing the winds to blow unrestricted, and partially because the Eloy believe the winds will blow and cleanse any ‘bad spirits’ out of their encampment. The chieftain of each tribe will always pitch his shelter so that the entrance faces the direction of wind, thereby being able to bless the winds as they enter the camp.

Eloy camp under the light of Ral

Another example of the Eloy’s reverence for the natural cycle of life is how they refer to being born, or ‘coming from the earth.’ While alive, the Eloy refer to living as ‘being kept alive by the earth,’ and when death comes, it is referred to it as ‘returning to the earth.’ The Eloy believe in the balance of the natural world and will often base any decision they make on what they feel would create, restore or maintain that balance."

~ Agi

Sunday, February 7, 2010

Azeth's Rest - History & Lore

History

Meraan Azeth founded House Azeth at the same time that Kurn was founded, towards the end of the Cleansing Wars. Since that time, House Azeth has intermarried with herders, Draji, and other people that they have had contact. Despite its relatively small size, the sheer scale of Azeth’s Great Caravan, its exclusive trade rights to Eldaarich, its near stranglehold on trade to Kurn, its enormous history, and the extraordinary strategic and political importance of Azeth’s Rest, require that one treat Azeth as a ‘major‛ trade house within this region.

Environment: House Azeth is based in the fortified village of Azeth’s Rest, has permanent posts in Ket, Draj, and Kurn, and seasonal posts at Silt Side and Fort Stench. However, the greatest bulk of strength sits in its Great Caravan.

Typical Characteristics: Azeth-blood family members tend to have dark hair and eyes and light brown skin that they cover when possible from the sun. All Azeth agents know the common tongue of the Tyr region; they also speak Kurnan, Elvish, and the herder dialect (Eloy). The Azeth House emblem is a golden lizard.

Alignment: House Azeth has a strong reputation in the Trembling Plains for competence and fair dealing. Even more scrupulously law-abiding than House Inika, House Azeth bards and merchants emphasize lawfulness, taking great care that their business does not fall afoul of whatever passes for law and order in the lands that they deal with. House Azeth believes that the wind spirits send them opportunities to do good at small risk, and that persons of good character seize on these opportunities. The Azeth air clerics emphasize goodness, and determine a person’s character as whether they ‘listen to the winds’. However, survival and success of the house usually comes foremost. Most of the agents in House Azeth are either lawful good, lawful neutral, or neutral good.

Religion: Azeth enjoys a special relationship with the air element and regards its air priests as prophetic. Most Azeth priests were ‘taken by the winds‛ when they were children, sometimes as young as babies. Strangers find it extraordinary to see Corik Azeth taking counsel from his five-year-old great niece. These ‘wind’s gift children’ have an extraordinary gift for identifying trustworthy people, and for predicting future marriages. Not all of their prophecies come true, because ‘the future is not written in stone, people are free to follow the winds, or to burn their own path.‛

Society

Azeth calls those it employs agents, slaves, hirelings, and friends. Hirelings are persons who undertake a specific project or agree to work through one or two season, such as the Kurnan mercenaries that help to defend Azeth’s Rest during the Flamesky seasons. ‘Slaves,‛ to house Azeth, mean any person who agrees to work for a period of years without making a permanent commitment. Azeth pays its ‘slaves‛ daily, pays bonuses after seasons when their labor was particularly needed, and reserves half of their pay until the end of their service period. After the slave’s period of service has expired, House Azeth takes ceremony of setting a slave ‘free‛ very seriously, refusing to contract for another period of service until the slave has enjoyed his freedom for at least a week.

Agents are all family members by either blood or marriage. When House Azeth Air priests perform the marriage ceremony, anyone who marries into House Azeth, takes the Azeth name and is treated like a full family member; such ‘non-blood‛ Azeth members can rise to full leadership in the House.

A Friend of Azeth is a trustworthy person of great abilities who has rendered service to House Azeth. Eager to bring good blood into the family, Azeth tries to match such persons with single Azeth family members., When this is impractical (for example, if the friend is already married, or is a mul or a half-giant), the wind priests proclaim the person a ‘Friend of Azeth’, and that person is given land within the walls of Azeth’s Rest. The friend can build a permanent residence there that the project is his, as long as he lives. (The friend cannot sell the land or convey it to anyone else). Friends of Azeth are expected to assist with the defense of the town, and the House often draws on their efforts in other ways. Some Friends participate in the caravans as if they were agents.

