The Elven Principalities

Copyright Xavier Martin © 2011

Edited by Terence Wynne for The Guild Companion

"The common threat cemented the alliance between the human Empire and the elven Principalities, as elven mages and rangers were instrumental in slowing down the horde long enough for the human hosts to muster and break the horde."

Editor's Note: The following is the first of four articles that interpret the Elves as a servant race of the Urloc. This month provides an overview of the campaing setting. Future articles will describe new professions for this setting.


Before the Great Uprising that marks the beginning of history, the elves were the personal slaves of the Urlocs. As was their way, the Urlocs modeled their slaves physically and mentally for their roles:

  • Their house slaves were beautiful and graceful with a strong drive for perfection in their works. They became the High Elves.
  • Their messengers/heralds to the Lesser Races were gifted with charisma, a measure of wanderlust, and a desire to socialise with all. They became the Grey Elves.
  • Their gardeners were gifted with an affinity with nature. They became the Wood Elves.
  • Some few Urlocs had personal assistants, but never more than one at a time. These servants, dark-complexioned like the Urloc, were rumored to be a magic meld of elf and Urloc, and certainly shared the Urlocs' affinity for magic. These Dark Elves, who were imprinted to their masters at birth, sided with them in the Great Uprising and died at their sides.

Living away from the Lesser Races, the elves were late in joining in the Uprising started by the human races. It is unclear whether they joined the Uprising by choice or were pushed into it by the paranoia of the Urloc. In any case, their knowledge of their masters and proximity to them was key to the ultimate success of the Great Uprising.

At the end of the Great Uprising, the elves remained at the sites of the only two Urloc cities, where they used to live. The other races were happy to leave them these "cursed" places, taking over the rest of the known world.

Initially, the elves were distrusted by the humans for their close association with the Urlocs, perceived resemblance to them (immortal, gifted with magic, and arrogant) and isolationism. Distrust grew and ultimately led to the human Empire mounting an invasion in 386AU (After Uprising), which was repelled with enough brutality to discourage all further attempts. Being much less numerous, the elves used guerilla tactics: Assassination of enemy officers, extermination of the units that penetrated the forests of Darkwood by the very trees, spectacular magical destruction of enemy camps by earthquakes and storms, and so on. At the same time, the elves realized that they would have to learn to live with their mortal neighbors. They conspicuously avoided attacking non-combatants to set the stage for a lasting peace, which they further reinforced by increasing their economic ties to the Empire and creating Grey Elf embassies in all the counties of the Empire.

The first orcish horde crossed the two main passes of the Westrock Mountains in 432AU to restore the Urloc order (even though the Urlocs no longer existed). The common threat cemented the alliance between the human Empire and the elven Principalities, as elven mages and rangers were instrumental in slowing down the horde long enough for the human hosts to muster and break the horde. The orcs still managed to cut a large swath of destruction through the western lands, leaving behind them famine and pestilence.

In the wake of the depredations of the orcish horde, the "Council of the Liberated Races," which was originally formed during the Great Uprising to coordinate the actions of elves, human and - to a lesser degree - dwarves, was reformed and has subsequently met every ten years since to defuse interracial frictions. It has also coordinated the races against the subsequent orcish invasions (in 503AU and 672AU) and other emergencies (like the recent eruption of the Kaos in 834AU).

Being so long-lived, the elves are slow in changing and after the initial turmoil following the Great Uprising, they have been happy to keep the status quo up to the present.

Geographical features

The Darkwood Principality

This Principality is bordered by the Darkwood and the human Empire to the East. The Westrock Mountains and the Kaos volcano protect it from the orcish steppes to the West. To the south, the Westrock are wild and have never been civilised, and only trappers and some hermits live there. To the north are mines controlled by the dwarves and Dwarfhome, one of the only three dwarven cities.

The Principality is mostly forested lowland in the east, rising into increasingly steep forested highlands to the west. The western border of the principality is at the upper tree line in the Westrock Mountains, with an extra buffer zone around the Kaos volcano.

