Saturday, October 6, 2018

Ustradi River cleansed!

Heading through town, you are beset with villagers of all types asking for information about the Ustradi River, the guard with you yells on your behalf that the problem has been solved, and that the water will be safe to drink soon.  You arrive at Zahir's home, a small one room house and place him down on his couch, one of the few things to adorn the structure. He groans with exhaustion, nearly instantly going to sleep. 

Chief Chiurgeon Kriter DelMonte and one of his pupils, the green scaled kobold, Tekkel stagger in. Kriter's youthful halfling face looks years older, his normally wide and chestnut eyes hang with droopy with darkend rings, Tekkel's emerald scales now dull with an unhealthy copper sheen. He mumbles something indecipherable, you strain your ears as he repeats himself only slightly louder, "7 of the elderly. 1 healthy male, one of the builders a little too drunk fell off a home and broke his.neck. 2 children. 1 unborn, and then the mother in grief. Still 10 more that are dangerously sick. I heard you stopped the problem though?"

"That's good." The halfling says flatly. "We'll give it today and tomorrow to make sure it's run its course, test it to make sure the poison is gone and that the magic remains intact. I'm just going to rest for a moment before I head home." He speaks even as he starts walking towards the bed near the rear of the house, crawls in and passes out. Tekkel is already curled up beneath the couch, seemingly unperturbed by the dust.

In the passing days, Zahir is tended to by the healers as they are able, but mostly allowed to rest in silence. As the Ustradi River is purified, so too does Angel Falls begin to heal. 6 more perish due to the cholera, the healers unable to outpace the ravages of the disease. 18 dead is the final count, with nearly 2/5ths of livestock also perishing due to contaminated water. Hunters and trappers report significant losses of wildlife. The farms closest to the Ustradi are ravaged, their crops spoiled. Many of the nearby farms don't trust the quality of their crops, nobly choosing to instead destroy and burn their fields rather than risk tainted produce sickening their neighbors. The mages of Kas'MiEyla, as well as edaphology experts are called upon to inspect the soil on the outlying farms, and thankfully they determine all crops and soils to be safe. With summer coming to an end, all citizens seem to harbor barely concealed concerns about the hardships of a fast approaching winter.

Chief Chiurgeon Kriter DelMonte and his 4 pupils recover their health, and in the wake of the outbreak, have learned advanced healing skills and increased their magical knowledge. (Lvl 3 Alchemist Potions now for sale!)

One evening, after you all go in to check on Zahir, you sit around his bed plotting what next adventure you might seek out. A knock door interrupts your conversation. Opening the door,  Captain Marsaw Edenhellth stands,  a polite smile and next to him is Governor Morrissey. "Hello there, you must be the friends of Patroller Zahir. A pleasure to meet you, may I enter?" Welcoming them both in, you see the Captain's horse, a local legend named Majestic, a destrier clad in full plate barding waiting patiently,  untethered. The horse is thought by many to have an intellect on par with that of a human, and be just as dangerous in combat as his rider.

"Patroller Ethion, you've done this town a great service, and saved many people at great personal risk.  You've more than earned your stripes, and once you're back on your feet, we'll be awarding them to you in ceremony. I wanted to give you the good news personally though, and shake your hand." He grips your hand, more than firmly but not crushing in the strength of his grip. "You've got a bright future ahead of you, son. Keep up the good work."

"And all of you will also be awarded the Angel Falls Commendation of Heroism, the highest reward that can be given to citizens. This will mark only the 6th time it has been awarded in our town's history." Speaks  Governor Morrissey. "I hope that you will wear it with pride, and always strive to uphold exemplary behavior." 

On your subsequent visits to The Landlocked Sailor, you find yourself already rewarded with a new spot, this one actually close enough to the hearth to be able to feel the warm air that emanates from it. Claude Drunkfield apologies not being able to offer you free drinks though, as he went through all of his stock trying to help supply the town with ale to drink while the water was contaminated, and he is desperate to make up for the loss somehow. Never fear, his brewers are hard at work. 