Politics: Azeth is acutely aware that, despite its importance to the North, it is a very small house compared to Tsalaxa or the other great Trade houses. Azeth is wary of trying to extend their trade links much farther into the Tyr region. At least until the situations there stabilize. Azeth has done well in the very stable, very predictable environment of the North. It knows its environment well and has adapted to it. They recognize these conditions for their success and avoid major risks in far larger, less predictable conditions. Azeth prefers to create more links to the northern Tyr region (by creating direct routes from Azeth to Raam and Urik that do not pass through Draj, and House Tsalaxa’s stranglehold). Azeth does not think that it is realistic to even think about serving routes to cities south of Raam (trying to trade from Tyr to Urik or Draj to Balic). On the other hand, Azeth is willing to pretend to be larger than it is, and to pretend to consider expansion. This was the bargaining chip that persuaded House Inika to partner exclusively with Azeth for the northern trade in Gulgan spices on condition that Azeth sells Kurnan and Eldaarish spices exclusively to Inika for trade in Gulg, Tyr, and Nibenay. Both Inika and Azeth think that they received the better end of the bargain, but the truth is that the bargain was good for both houses; Inika is the only house with the savvy to give Azeth a run for its money on the Draj-Eldaarich road, but Azeth’s Great Caravan really seems to be the safest and most economical solution to the bandit threat in the long term.

House Azeth Lore

Characters with ranks in Knowledge (Local [Draj]) or Knowledge (Local [Trembling Plains]) can learn more about House Azeth. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs

Knowledge (Local [Trembling Plains])

DC 10
Result: House Azeth owns a heavily protected oasis along the trade road called ―Azeth‘s Rest. Azeth‘s Great Caravan departs Kurn on the 20th of every quinth except for Flamesky, and arrives in Azeth‘s Rest on the 25th. Every quinth except for Flamesky, Azeth‘s Rest holds a trade fair shortly after the Great Caravan arrives. The Great Caravan departs Azeth‘s Rest on the 53rd day of the season, and arrives in Kurn on the 58th day. The Great Caravan stops for nothing, and the guards assume that anyone or anything that stands in the Caravan‘s path is a bandit.

12: Corik Azeth always accompanies the Great Caravan. House Azeth has a solid reputation for fair dealing in Kurn and among the Eloy of the Trembling Plains.

14: Corik Azeth, leader of House Azeth, gained the trust of an Eldaarish high templar, and established trade relations with Eldaarich. Trade occurs four times a year at the village of Silt Side, a few days after the Great Caravan arrives in Kurn.

20: Like the Eloy, most members of House Azeth have some human and some elven ancestry. The local elven tribes respect House Azeth, and use the house to mediate their disputes with the Eloy. House Azeth is elf-like in one respect —Azeth priests apply elf-like tests of the character of the persons that they wish to trust.

25: House Azeth‘s wind priests advise the house, and have a keen ear for truth. Some of them claim to prophesy the future. Only through the advice of the wind priests could a relative outsider like Corik Azeth (an Eloy herder that married into House Azeth) rose to become head of the house.

Knowledge (Local [Draj])

DC 10
Result: House Azeth is a minor trade house that does some business in Draj.

15: House Azeth has a small emporium in Draj, and does most of its business far to the north. Its trade route includes the Lost Cities, Kurn and Eldaarich.

20: While a small house by Tyr region standards, House Azeth is very important in the north, and owns a key oasis along the trade road called ―Azeth‘s Rest.‖ This oasis holds trade fairs four times per year.

25: House Azeth has an exclusive trade relationship with the city-state of Eldaarich, and holds an even greater influence in Kurn than House Tsalaxa has in Draj.

House Azeth Facts

House Azeth and Azeth's Rest

· Trades in livestock, bulk goods, liquids, hardwood and textiles. Routes include Kurn, Eldaarich, Draj, and Dry Springs.

· Agents are family by blood, adoption or marriage. Agent pay is low, but all agents have a stake in the House. Some of the mercenaries are paid more than the agents, and the House even pays their "slaves."

· Use of carefully trained inix, and their closely related dewbacks, form the bulk of their caravans. They model themselves after Kurnan military tactics and organization.