The Darkwood

The principality takes its name from a forest of unique giant trees created by the Urlocs that absorb all non-magical light, creating a zone of complete darkness across the whole forest. Another peculiarity is that these trees do not burn. The forest is approximately 10 miles across and the zone of darkness (and the trees) extends about half a mile high!

Some traps or monsters protect the forest, as creatures who go in for more than a few minutes never come back out. Some victims have been recovered; they were cut down by some small sharpened disks, or occasionally burnt by lightning.

According to elven history, there is an Urloc city at the center of the forest which was abandoned by the elves after they killed the Urloc inhabitants. The Urlocs used to get in and out of the city by teleportation, but that is now impossible and nobody has seen the city in nine centuries. The city is built on an Earthnode, the power of which can only be accessed from the city itself.

Since the attempted invasion by the human Empire, the Darkwood stands at the border between the Darkwood Principality and human lands. It is regularly patrolled by human and elves to make sure that nobody tries to get in. This is not to protect the fools who would try, but to discourage the ambitious who might succeed in accessing the incredible magics presumably left behind in the Urloc city. "The Demon" has tried several time, as well as a vampire coterie and two different cults of Immortality.

The trees absorb light and generate darkness in a 10 foot radius around their branches and leaves. Light spells will dispel this darkness, letting the ambient lighting prevail (which is normal darkness at ground level). Only Utterlight will actually manage to produce light. For the trees, use animated trees statistics for their AT and hit points, disregarding attacks and movement since these trees do not animate. They use the absorbed light to regenerate 1 hit per minute, and their high water content prevents them from burning as if under a permanent "Heatarmor" spell.

The creatures protecting the Darkwood are lesser and Greater Shards. There are several lats claiming territories extending over the whole Darkwood. They were forbidden by their creators to leave the Darkwood or enter the city and still cannot. They dislike light and will therefore avoid entering Utterlight zones. As a result, most trespassers do not ever see them, even if they survive the encounter (a rare occurrence).


Wood Elves live in small clans all over the Principalities, and some Grey Elves have no fixed home. The rest live in Greatwood, the only "city" of the principality.

The elves live in great trees which can be as high as a hundred meters, grown and molded by the Wood Elf Animists: Their branches are braided to make "streets" and natural "caverns" low in the trunks serve as homes. Usually, an extended family lives in a single tree, although each elf has his own "cavern." Growing a new tree takes a few decades, which is fine for an immortal race that embraces change only slowly.

At the center of Greatwood is the "Elder Tree," a huge tree planted at the end of the Great Uprising that now reaches more than 150 meters high. It can be seen from most places in the Principality, but is hidden from the Empire by the Darkwood. In a low three-limbs fork is the Assembly where elves meet to discuss legislation, policy, or emergencies. Higher up, along one of the main limbs, are housed official guests to the Principality, usually from Dustown, but sometimes from the Empire also. Along another limb, the current members of the executive council each have a cavern. The third limb of the fork is left untouched.

Except for their size, these trees are ordinary trees grown using the "Plant Mastery" spells of the Animist. Large stone posts with a "Lord Symbol" of "Firestop," triggered by the smell of smoke, stand at the base of each tree home. The Elder Tree is protected by an obelisk set in the center of the assembly.

The Bright Bosk

This large bosk is populated by elven scholars who come to entertain the intelligent (and bright) trees who live a life of reflection and contemplation. These trees are actually some of the wisest known philosophers. They communicate non-verbally together when they are active around summer, probably through their root system. To communicate with humans, they need the help of an Animist's magic.

Created by the Urloc for an unknown purpose, the trees will move to protect their homeland. This has inspired human and orc stories that elves can animate the very trees to defend their Principality at need. Otherwise, the existence of these special trees is unknown outside the land.

The wood of these trees can become harder than steel when enchanted, and is therefore greatly valued by elven alchemists. Indeed, an alchemist guildtree exists at the edge of the Bright Bosk and negotiates with the trees for spare limbs. All elven tree houses there are made exclusively from normal trees.