3 days after returning from the Ustradi River, the group is gathered at Zahir's couch to check on him. While discussing your groups next plan to try and make money, a loud knock is at the door. Opening it, you see Wallace the Willful standing there, several full wooden mugs in hand. "Friends, hello! I have heard that Zahir cannot come to The Sailor to drink, so I have brought the drink to him."
Wallace passes out the drinks to everyone, he begins to catch you up on his job helping with construction. The people he works with have begun to finally teach him how the trade of carpentry. He expresses that while he enjoys learning something constructive, a part of him misses the thrill of combat. He thinks that he may find other ways to put his skills as a roving warrior to use. Midway through the mugs, the door opens without a knock, and in strides Lady Persica, wearing a high boots of blue velvet, with a silvery dress, with a high slit to mid-thigh. The rest of the dress is revealing, almost scandalously so. (This is the one Ryu has been bragging about having made for her) She is caught off guard by Wallace, the two locking eyes momentarily in silence.

"Hello." She says, not breaking her imperious glare that she holds over the Barbarian.
"I am glad to hear that you were successful and survived your trip up the river. If the tales I heard are even half true, it sounds like you had quite the adventure. I am glad that you have all survived. I just thought you might like to know, that I have decided to take a job as a modiste at Miss Sinclaire's Gownry. The Goodsisters have found jobs around town to help earn our keep until we can figure out a way back to our province in Taldan. I...just wanted to express my gratitude at having helped us through our crisis. Lesser people would have taken advantage of the situation we four ladies were in, but you showed you were noble than that. Thank you. This will be remembered when I am able to aptly thank you." Lady Persica smoothes down her dress, her face rosy with embarrassment, clearly not use to thanking people for doing her service. Well, if you'll excuse me, I will take my leave." She gives a curtsy, glances nervously at Wallace one more time, and then sees herself out of the door.

"By Gorum's blood-drenched greatsword, that may be the first real woman I've seen since coming into this town." Wallace says, still staring at the door stupidly, mug now empty.

Monday, September 10, 2018

Part way through your exit of the cave, the Lady is jostled and comes to. She forcefully struggles against Zahir, "I am a noble lady, not a sack of potatos! Put me down this instant!". Zahir is forced to put woman down. She takes a moment to compose herself, and attempts to smooth out her dishelved, stained clothing. Despite her ragged, hungry appearence, she manages to establish some sort of grace, and speaks, her voice noticeably altered to carry a noble Taldan accent.

"I am Lady Camille Persica, the daughter of Prefect Auctello Persica, of the Ligos Province, in Taldan. My retinue and I were destined for the Gilded City of Oppara. We were to arrive via a teleportation scroll scribed by our court's wizard. Granted, I was aware that the spell was a bit...above my practiced capabilities, but I felt assured that I would be able to complete the spell. Clearly, it went awry. We wandered these woods for several days, but none of my servants are versed in woodland travel, and we were quite lost. While we were resting, we were set upon by several of those giant ant creatures. My guard fought them off the best they could, but I believe that exhaustion, hunger, and poison made them easy prey.  We were brought back to those tunnels and T'Kreel introduced himself. He had taken over it's queen, and through her, the entire hive. His intent was to use the queen's fluids to transform me into something like him. Thank you for your assistance. Your arrival was most serendipitous. You seem to be an honorable bunch. I can offer you upfront payment for your heroic efforts - if you can escort me to your nearest city or well practiced mage that can provide travel services, I will see to it that you will be further rewarded, generously."



You look at each other, each unsure how to explain to her that such a spellcasting could not be performed by any of the mages within Angel Falls, and that the "nearest" major city is in actuality, a necropolis.


Friday, June 22, 2018

Angel Falls



Angel Falls
Campaign starts at the beginning of 4606







Angel Falls - Small Town [Utopian Experiment]
Alignment: Neutral Good
Population: 864
Settlement Traits:
-Abundant (Access to Angel Falls / the Ustradi River)
-Broad Minded (Accepting of new people <Pending inquisitor approval>)

Crest: Blue & White Waterfall, with a stylized angel symbol in gold amid the
Settlement Modifiers:
Corruption:-2
Crime:-1
Economy:+1
Law:+2
Lore:+3
Society:+4

Authority Figures:
Councilman Mereth Taygent (Elf Expert [Merchant] 9th)
Councilwoman Potra Sulliamon (Female Sorceress 9th)
Councilman Dwaight Schruterhel (Dwarf Commoner 9th)
Councilman Graygory Medune (Human Expert [Carpentry / Engineering] 9th)
Councilman Brim Renbraldt (Human Fighter 9th)

Marsaw Edenhellth, Captain of The Guard (Human Cavalier 9th)

Governor:  Governor Morrissey (Aristocrat 9th [??])