· North of Azeth's Rest, Preserver magic protects the caravans.

· Cooperative, cordial, diplomatic, and scrupulously studies and abides by laws and customs of the lands they deal in. Avoids arcane magic and spell components in the Tablelands, and pays full Kurnan taxes. Agents are extremely well armed with Kurnan magical items.

· Azeth's Rest has volatile prices and low availability for most of the year, but during the trade seasons, it has an economy as powerful as that of any city-state, because of the number of people bringing goods to trade. Additionally, during early Flamesky season, livestock can be purchased for half of the normal price.

· Four seasonal trade fairs raise the population of this village to that of a small city-state. Encampments surround the town and there is a feeling of festivity.

· Very few caravans or trade parties manage to travel to Azeth's Rest before the rumors of their travels arrive

· The Eloy, herders of the Trembling Plains, turn the birth date of their patriarch or matriarch into the tribe’s greatest celebration, a time to honor their leader, by showering him with gifts and attention. While herders recognize and appreciate benefactors, it is unspeakably presumptuous to count yourself a "friend" of a patriarch, when you neglected to send him a present to honor his birth date. Huzbug Azeth, the Quartermaster at Azeth’s Rest, understands this simple and primitive tradition (and others like it), and thrives in the herders’ trust and appreciation.

· One of the foods that Azeth’s Rests is famous for is its Dimbi bread balls with Harrow Seeds. Dimbi bread in made primarily of a coarsely ground grain (dimbi), mixed with rendered animal fat, a little kank honey and dried jinbra berries. The mix is formed into small fist-sized balls, and baked over hot coals. Harrow seeds are spicy, and the dimbi balls are rolled in them as a condiment.

- House Azeth uses inix and dewbacks exclusively as mounts for transport. They consider the beasts the most reliable and hardy of desert creatures. Inix are able to carry not only trade goods, but also passengers, while dewbacks are able to bear heavier cargo loads.

· The House of Azeth commonly employs humans and half-elves to work their caravans, however, they do not discriminate using other races if they are able to provide valuable services (magic-users, psions, mercenaries, etc.)



- The flag of the town of Azeth's Rest is a tricolored pennant, divided horizontally with two bands. The top and bottom bands are a pale slate blue, the middle field is tan. There is a golden lizard of old tribal elven design centered on the flag. This lizard represents the inix that House Azeth has depended upon for its commerce since the town was established. Three golden stars lay on the hoist side, a larger one and two smaller ones, representing the stars that the founders of Azeth's Rest followed while traveling north from the Tablelands.

· The official crest of Azeth’s Rest is a golden lizard surrounded by four semi-round stones.

· While travelling in an official capacity, soldier’s from Azeth’s Rest carry long lances with a square-cut pennon attached to it. This small, flag-type pennant is bicolored lengthwise, with a black bar over a dark brown bar, and a single gold star that bisects the fields equally.

Thursday, February 4, 2010

Azeth's Rest - Map


Azeth’s Rest lies geographically halfway along the trade route between Draj and Kurn. It has been held, and kept firmly within the hands of House Azeth since the town was first established. There are roughly 400 free citizens who dwell either within the town’s walls, or just outside its periphery. The town is protected by a group of about thirty to forty mercenaries who protect both the town and the nearby section of the caravan road. The most obvious feature, and the one that a desert traveler is bound to notice first, is the fortified wall which surrounds the perimeter of the town (1). Set at regular intervals along the wall are tall watchtowers, each with its own ballistae and set of crossbows; these are manned at all times by at least one pair of sentries, and each is within sight of several others.

Azeth’s Rests’ main attractions are its natural spring and open market, both of which are free to anyone, provided they follow all of the town’s laws and regulations.

Upon first entering Azeth’s Rest, one passes through the open market, or bazaar (2). If mounts or pack animals accompany travellers, they will have to be corralled in the animal pens (3), which are rented for a small fee. Melkillots are not allowed within the walls of Azeth’s Rest, however, there are several chaining pillars located outside of the wall that the massive beasts can be tethered to (4).

After passing through the market, one will come to sandy shores of the natural spring (5), which is open and available to all beings, provided they take no more water than is necessary to sustain life.