Only about half the trees are intelligent. Use treeherd statistics from late spring to early fall, and slowroot statistics the rest of the time. Here, also, stone posts with a "Lord Symbol" "Firestop" protect the whole bosk. The more social trees also have stone posts bearing symbols of the Animist "Plant Tongue" spell.

See the section on alchemists for further details on treeherd wood objects and their properties.

The Spider valley

In a wide, isolated, dead-end valley up in the Westrock Mountains along the western border of the principality, lies a giant spider "farm." Living on the numerous game maintained there, and watched by their shepherds (often rangers) called "spiderherds," these spiders are not normally a danger as long as you don't wander into their valley. They are kept by the elves for their webs: The non-sticky strands can be harvested to make the mysterious (in other lands), beautiful, and very valuable "elvensilk".

At random intervals (once every century on average), a larger, more aggressive giant spider arises. It is unknown whether they are mutants seeded long ago in the giant spiders stock by their Urloc creators, or demonic spiders somehow summoned by the presence of the other giant spiders. In any case, this larger spider will take over the herd and lead it out of the valley to hunt aggressively for elves and any other edible creatures they find.

Use "Great Spider, Greater" for the common variety spiders, and "Great Spider, Major" for the larger, more aggressive version.

The Kaos volcano

Although not part of the Principality (or of any other country for that matter), this volcano can be seen from anywhere in the Greatwood, especially since it woke up about 20 years ago. It started to smoke profusely then, and has undergone three minor eruption of increasing intensity since.

According to elven legend, this volcano is the result of an Urloc experiment into the nature of magic gone awry.

The volcano is indeed the product of an Urloc experiment gone awry. While experimenting with elemental Chaos - which breaks the laws of nature to allow the workings of magic - an Urloc managed to produce a seed of pure Chaos that grew to make a lake-sized hole in the mountain before being diluted by the natural Order of reality. From the hole grew this volcano. Unknown to all, the Urloc magic laboratory was not destroyed in the cataclysm and still lies hidden and forgotten on a nearby mountain. Its dangerous and invaluable arcane research and arcane artifacts remain, such as: A demonic suit of armor, chaos demons summoning magic, and the knowledge to refine and manipulate pure Chaos...

The Dustown Principality

The second Principality lies in the Vard Desert, far to the south along a 30 mile long, looping canal that collects water from four underground springs. It is very sparsely populated and closed to the outside world except at Dustport.

The nearest inhabited lands are the Empire, 40 miles of desert to the north; the Vard orcish clans about 50 miles of dry desert to the west; and Southisle, about 50 miles into the Great Ocean to the east. In fact, the only regular contact the Principality has with the outside world is through their port, and through a "teleportation cascade" (hollow stone posts bearing "Teleport X" "Lord Symbols" that trigger upon arrival via teleportation and send the traveler on to the next post) with the Elder Tree in Greatwood.


Dustown was the other Urloc city and filled the inside of the Canal Loop before it was destroyed during the Great Uprising. Nowadays, the elves have cleaned a 50 meters buffer zone of the ruins of the city from the inside bank of the canal and live along the outer bank.

The original city was made of a magically hardened, smooth colored glass (it is not laen!) which still shines beautifully in the desert sun. Otherwise, it has the same structure as any ruined city: broken walls and columns still standing here and there, and broken shards lying everywhere on the ground that are dangerous to step on with mere leather shoes (inflict A slash critical as needed, but downgrade the result until it targets a body part in contact with the ground).

Among the ruins lies an Earthnode that was the center of the city. It can be located by the larger building foundations near it and the magical properties of the Earthnode itself. It is the best area to search for the few remaining Urloc artifacts, but it is haunted by an immortal creature that ambushes and kills anyone it can get to.

Access to the ruins is forbidden to all. There are not even patrols! However, the executive council may issue a pass to someone who can offer a good reason (better be inventive and convincing!). Authorized parties must still be accompanied by an escort. Trespassers seen going in are hunted down, and will be killed if they do not immediately surrender. Still, Urloc artifacts are extremely valuable, so there is a steady stream of those willing to run the risk. Even Urloc glass, shards of the smooth colored glass lying around everywhere, can be sold for its weight in gold in the human Empire or on the orc steppes!

