Roadside Shrines

Roadside Shrines are found throughout Farghoal. Some are even far off the road, in the middle of the wilderness. Wherever people have found a reason to note a piece of ground, shrines can be found.

These shrines have multiple uses:

* providing a location to worship while on the road
* providing a source of (holy) water for travelers
* consecrating an area that once was tainted
* memorializing an event, such as a successful battle or a treaty
* memorializing a hero, especially one of the traveling saints
* providing spiritual or holy defense of an area

Sample Roadside Shrines

In the Central Valley, shrines are common roadside reminders of times past. The rich histories of the people who live in the valley are woven together in detailed, sometimes cryptic poetry and prose.

Every mile or so (twenty minutes walk) between towns and inns there is some shrine serving as a reminder of the teamwork and sharing that keeps the valley thriving.

Some towns have markers in the form of shrines on every corner, telling some part of the story. Though these have mostly taken on a more secular meaning. Those that have not are homages to Farlagn, though others praise Pelor, Moradin, or Toddemere Wolfhaven, a minor god of travel.

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Trangúll Dřevo Rumors

The following are quotes that various people who have heard of Trangúll Dřevo, or who are putting the party on, will say to them.

“It is said that southwest of Olde Bay is an ancient wood, wherein lives elf folk. Mischevious, kiniving they are, and will steal your pack if you don’t keep it close you. Be careful traveling in those parts.”

“I daresay, you should never head there. Only death and despair. ‘Tis why the Olde Bay’s been so haunted all these years. Foul beasts come form there, beasts half stone and half flesh. Carry you out to their island. Don’t go into those woods.”

“I never venture south of the Bay. Recommend you don’t either. It is said there is a haunted wood down there. Filled with dark fey folk.”

“In the heart of Trangúll Dřevo is a portal to another world — on the other end is a dragon. Can’t imagine anyone would ever want to find it.”

“We have seen wandering patrols of armed men dressed in deep robes, with shiny armor sneaking out from under their adornment. Their faces have a slight green hue, and they are armed with impressive weapons. If you’re heading there, be sure to be well armed, or you will face certain disaster.”

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Byzozius is an ancient unicorn who lives in the Forest of Light on Solania, a subplane of Celestia, accessible from a portal in the center of Trangúll Dřevo, a giant elven forest in Farghoal full of fey creatures. It is by making connections with them, and serving them for a time, that he is able to be encountered.

Byzozius lives on, but has grown weak and withered without his horn. Byzozius’ horn was carved by Kardâsuan, an elven carver who didn’t know its origin.

Fully restored with his horn, Byzozius has the following stats. Without his horn, Byzozius is roughly as powerful as a heavy war horse. This makes his very vulnerable until restored with his horn.

Byzozius (Level 11 Celestial Charger)
Size/Type: Large Magical Beast (Extraplanar, Celestial)
Hit Dice: 8d10+11d8+75 (177 hp)
Initiative: +10
Speed: 60 ft. (12 squares)
Armor Class: 27 (-1 size, +5 Dex, +7 natural, +5 bracers of armor +6), touch 13, flat-footed 20
Base Attack/Grapple: +15/+26
Attack: Horn +24 melee (1d8+10)
Full Attack: Horn +24 melee (1d8+10) and 2 hooves +16 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Turn undead 13/day, smite evil, ride-by attack, spells
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, magic circle against evil, resistance to acid 10, cold 10, and electricity 10, scent, spell-like abilities, spell resistance 20, wild empathy
Saves: Fort +18, Ref +14, Will +20
Abilities: Str 24, Dex 20, Con 20, Int 13, Wis 29, Cha 22
Skills: Concentration +15, Knowledge (nature) +10, Knowledge (planes) +12, Knowledge (religion) +8, Listen +15, Move Silently +19, Spellcraft +12, Spot +17, Survival +15 (+17 aboveground)*
Feats: Alertness, Combat Casting, Extra Turning, Improved Initiative, Improved Turning, Run, Skill Focus (Survival)
Environment: Celestia
Organization: Unique, solitary
Challenge Rating: 17
Treasure: None
Alignment: Chaotic good
Advancement: 11 Cleric levels
Level Adjustment: +12 (cohort)

Byzozius is an 11 HD celestial unicorn with eleven levels of cleric.

A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.

A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.

Unicorns speak Sylvan and Common.


Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.