The largest building in Azeth’s Rest is the headquarters of House Azeth (6), which is actually a complex of several buildings. The largest structure is the private residence of Corik Azeth, House Azeth’s leader, while the other, only slightly smaller structures being the trade room and warehouse. The smallest structure in the complex is where the Azeth family’s personal servants live.

There is only one "allowed" drinking house in Azeth's Rest, the "Boki Nan" (7). This is a fragmented phrase of Eloy for "small broken pieces of pottery that are still usable." This is the remaining over-sized structure in town, and is the only building in Azeth’s Rest that has an upper level. A variety of meals are served here as well as a small selection of beverages, but mostly, it is a gathering place for both permanent residents and travelers.

The remaining structures in town are private dwellings.

While Azeth’s Rest is very definitely outside the range, and interest, of any nearby sorcerer kings, laws and regulations are still plentiful, and are strictly enforced. Many of these rules tend to be slated towards trade, taxes and alliances, while few of them truly govern the town’s every day to day life. It has been rumored that Azeth’s Rest provides a safe-haven for Preserver’s and members of the Veiled Alliance; a rumor that is not unfounded.

Services at Azeth’s Rest are nominal, but can be easily found with simple inquiries. Various essentials to desert travel, or unusual services, can also be had if one is inclined to pay inflated prices.

The local Air Cleric can sometimes be persuaded to heal minor injuries for a nominal fee, but his abilities do not appear to extend much beyond simple healing. For more serious wounds and injuries, or for those who desire more powerful skills, there is a Death Singer, or Soul Bender, that inhabits a cave carved into a rock outcropping south of town. Beware, however, as the arts that are practiced within the cave tend to carry adverse affects unforeseen by the needy and the desperate.

Wednesday, February 3, 2010

Azeth's Rest Leadership

House Azeth’s Leadership

Corik Azeth – Head of House Azeth CR10

Human Bard 3/Fighter 2/ Dune Trader 5 Lvl 10
LN Medium Half-Elf (Eloy)
Init +1; Senses Listen +13, Spot +13
Languages Common, Eldaarish, Eloy, Elven, Kurnan, Eldaarish drumcode, Nestap hand signals
AC 19, touch 11, flat footed 18 (+1 Dex, +5 Armor, +2 Shield, +1 Deflection, +1 Natural)
hp 50 (10 HD)
Fort +5, Ref +6, Will +9
Str 12, Dex 12, Con 12, Int 15, Wis 12, Cha 15
Speed 20 ft. in breastplate (4 squares), base speed 30 ft., 40 ft. (8 squares) mounted
Melee lance (1d8+1/x3) or
Ranged heavy crossbow (1d10/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +7
Atk Options Mounted Combat, Ride-by Attack(Inix)
Special Actions bardic music 4/day (countersong, fascinate 2 creatures, inspire courage +1, inspire competence), Quick Draw
SQ agent (two cohorts, up to 15th level), allies (House Azeth) bardic knowledge +7, contact 3/week, distributive bargaining, fast talk, integrative bargaining, poison use, trade secret (coolheaded)
Feats Leadership, Mounted Combat, Negotiator, Quick Draw, Ride-by Attack, Trader
Skills Appraise +7, Auto-Hypnosis +1, Balance +0, Bluff +16, Diplomacy +16, Disguise +6, Escape Artist +8, Gather Information +17, Intimidate +3, Jump +1, Knowledge (local[Eldaarich]) +9, Listen +13, Perform (string instruments) +13, Profession (merchant) +2, Psicraft +4, Ride +13 (+15 to saty in saddle), Search +13, Sense Motive +13, Spot +13, Use Magic Device +16
Possessions lance, heavy crossbow, chitin armor, amulet of natural armor +1, military saddle, 2 oil of flame arrow, dorje of elfsight, oil of cure wounds, 20d6sp
Mount inix
Contact Appointment/meeting with Kerillis and, access to purchasing spellcaster's services (Maker's Clave)
Hook "What do you think, Envek?"

Recognized as the greatest Azeth leader in two millennia, Corik Azeth was born an Eloy herder, but married into house Azeth. Corik is reserved and seems to usually defer to his counselors, but recognizes opportunity when he sees it. He conceals his knowledge of Eldaarich and the Eldaarish tongue, pretending not to understand it when Kerillis and other Eldaarish templars speak in front of him.