Vard orcs still revere their ancient Urloc creators and will sometimes conduct raids into Dustown for Urloc glass for their own reasons, (status, rite of passage, or pilgrimage). This glass is won and kept as a badge of honor by Vard orcs, never bought or sold. These raids are usually stealthy going in and messy coming out...

The creature stalking the Earthnode is a "Node Guardian" designed by the Urloc for that specific purpose. As a result, it literally cannot be killed permanently! After all this time, the creature is stark, raving mad and cannot be reasoned with. It was created to obey Urlocs though, so if someone could figure out how to impersonate one... Use War troll statistics plus "Node Guardian" bonuses.

Any magic artifact (besides Urloc glass) found in the city is based on arcane magic and absolutely unique in this day and age. The elven magicians tried their best to destroy all of them at the end of the Uprising though, and a millennium of (admittedly sporadic) looting has thinned out what they missed.

The Ring

Along the outer bank of the canal is an uninterrupted string of farms, collectively referred to as the Ring, which feeds all the elven population. This is where most of the population lives. Houses are simple one story buildings of stone. Nobody tries to cross the canal as Dustown is considered a dangerous cursed area (besides being punished by law).

The 5 jewel guildhouses

The canal is fed by four underground springs, each of which feeds a type of precious stone into the bed of the canal: Colorless diamond, ruby, emerald, and sapphire. At the site of each spring, there is a large guildhouse of alchemist jewelers who produce the best (often magic) jewelry in the known world. Each of the guildhouse bears the name of the jewel type it works, e.g. "the Diamond Guildhouse." The fifth, and most prestigious guildhouse, located in Ringcity, is called "the Laen Guildhouse," and gathers the production of the other guildhouses to work laen.

See the alchemist section below for more details on the alchemists jewelers and the optional rules used for laen.


The point on the Canal Loop closest to the coast boasts a density of buildings high enough to constitute a small city. This location, where the majority of trade and governance for the elves of the Canal Loop occurs, is known as Ringcity. The executive council of this Principality lives and meets in Ringcity, and the "teleportation cascade" connecting to Greatwood starts here.

All production (food and crafts) from the Ring is gathered there at a large covered market for trading. Whatever is not needed is sent to Dustport along the only stone road in the Principality.


At the point on the coast nearest Ringcity lies a small fortified port where trade with the outside world is conducted. It is normally the only part of the principality accessible to non-elves.

The Principality maintains two sailing warships crewed mostly by Grey Elves, and used for diplomatic missions, trading, and pirate hunting. The main, non-elven trading partners of are Freehold, the free trade port at the southern border of the human Empire, and the League of Freedom, usually out of Southisle.

The city is well defended from the sea, especially by magicians specializing in water and wind magic, and pirates seldom try to raid it. The elves also make it a point to hunt down any who dare piracy to make sure none profit from it. On the landward side, the city is protected by stone walls, although the desert itself is the best defense of Dustport.


Elves tend to be either perfectionists in a specialised hobby, or jacks-of-all-trade. After all, when you are immortal, you have to keep yourself busy and you have the time to do it well.

Over time, some elves will switch hobby when they have reached a "satisfactory" level of skill, or gotten bored with it. Elves being slow in changing though, this will happen only after several centuries. Similarly, in their personal life, elves tend to change their social circle (friends and lovers) every few decades to prevent boredom or friction with acquaintances of long standing. Often they will come back to them to renew friendships after a century or two.

Elves enjoy bouts of passions in their endless lives, but it is harder and harder to experience such as one ages. Moreover, when they let themselves be carried away by these passions, they sometimes let themselves be carried too far into conflict and temporary madness, leading to a disaster one has to live with for centuries.

Children are rare, although it is a novel experience that most elves will eventually want to try at least once.