The save DC for this celestial charger’s neutralize poison ability (DC 20) is adjusted for its greater Hit Dice and altered Charisma score.

Byzozius’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Smite Evil (Su): Three times per day, Byzozius can make a normal melee attack to deal 15 points of extra damage against an evil foe.

Magic Circle Against Evil (Su): Three times per day, Byzozius can create a 20′ magic circle against evil, as the spell, with the larger area of effect.

Cleric Spells Prepared (6/7/6/5/4; save DC 18 + spell level)

0th: detect magic, detect poison (2), light, virtue (2)
1st: bless (2), calm animals*, obscuring mist, remove fear, sanctuary, shield of faith
2nd: aid* (2), animal messenger, lesser restoration, remove paralysis, shield other
3rd: prayer, protection from energy, remove curse, searing light (2)
4th: air walk, divine power, holy smite*, restoration
5th: atonement, flame strike, spell resistance
6th: blade barrier, wind walk

*Domain spell. Domains: Animal and Good.

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Kurdt Menstan

Leader of the garrison at Rido Savo in the steep cliffs at the north edge of the Southern Reaches that sprawl across the southeast quadrant of Farghoal. Gruff. Intimidating. The perfect NPC for a DM who likes role playing in deep voices.

Kurdt Menstan
Medium-size Male Human
Fighter 15
Hit Dice: (15d10)+45
Hit Points: 153
Initiative: +6
Speed: Walk 20 ft.
AC: 24 (flatfooted 24, touch 13)
Attacks: *”Crash” Greatsword +4 (Thundering) +25/+20/+15;
Damage: *”Crash” Greatsword +4 (Thundering) 2d6+14;
Face / Reach: 5 ft. / 5 ft.
Special Qualities:
Saves: Fortitude: +12, Reflex: +7, Will: +7
Abilities: Str 19, Dex 14, Con 16, Int 11, Wis 14, Cha 18
Skills: Appraise 0; Balance -4; Bluff 4; Climb 0; Concentration 3; Craft (Armorsmithing) 1; Craft (Untrained) 0; Diplomacy 4; Disguise 4; Escape Artist -4; Forgery 0; Gather Information 4; Handle Animal 15; Heal 2; Hide -4; Intimidate 22; Jump -4; Listen 2; Move Silently -4; Ride 16; Search 0; Sense Motive 3; Spot 2; Survival 2; Swim -7;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Reflexes, Greater Weapon Focus (Greatsword), Greater Weapon Specialization (Greatsword), Hold the Line, Improved Critical (Greatsword), Improved Initiative, Improved Shield Bash, Leadership, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Trample, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)
Challenge Rating: 15
Alignment: Neutral Good

Possessions: “Crash” Greatsword +4 (Thundering); Cloak of Charisma +2; Gloves of Dexterity +2; Half-Plate +3 (Electricity Resistance (Improved)); Mithral Heavy Shield; Outfit (Traveler’s); Smoky Quartz; Ring of Protection +3; Star Ruby;

Mount: Ta N’ing

Ta N’ing
Large-size Male Warhorse, Light
Hit Dice: (3d8)+9
Hit Points: 28
Initiative: +1
Speed: Walk 40 ft.
AC: 19 (flatfooted 18, touch 10)
Attacks: *Bite +2;*Hoof +4/+4;
Damage: *Bite 1d3+1;*Hoof 1d4+3;
Vision: Low-light
Face / Reach: 10 ft. / 5 ft.
Special Qualities: Animal Traits, Scent (Ex)
Saves: Fortitude: +6, Reflex: +6, Will: +2
Abilities: Str 16, Dex 12, Con 16, Int 2, Wis 12, Cha 6
Skills: Appraise -4; Balance -4; Bluff -2; Climb -2; Concentration 3; Craft (Untrained) -4; Diplomacy -2; Disguise -2; Escape Artist -4; Forgery -4; Gather Information -2; Heal 1; Hide -8; Intimidate -2; Jump 3; Listen 2; Move Silently -4; Ride 1; Search -4; Sense Motive 1; Spot 4; Survival 1; Swim -7;
Feats: Lightning Reflexes, Multiattack
Challenge Rating: 1
Alignment: Neutral Good

Possessions: Barding (Chainmail); Saddlebags; Saddle (Exotic Military);

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Lone Tree

This single tree stands out in the vast stretch of Bale Morrow. It is said that this tree is so affected, that birds will not even land in its branches.