Cozek Azeth – House Azeth Patriarch CR8

Human Kineticist/Red Guard 1 Lvl 8
LN Medium Human
Init +0; Senses Listen +3, Spot +3
Languages Common, Eldaarish, Eloy, Kurnan, Eldaarish drumcode
AC 17, touch 10, flat footed 17 (+5 Armor, +2 Shield)
hp 22 (8 HD)
Fort +4, Ref +2, Will +6
Abilities Str 10, Dex 10, Con 10, Int 20, Wis 13, Cha 13
Speed 30 ft. (6 squares), 40 ft. (8 squares) mounted
Melee mwk dagger +5 (1d4/19-20) or
Ranged sling +4(1d4)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +4
Atk Options enflame missile +1, Maximize Power, Point-blank Shot, Widen Power
Power Points/Day 63, Psion Powers Known (ML 7th):
4th—detonate (DC 19), inertial barrier
3rd—dispel psionics, energy burst (DC 18)*, energy cone (DC 18)*, energy wall (DC 18)
2nd—body equilibrium, ego whip (DC 17)*, specified energy adaptation, energy push (DC 17)*
1st—attraction (DC 16)*, detect psionics, mind thrust (DC 16)*, missive, vigor
*The save DCs for these powers might increase with the use of augments
SQ vow of silence
Feats Alertness, Combat Manifestation, Craft Dorje, Maximize Power, Point-blank Shot, Widen Power
Skills Auto-Hypnosis +11, Concentration +11, Disable Device +10, Handle Animal +5, Intimidate +16, Knowledge (local [Eldaarich]) +10, Knowledge (local [Kurn]) +16, Profession (trader) +9, Ride +11
Possessions masterwork dagger, sling, goggles of dust watch, blanket of sustenance, saddle of missile barrier, +1 chitin armor, +1 agafari buckler, +1, amulet of non-detection, three seasons cloak, dorje of energy wall (30 charges), dorje of vigor (ML 7th, 10 charges), fruit-potion of lighten load
Mount inix

Cozek is Corik’s father. There is a secret that he keeps from everyone except from the wind priests of House Azeth: Cozek is an escaped Red Guard who only pretends to be mute, to hide his Eldaarish accent. Some Eldaarish people, and Red Guards particularly, sometimes cut off parts of their right index and middle finger in order to hide their old identity, to the point where anyone missing those particular fingertips is suspected of hiding their identity. Cozek was careful to remove more than that, to diffuse suspicion.

Envek Azeth – Air Cleric of House Azeth CR13

Dwarven Cleric 13 Lvl 13
LG Medium Dwarf
Init +2; Senses Darkvision 60ft., Listen +4, Spot +19
Languages Common, Eloy, Elven, Kurnan, Dwarven runes
AC 20, touch 13, flat footed 18 (+2 Dex, +5 Armor, +2 Shield, +1 Deflection)
hp 71 (13 HD)
Fort +9, Ref +6, Will +13; +2 against poison, spells and spell-like effects
Str 8, Dex 13, Con 11, Int 16, Wis 16, Cha 14
Speed 20 ft. (4 squares)
Melee club +11(1d6+1/x3) or
Ranged composite shortbow (1d10/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +8
Atk Options Silent Spell
Special Actions spontaneous casting (cure spells), turn undead 7/day (+6, 2d6+17, 13th)
Cleric Spells Prepared (CL 13th)
7th—elemental chariot, prismatic sprayD (DC 21)
6th—geas/quest, mass owl’s wisdom, siroccoD
5th—control windsD, elemental strike (DC 19), greater command (DC 19), spell resistance
4th—discern lies, elemental armor, neutralize poison, rainbow patternD (DC 18), tongues
3rd—eye of the storm, prayer, searing lightD (+11 ranged touch), wind wall, worm’s breath
2nd—augury, gust of windD (DC 16), shatter (DC 16), silence (DC 16), sound burst (DC 16), zone of truth (DC 16)
1st—bless, color sprayD (DC 15), cooling canopy, deathwatch, endure elements, obscuring mists
0—create element (3), detect magic, detect poison, guidance