Arms professions

Whether a Fighter or a Layman, the elf will tackle his profession as a specialised artist. Grey Elves are often an exception, focusing on versatility, rather than mastery of a single skill, often as rogues, traders or diplomats.

Essence spell users

Essence is the preferred magic of the elven race in the same way that Mentalism is for the human race. However, whereas elves also practice Mentalism, they retain almost a monopoly on Essence magic. The only other users of Essence magic are the nomad hedge magicians of the Ungar County, who practice almost all of their magic through rituals.

An elf may practice any Essence profession, but each race also has its preferred profession: Magician for Wood Elves, Illusionist for Grey Elves, and Alchemist for High Elves, although this is merely a matter of temperament.

Mentalism spell users

Although Mentalism is the preferred realm of humans, the large number of practitioners of varied backgrounds makes it impossible for humans to keep Mentalism magic to themselves. Thus, some elves have managed to learn the two most common Mentalism professions: Mentalist and Bard. They do not normally have access to advanced Mentalism techniques such as those described in the Mentalism companion (TP lists, divination, use of dreams, etc.), or the talents keyed to spell users.

Low level (1-10) open Mentalism spells, however, are quite common among the arms professions, where they can be very useful.

Most elven Mentalism spell users are Grey Elves who wander the human Empire. Bards are usually happy to share their knowledge, stories, and discoveries with all. Whereas Mentalists are often named ambassadors or used as spies to the imperial capital and the various counts since they are less strange and better able to deal with the human magic used to manipulate them or spy on them.

Channeling spell users

The Urloc saw themselves as demi-gods and used the magic of the gods to mold the elven race to their needs. They did not create the elven race, though, and whoever did is lost to the mists of time. As a result, elves have a strong dislike for the veneration of gods.

So instead, they have chosen to learn the ways of Nature that is at the source of all life and magic. From this understanding of their place in the cycle of life, they have tapped the divine to power the magic of the Animist and Ranger without calling on any god. As mentioned above, even the Magicians thrive for this kind of understanding in their own way.

The Wood Elves are, of course, the most common Animists and Rangers, followed by the Grey Elves whose wanderlust leads naturally to profession of the Ranger. High Elves are seldom Channeling spell users.

Hybrid spell users

Hybrid spell user dark elves disappeared with their masters millennia ago, with two notable exceptions. First, there are the Healers of Saint Carmel whoare based in the human Empire and will be described in that entry. Few elves follow this profession of self-sacrifice and suffering: An eternity of that is a long time!

The others are the Runemages. As Grey Elves explain it, they developed a friendship with a dark elf Runemage based on their common love of language, and he taught the Gray Elves the ways of this magic after the death of his Urloc master and before his demise in the Great Purification. Because of their hybrid magic, Runemages have a malign reputation and are carefully watched by the elven law enforcers. However, most of them are Grey Elf scholars of language with little interest in religious, political, or magical power, so they are seen as harmless enough to leave alone.

Since Runemasters are Grey Elves, the occasional Runemaster will be taken with wanderlust and go adventuring in search of new languages, Urloc texts, and how language relates to the workings of the world. Those Runemasters usually spend most of their time outside the Principalities and can become quite powerful. Their worldliness also teaches them to remain discrete enough to avoid the attention of the elven law enforcers.

Important personalities in the Principalities

The dark elves

Despite the legends, a few dark elves survived their Urloc master and chose to start a new life. Whatever reasons they found to go on living, they would turn their back to their elven brethren if an Urloc reappeared. Fortunately, none has been seen in millennia. Since dark elves are sterile and were only made by Urloc, only a few individuals, albeit of great power, survive today.