Many a shady deal has gone down in this location, with many an ill consequence. Here is a random encounter table (d100).

1-10: A small party of adventurers huddles around a crude map. If approached with care, they will serve as porters through the Bale Morrow in exchange for being led through.

11-15: A wandering wizard has set up a small camp under the tree, and is busy collecting mosses and fungi for use as spell components. If approached, the party will set off his glyph of warding, and he will turn on them.

16-20: A merchant has wandered off course, and his cart is stuck in the mud. If assisted, he will offer the party a few items.

21-35: A party of gnolls waits in ambush!

36-42: The skull of a humanoid provides the first clue of a deeper mystery, culminating in uncovering a murder.

43-50: The weather turns violent, and the party must seek shelter or risk being struck by lightning.

51-95: Choose a random encounter from an appropriate table.

96-100: A magical item has been left leaning against the tree. There is a 50/50 chance that it is cursed.

Further, if anyone tries to climb the tree, the limbs will emit a low shriek, causing a 20′ fear aura (DC 20). Finally, the limbs give off a murky poison (Fortitude save DC 25 or suffer 1d4+2 permanent Con damage).

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Bale Morrow

Part peatland, part bog, part moor, this region lies to the east of the Ten Princedoms, west of the Flordlands, and north of the Central Valley. In Bale Morrow, the sky is eternally overcast, and the ground moist, making camping difficult. Even the most stalwart travelers find the land uncomfortable.

This region is also infamous as the last known location of many an adventurer. It is said a chill wind passes over Bale Morrow at night, catching wanderers in its icy grip and drowning it in the shallow, murky waters that dot the landscape. Indeed, flying Vs, wargoyles, and even wyrmholes patrol the night skies, and wolves, trolls, and giant caterpillars are known to stalk the grounds.

One reason adventures venture into Bale Morrow is for the unique muds, mosses, and foliage. The bogmoss is a natural curative, and can be harvested to make healing salves and tinctures. Morrow mud is a beauty aid, and the various wildflowers and small shrubberies produce flowers and berries that top the reagent lists of many a mage. Even the still water itself is prized, even though it is a low-grade poison if consumed.

It is rumored that there are settlements toward the center of Bale Morrow, but none in the known world has made it both to and from the center of the vast region.

Approaching the vast mix of bog and peat from the west, the last tree before Bale Morrow is known as Lone Tree, and it is avoided by birds and animals of all types. It is as if they can sense the corruption in the land. Poisoned by the waters that have seeped into its roots, Lone Tree has not had leaves upon its branches in years.

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Town: AL CN; 15,000gp limit; Assets 9,000,000gp; Population 5,000; Mixed (90% human, 5% halfling, 2% dwarf, 3% other)

On the coast of the Jæruel, where the river meets the sea, lies Tannen (pronounced TAW-nen), a bustling seaport of a town built on sandy soil.


The larger, more established buildings of Tannen are of sandstone and light wood from the forests harvested upriver near the village of Ches.

The buildings on the capitol grounds are of carved alabaster, taken from the mines east of Alabaster. The humbling, white edifice in the center of the city lies on a 5-acre plot surrounded by formal gardens decorated with flowers from the farthest reaches of the Jæruel. This is truly where the goods of the Jæruel comes together in an impressive display of what a successful merchant collective (some would say oppressive) can accomplish.


Along the banks of the river Ches runs a short wall of sandbags to keep the river in its banks in rainier months. Within five feet of these walls rise the older and more ornately-decorated buildings made of old hardwoods, including the town hall, the Jæruel central offices, the two inns that made Tannen famous (Inn of Golden Meadows and The Lark’s Nest), Smullivan’s Emporium, and, where the river meets the sea, the shipyard, where ninety percent of the seaworthy vessels in the Jæruel are built.

The town blocks off the river are devoted to residences, including the mayor’s house and on a low hill the wealthy neighborhood inhabited entirely by those in executive positions within the Jæruel, retired merchants who now manage their personal matters from their estates.

The rest of the town is a hodge-podge of market squares, shops on lower levels, and residences rising in the second and third storeys.