D: Domain spell. Element: Air. Domains: Blossom of the Sky, Fury of Storms
SQ automatically succeeds on Fortitude saves against heat caused by natural weather, dwarven focus, treated as one size larger against wind effects, water consumption is treated as continually in the shade
Feats Combat Casting, Disciplined, Maintenance Focus, Negotiator, Silent Spell
Skills Concentration +14, Diplomacy +10, Knowledge (religion) +7, Knowledge (the planes) +7, Ride +10, Listen +4, Sense Motive +12, Spot +19
Possessions club, composite shortbow, combat gear plus goggles of dust watch, blanket of sustenance, saddle of missile barrier, +1 chitin armor, +1 shield, ring of protection +1, amulet of natural armor +1
Dwarven Focus When Envek is actively pursuing to protect the Great Caravan, she receives a +1 morale bonus to all skill checks, attack and damage rolls, saving throws and spell save DCs.
Mount inix
Contact Appointment/meeting with Kerillis and, access to purchasing spellcaster's services (Maker's Clave)
Hook "Focus on the caravan!"

Visitors to Azeth’s rest are often astonished to hear Azeth human and half-elven children refer to the dwarf Envek as ‘aunt,' but it is true, in a manner of speaking. Long ago, an Azeth agent fell victim to a powerful dwarven psion bandit lord who used true mind switch in a cunning scheme to infiltrate house Azeth and take over Azeth’s Rest. The attempt would have been successful if the agent had not escaped captivity in the dwarf’s body, and somehow managed to persuade the wind priests of the deception and to kill the psion. With his own body dead, the agent had to make do with his new dwarven body. He married a dwarven friend of Azeth, and Envek was their second of eleven children. The People of Athas often remark that they have not seen a single family like Azeth split across so many races since the Rebirth.

Huzbug Azeth - Quartermaster at Azeth’s Rest CR12

Elven Bard 8/Dune Trader 4 Lvl 12
LN Medium Elf
Init +10; Senses Listen +6, Spot +7
Languages Common, Eldaarish, Eloy, Elven, Kurnan, Dwarven runes, Eldaarish drumcode, Nestap hand signals
AC 19, touch 14, flat footed 15 (+4 Dex, +5 Armor)
hp 44 (12 HD)
Fort +7, Ref +11, Will +10; +2 against telepathic powers and enchantment/charm spells
Str 12, Dex 18, Con 11, Int 13, Wis 10, Cha 16
Speed 40 ft. (8 squares); elf run
Melee +1 Bard’s Friend of Venom +14/+9(1d4+2/18-20x2) or
Ranged dart +13/+8 (1d4+1/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +15
Atk Options Mounted Combat, Ride-by Attack(Inix)
Special Actions bardic music (8/day - countersong, fascinate 2 creatures, inspire courage +1, inspire competence), Fast Talk, Poison (trin DC13, paralysis 2d6 minutes/paralysis 2d6 minutes), Quick Draw
SQ agent (Rotiart), chance 1/day, contact 2/week, distributive bargaining, integrative bargaining, poison use, streetsmart, trade secrets (skilled Diplomacy and Perform [wind instruments])
Feats Improved Grapple, Improved Initiative, Improved Unarmed Strike, Trader, Weapon Finesse, Quick Draw
Skills Appraise +10, Bluff +15, Craft (poison making) +9, Hide +13, Diplomacy +22, Disguise +9, Escape Artist +14, Gather Information +15, Intimidate +7, Literacy (Common), Perform (wind instruments) +17, Move Silently +12, Profession (merchant) +5, Search +7, Sense Motive +12, Sleight of Hand +16, Speak Language (Eldaarish, Eloy, Kurnan, Nestap Hand Signals), Tumble +11
Possessions Bard’s Friend of Venom, dart, +2 glammered silent moves shadowed mekillot studded leather armor, gloves or strength +2, belt of Dexterity +2, hat of disguise, vest of escape, slippers of spider climb, ring of mindshielding,
Mount inix
Contact Appointment/meeting with Kerillis and, access to purchasing spellcaster's services (Maker's Clave)
Hook "I have traveled to strange worlds within the walls of Azeth‘s Rest.”

Huzbug is Elvish by physical race, but both of his parents were half-elves from the Azeth family, and he has one younger sister that looks human. He feels the urge to run with the elves in his blood, but Huzbug feels a stronger sense of duty towards his House. He releases his desire to run by learning as much as he can about far off lands.