  • The Enforcer is a 42th level Sorcerer dark elf whose job it was to police the slave population of his Urloc master, and to provide him with magic power by Channeling. He was away on a mission when his master's home was overrun and destroyed by a small human army. After exterminating each and every person of that army, and waging a long crusade against the slave population of his former master, he was captured by a High Elf Mentalist who managed to convince him that since the Urloc were all gone, he would serve better the memory of his former masters by preserving their heritage from being despoiled by the unworthy slave races. This tall, thin, cold dark elf has no other name than "Enforcer" anymore. He has no respect for any of the slave races and will kill anyone casually if it furthers his mission: To track mercilessly any who would own or use Urloc relics or magic at the behest of the Council of the Liberated Races. His main enemy is the Demon and his organization, but he also spend a good amount of time tracking "Chaotics," humans and elves with a spontaneous ability to use the God magic of the Urloc. Although he travels tirelessly on his mission, he has quarters in the Elder Tree on the executive council side and tends to work from there.
  • Sinastry Stareye is a 28th level Astrologer dark elf whose job it was to predict problems for his Urloc master, and to provide him with magic power by Channeling. He successfully predicted the Great Uprising, but his Urloc master was killed by one of his clan progenitors for daring to voice the idea the slave races could threaten the all-powerful Urlocs. As a result, Stareye was without a master when the uprising started and was disinclined to help the Urlocs. He isolated himself in the Westrock Mountains in a sturdy stone tower on a rise and has lived there ever since, working on his star charts and predictions. The elven executive councils and the Enforcer sometime look him up and ask for divinations. He will also sometimes travel to observe momentous events, or to nudge destiny in whatever direction suits him.
  • Aleph Wordsmith (deceased) was a Runemaster who served his master as a scribe, a magic manager with his symbols and wards, and provided him with magic power by Channeling. He never surrendered during the Great Uprising and went down with his Urloc masters. However, he took the time to pass on his quest for the Primal Tongue to worthy Grey Elf scholars so that the way of the Runemaster survives to this day.
  • Brother Carmel (presumed deceased) was a Healer tasked with making sure that nobody died in his master's home, and to provide him with magic power by Channeling. A hard to kill non-combatant, he survived the Great Uprising, and moved on to preserve life, as was his calling. The elves showing little interest in his profession, he moved to the budding human Empire and settled a monastery near the Sky Lake where he healed all and taught his way to whoever wished to learn. Renamed Brother Carmel, the holy man disappeared once his monastery was well established. Nowadays, the Carmelites are a brotherhood of holy healers respected throughout the Empire, and Brother Carmel is a human saint of the imperial religion, his unclean origins forgotten.
  • The Demon is a short, beautiful 43rd level Summoner dark elf who helped his Urloc master plumb the depth of the outer planes for the secrets of reality. Since the Great Uprising, he has tried to restore the Urloc Empire. To this end, he has developed a large organization of human cultists, corrupted elven Magicians, and Chaotics, whose goal is to recover all Urloc relics and magic he can. He has tried to penetrate the Darkwood several times using an army of cultists or a troop of shadow demons to no avail. He has also scoured Dustown and convinced himself that nothing of interest remains there apart from its guardian. He lives under constant disguise in the crowds of the Empire, playing a millennial old game of cat and mouse with his counterpart the Enforcer.
  • Medusa is a monstrous (he has used his transformation powers on himself) 35th level Warlock who used his wyrd powers to help the magical experimentation of his master, and to provide him with magic power by Channeling. After the Great Uprising, and the death of his Urloc progenitor master, he retired to the Vard desert to preserve his master's legacy: The four-armed orcs soldiers called Vard orcs ever since. As long as he stays in his desert, he has been mostly left alone by all other powers of the continent.