History

Established in 4136, the settlement of Angel Falls was founded by a ragtag group of survivors
fleeing roving hordes of undead from their home nation of Geb - an entire nation turned into
a necropolis country-state centuries before when it warred with it’s northern neighbor of
Nex. The leaders of that group remain local legends even to this day - their stories often
told by yarn-spinners and heavily documented in locally published books.

Binnelda Axewake, the Mortal Valkyrie, a female dwarf paladin dedicated to Aroden, whose unconquerable tenacity allowed her to cut down entire legions of undead without her axe’s edge ever dulling.


Gerrid Summerlin the Firestorm, a human wizard with an affinity for fire magic, who is said to have called down a rolling ocean of fire that burned so hot, that it left nothing but ashes as it washed over a horde of powerful monstrosities in the groups greatest hour of need.


Mynel Rainbough of Ten-Thousand Arrows & Seneschal, the Elven hunter and her ape companion, the two were responsible for leading the refuges through the unforgiving countryside of Geb and beyond.


Hess Grabbyhands, the Incorrigible, the halfling rogue, former thief turned hero, who plied all his larcenous talents into selflessly risking himself to sabotage and disrupt the pursuing armies of Geb.

Razuvious the Warden- An assimar cleric said to have worshiped a pantheon of angel lords, it is believed that his piety was founded in having lived a life so pure, and that the forces of heaven were channeled through him and into his companions.


Angel Falls has remained relatively stable during this time, having never faced any overwhelming threats from Geb or any of the other surrounding refugee settlements.


Geography


Angel Falls sits far to the southwest of Geb, at the base of the Shattered Range Mountains that protect it to the north and west. The town shares its name with the mind-bogglingly massive waterfall that is part of the towns western border. Incomprehensible to most outsiders due to simply not having anything in which to compare it to, gnomish explorers and mathematicians once measured the falls at 3,212 feet. A great many gnomes perished in the surveying expedition, and the people of Angel Falls did not have the heart to argue otherwise. The river that feeds the fall is the Ustradi River, and maintains the name as it flows eastward. The water gathered from near the base of the fall is as pure as water can be, and always cold. On windy days, the mist from the falls often wafts into the town, settling on plants and helping to cool the citizens. Farther west, beyond the Falls, are the Shattered Range Mountains, containing the occasional tribe of struggling orcs, but one is far more likely to encounter the strange tribe of giants, who refer to themselves as "The Apexi", despite all scholars insisting (far out of earshot of the giants) they bare all the hallmarks of being common Hill Giants, albeit the stupid and brutish nature that would have undoubtedly meant the destruction of Angel Falls 35 years ago, when the tribe first showed up, requesting a parlay in hopes of establishing trade partnership. In that time, the Apexi have showed up once a year to do business on the outskirts of Angel Falls, placing strange orders to be filled by next years meeting - most often common household things made from wood but sized for their people - leading many to think that while the giants may mine rare gems and metal (their preferred currencies), they do not have access to lumber or the interest in harvesting it from the Protectorate. Either way, trade relations between Angel Falls and the Apexi remain good, the two sides having never found reason to clash.


The southern border of the city opens into the lake fed by the Ustradi River known as Lady Sweetwaters, affectionately called that for it's seemingly boundless supply of Ivory Scaled Burbots, heavy and weighty fish. Past the lake are rolling hills that contain nomadic tribes and virtually no other settlements due to the harsh winters. east and northeast for several miles extends the Protectorate Forest, so named for the layers of defense it it relied on for, should Geb's armies come marching. The folk of Angel Falls are careful to take measures not to over log the woods, lest they make an easy path to their city. The woods themselves contain small and fractious tribes of goblins and gnolls and the occasional troll that prey off of each other more than they bother the humans.


Farms extend just a few miles outside of the city walls, land along the Ustradi River are fertile i the extreme, providing plenty of crops for the population to survive off of, even during droughts.