Key locations:
* Capitol Grounds – large, new construction that towers over town hall
* Town Hall – a converted keep that predates the town
* Jæruel Central Offices – new constructions across the river
* Twin Lighthouses – one in north-town and one in south-town
* Smullivan’s Emporium – market for many items
* Inn of Golden Meadows – standard inn named for the surrounding countryside
* The Lark’s Nest – exotic inn, featuring delicasies and fine things
* the shipyard – busy, working-class district where the river actually meets the sea

This town has served as the center of government for the Jæruel since the central offices of the merchant collective moved here two generations ago.


(to follow in later post)


The Jæruel hierarchy represents the most notable personas in town. Galway Froid (mayor), Fennel Chatwid (head consulate), and Zann Diacon (finance minister) are the highest-ranking officials in Tannen.

The innkeeper owner of the Lark’s Nest is a boistrous legend. Of foreign descent and well-traveled, he tells stories the way most men tell lies, with the upmost of ease. Chariz Muqatad is known throughout the Jæruel, and there are those who visit Tannen just to meet him and hear his stories. In the process, he listens to their stories, which he uses to continue to embellish his own tales.

J.P. Smullivan is a trader who has recently joined the Jæruel, electing to pay his membership dues rather than risk losing his business to the town guard. Though less-than-friendly to new faces, largely due to this pressure to join the Jæruel, he is aware of much that transpires in Tannen and thus represents a great source of knowledge. The key is getting him to share it.

Plot Points

Each of the executives in the wealthy district finance treasure hunting expeditions and each have constant need for couriers and escorts. In addition, the Meldor House is known for financing voyages inland, past Westfort into the mountains and plains beyond. Zane Meldor is a known eccentric, known for his misadventures in the brothels in Tannen’s slums. He is ailing, and has been convinced that the fungal cure for his illness lies west of Westfort.

Smullivan is always after new supplies, especially those of an exotic nature. He knows of certain individuals who possess such items, and runs a secret business trading such items. Interestingly, it seems he has thieves steal from one Jæruel or Tannen city official which he then sells to another, and so on. He is likely to hire a party with an experienced enough thief to acquire such items from the homes of the wealthy.

Chariz Muqatad needs a message delivered to his extended family back in the dry lands to the far south, across the Old Bay. He is willing to pay handsomely for the message’s delivery. The message itself is so important that it has been stuffed inside a chicken, and must be delivered while the chicken still lives. This is an age-old custom for communicating among his people.

Galway Froid’s daughter, Ammrie has gone missing. Rumor has it she is being held for ransom, but there is no official word on this. If the party inquires too directly in official circles, they are likely to be taken to the dungeons beneath the town hall, a converted keep that predates the rest of the city, for probing and questioning. Others who have relevant information include Chariz Muqatad, who said he overheard some of the kids joking about staging an abduction, and Smullivan, who sold a load of face paint and robes to some of the local teens. The real story is that Ammrie had her allowance cut back and so she and her friends decided to stage a kidnapping to collect the ransom. It turns out, however, that when a local thug heard of this, he took her from her friends, and now holds her in a cliffside camp overlooking the sea to the north of Tannen, where he awaits delivery of the ransom sum.

Once the teens are found, they will admit their part in the staging, and provide a description of the thug, who happens to be Thaddius Brewster, former employee of Smullivan’s. He used to lift large crates by himself and earned various nicknames for his feats of strength. If asked, Smullivan will mention Brewster’s departure from his shop lines up with the time of the supposed kidnapping. Once returned, the mayor will pay the party handsomely, though less than the original ransom. He is a shrewd merchant, after all!

The dungeons beneath the keep lead in various directions throughout the city. They are well-explored in the vicinity of the town jail; however, the secret, windy passages are said to hold more in store for an adventurous enough lot.

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Piran Point

Town: AL CN; 2,000gp limit; Assets 900,000gp; Population 920; Mixed (70% human, 15% halfling, 5% dwarf, 5% gnome, 5% other)

On the coast of the Jæruel, south of Tannen, there is a rocky point that juts out into the sea. This was once the home of a great serpent that fed on the schools of fish that swam around the point, as well as the occasional human who made their way here off-course from their intended destinations. This lair serves as the undersea port down the cliff from the main town center.


The larger, more established buildings of Piran Point are hewn from the surrounding stone, a mix of limestone on the coast and granite further inland. More recent single-story buildings are of wood construction from the nearby oak, maple and pine forests.