Mainstays of the Darkwood executive council

  • Sharona Silversounds is the 527 year old, 21th level Illusionist High Elf head of the Darkwood executive council. She is a master of illusionist choir and ambience music, and has used these skills to stand out in the Assembly before being acclaimed to the executive council, where her political acumen got her the head position. She has no strong political opinion, rather adapting to the situation to wring the best compromise in the council to any dispute.
  • Diamant Whisperer is the 689 years old, 26th level Mentalist grey elf ambassador to the Charmuis empire. Stationed at the imperial capital, he is an approachable elf, well-liked by humans, and works tirelessly to strengthen the elven-human alliance. He has a good relationship with the imperial library, with which he regularly exchanges information.
  • Vrak Tanuk is a 33th level Rogue Wood Elf in charge of the military forces of the Principalities. He oversees the council enforcers (mostly Warrior Mages), the Darkwood patrols (mostly Rangers), and the Duelist Association (mostly Fighters). Despite being a Rogue, he is well respected by all factions for his combat ability with a 2-handed sword, his tactical sense, and his leadership. In part, due to his skill-at-arms, he even has reasonably good relations with the knights of the inquisition who watch the imperial side of the Darkwood. He is a no-nonsense person who does not tolerate amateurism.

Mainstays of the Dustown executive council

  • Farena Ruby is a 984 year old, 29th level High Elf Alchemist who is the head of both the Ruby Guildhouse and of the executive council. Her main goal has been to increase trade with Freehold and the League of Freedom, and to bring new opportunities to the guildhouses. This has strained the principality's relation with the neighboring Duchy of Gemel. Farena still reserves half of her time at least to his alchemical researches.
  • Silas Sirocco is a legendary, 1235 year old, 33rd level Ranger Wood Elf who prefers to wander the desert alone than stay around the ring. He is so good that he even has some contacts with some Vard orcs who respect his combat skills. Although he seldom participates in the debates of the council, his voice carries a great deal of weight when he attends, especially in matters of war.
  • Ril Undercurrent is the young - 342 years old - 19th level Magician ambassador to the League of Freemen. He is a famous retired corsair of the League, who understands well the flows of power in the chaotic association of individualities that is the league.

Enemies of the Principalities

  • Georges Lightcaster is the 33 year old, 11th level Fighter, first assistant of the commander of the Knights of the Inquisition. He hates the arrogant, immortal elves whom he sees as unnatural creatures. He will try to poison the relations between elves and human around the Darkwood whenever possible by fostering misunderstandings, competition, and escalating disputes and antagonisms. Although his commander is aware of his dislike and makes sure to curb it, he does not realise the depth of it. If something happened to him and Georges found himself in charge of the knights, relations would degenerate very rapidly.
  • Werns Gushak is a 42 years old, 21st level Greater Orc Fighter. A veteran clan chieftain, Werns has hired himself to a Steppes Warlord to kidnap and bring back female elves. He has been very covertly wandering the wilder parts of the Westrocks for several months and mounting ambushes with an elite troop of Greater Orc scouts, a poisoner, and a few worg riders. He has not been detected yet by the elven patrols and has succeeded in capturing and sending back 5 elven females.
  • Unnamed elemental savant: The cataclysm which created the Kaos volcano created a flickering gate to the elemental plane of fire through which a fire elemental savant recently crossed into our world. He wants to spread into the cold (for him) world by heating it. To this end, he provokes eruptions using the gate when it opens. The elemental savant does not leave the magma lake of the volcano, which he finds comfortable. Eventually, when he manages to trigger a great eruption, he will swim down the volcano along the magma rivers with several greater elementals, burning everything along the way. In addition to its normal stats, give him the "Elemental Summons" spell list (fire elementals only) and "Fire Mastery" spell lists to his level, a +135 spell mastery bonus in the Light spell category, a +95 spell casting bonus for each spell list (including spell list type bonus), 10 ranks in Aster (the light spell category magical language, not included in the previous 2 bonuses), and a +135 bonus to the "Fire Bolt" directed spell.
  • Lamant Emerald is an ambitious but lazy 389 year old High Elf 13th level Alchemist of the Emerald guildhouse who lately has become more self-assured and assertive. Recently, he visited Dustown on a dare, and there chanced on a Demonic information and search link" (18-20th level Dark Contacts) in the form of a dark disk of Urloc glass partially covered by a fallen wall. He is now using it to collect Urloc trinkets in the hope of advancing his research. It is only a matter of time before he is led to an amulet containing the spirit of a Celebdel and is possessed by it. The Celebdel will then move on to create discord, jealousy, and infighting in and between the guilds.