At the top of the cliff, the town is laid out in a series of semicircles that run along the peninsula, the outermost being the poorest, and the region closest to the fresh water and woods the wealthiest. As the area was traditionally prone to piracy and attack by marauders, the wealthy moved farther and farther from the edge of the cliff, leaving their buildings unoccupied as they built increasingly more opulent estates inland. Because of this, there are various historic buildings that have been occupied by the working and non-working classes.

Encounters in this region include:
* low-scale thieves and pickpockets
* defensive family men
* various brawls and other pre-existing conflicts

Key locations elsewhere:
* St. Grisdon Square – where four churches come together in each of the cardinal directions
* Darkhouse Inn – featuring tinted windows; “what happens withinn stays within”
* Shelt’s Pelts – center of the halfling market
* Fishing Market – varieties of fish from varieties of merchants
* Town Hall – center of the village

This town has long been at the crossroads of merchants and rogues, lying within seven miles of three known robber barons, though this town has largely escaped their direct advances, as they have found the passersthrough along the broad roads more vulnerable and thus worth their effort. This has led to more armed caravans, which has reduced the frequency of their arrivals and departures.

Out at sea, there has been pirate activity as well, making Piran Point a refuge for travellers both by land and sea. Sea trade has mostly ended, the merchant vessels converted to fishing ships. Those vessels which sail into Piran Point are escorted by larger galleons decked out with many arms.


(to follow in later post)


Piran Point is home to several merchant families of the Jæruel. Elton Thistlewood runs the local chapter of the merchant house, aided by Jossathon Radvell and Saldon Thede. Each keeps control over their own region of the merchant quarter.

Reverend Marden and Brother Sandis run the Cathedral of St. Grisdon, by far the largest of the four churches in the center of the town. In it, sermons to the words of the dearly-departed Grisdon, worshipper of a merchant-sect of Pelor’s younger brother Geld, and creator of the ten virtues of trade.

Plot Points

Tristega Thistlewood has split from her family and opened up a profitable business dealing in black market goods. Her father seeks to bring her back into the fold, and is willing to pay anyone willing to help convince her of this. The Radvells and Thedes have since made a play for power, realizing this distraction leaves the Thistlewoods vulnerable to infiltration and unable to rightly control their holdings across the town.

With this infighting among the merchant class, the streets have seen a rise in crime, the unorganized type that leads to confusion in the masses. Many poor have taken to picking the pockets of others, especially wandering parties. Of course, this news has not yet reached the lips of anyone in this town; why would they, when they profit from the unspoken truth.

The St. Grisdon sect of Geld has grown in influence among the more lawful-minded citizens of Piran Point, and can be called upon to assist the party if they uphold the ten virtues of trade. Tristega Thistlewood anonymously attends the sermons in the cathedral, and is a devout follower of St. Grisdon’s teachings.

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Fair Folk

Also known as children of deepwood, these short, slender, pale folk wander the woods throughout Proppia and the Farghoal. They are strong storytellers who revel in adventure that they can spin yarns about, and their song and dance is often heard before they are encountered in person. Fair folk seem mostly human except they are paler and have slightly oversized eyes due to their natural habitat. They have also been known to take up residence in caves and undersea grottos, living in these locations for periods of five years at a stretch before moving on.

They ride tiny horses (actually medium-sized). They wear long, flowing clothing of fine, highly-colored silk. They often wear wings in their dramatic productions and dances, but do not fly, contrary to certain folk tales.

Rumor has it that they are the descendants of elves who mated with humans, though they stand a mere 2-3 feet tall.

They only count in fives, and are usually encountered in groups of five. This is due to a superstition that runs deep in their culture. They are highly enamored with the truth and seek it with every interaction. Lying to them once means never having them trust you again. Though they themselves often pay for services with gold that turns into manure or cockleshells the next day.

They fear iron and collect bronze wherever they can.

Fair Folk as characters:

• Small: As small creatures, Fair folk have the usual +1 bonuses on AC, etc. due to their diminutive size.
• Fair folk base land speed is 15 feet, but they can move this speed even through the deepest forests.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level, all to be applied to nature-based skills.
• Automatic Languages: Fair folk and one other fey tongue.
• Favored Class: Rogue, wizard. They tend to be both at even levels.
• Favored alignment: Neutral
• Unique Languages: Though each fair folk society speaks a strong dialect of the base fair folk language, each of the dialects is mutually intelligible by other fair folk.

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