Politics
Ruled by a democratically elected mayor who faces election every five years, and balanced by a council of five who may chose to override mayoral decisions by majority vote, the city of Angel Falls has rarely been a political hotbed. The overly ambitious are easily recognized and rarely rise into any position of power within the settlement. There is a common enough rumor known by all of Angel Falls, but only whispered about in private about a secret position known only as "The Holder", which is believed to be that of a sanctified assassin, who may only act after being mandated and kill any sitting mayor or council member that has been proven beyond all doubt to be evil and corrupt with intent to bring woe to the town. There is much variation on this speculation, about who might mandate such a killing, what identifies "The Holder", and how the position may or may not be passed down throughout the years. Angel Falls maintains a vague open door policy for living refugees fleeing the undead nation - a policy set in place by its founding heros who wanted the town to serve as a beacon of safety and freedom. Although initially this was to only be for Gebbians, the town willingly allows anyone to settle within its walls, provided they satisfy the heated questioning of the towns Inquisitors, members of The Order of the Burning Stare. As such, the population of Angel Falls is somewhat more diverse and accepting than most communities. Elf and Dwarf work side by side with little bickering, while Humans of all ethnicities break bread with Orcish friends, and no one bats an eye. The spirit of cooperation exist in knowing that should the Geb Blood Lords ever have turn their attention to Angel Falls, they will all need to fight side by side.

The same overshadowing concern also lends itself to the citizenry having a far more martial attitude than most small towns. A man or woman without a weapon strapped to their belt would raise serious questions in the community. By law, all citizens are required to maintain at least one weapon in the household per capable body. Even children as young as 8 are given wooden practice swords, and expected to keep them in good condition until they come of proper age. The two most common weapons among men are the longsword and heavy mace, while women favor the shortsword and club. Misuse of weapons, and crime in general, are uncommon in Angel Falls. The local jail goes weeks without use, and only when it does have occupants, it is usually to allow rowdy drunkards a chance to sleep off their stupor.


Noteworthy Places
Mereth's Trading Post - The single largest business of Angel Falls, it's proprietor, Mereth Taygent, (Elf Expert [Merchant] 9th) is an elf whose considerable business acumen and long life have given him a near - monopoly on all trade going in and out of Angel Falls. Mereth is one of the few surviving founders of Angel Falls, having been a youth when the refugees first fled Geb. He remains a reliable source of information about the heroic founders, when he is in the mood to talk, but has nothing but curses for the nation of Geb. Mereth's Trading Post is the largest building of the town serving primarily as a general store for the populace, but also has a lumberyard that craftsman and other merchants sometimes rent as a storage space. While trade between Angel Falls and a handful of other small refugee settlements is common, few are willing to leave the region without the assistance of Mereth. How the elf manages to send out and bring in exotic goods from far off places such as the Mwangi Jungles, or the coasts of Sargava is a trade secret he is not apt to share. His store carries a supply of everyday tools catering to a variety of different professions, alchemical remedies, traveling supplies, and mundane weapons and clothing. Alchemical weapons, and the smattering of magical goods that Mereth has are kept under lock and key, despite the lack of crime. Mereth keeps a tailor, leatherworker, and several porters on staff while he is open.

The Archon's Lantern - The Lantern is a masterfully crafted Inn & Tavern built by the dwarven heroine, Brinnelda Axewake. The tavern has changed hands several times, each proprietor being a former patron who frequented the establishment and met a moral criteria as determined by it's previous owner. The structure contains two mighty hearths, which usually have food cooking over them, and a plethora of imported alcohol, primarily stouts. The Archon's Lantern has a more relaxed atmosphere than the other establiahments, making it popular for road weary travelers, laborers just looking for peace and quiet, and families looking to celebrate occasions with the children. The current owner is a tusked Orc named Cudgel (Orc Ex-Barbarian 4th / Paladin 3rd) who operates primarily from the kitchen, and allows his wife, Melody (Female Human Commoner 4th) to operate the front end of the business, but the woman's swelling belly will soon have her off her feet. Both are refugees from Geb, having arrived together years ago, emotionally and mentally scarred from their travels.

The Landlocked Sailor- The rowdiest and most boisterous of the towns drinking establishments, The Landlocked Sailor was originally founded as a drinking hall named Neittsendunhal, (Translated as The Hall Where Drinks Never Stop) by an Ulfen raider, Hrrulf the Stumbler, who's fantastic voyages led him to Angel Falls several years after its founding. Hrrulf lost the drinking hall within two years of building it after being challenged for its ownership by a human leatherworker, Gibson Durance to a drinking contest. This exchange would be the first in a long and never ending succession of frequent turnovers for the business until it would eventually become a bi-annual event, wherein worthy citizens would challenge the current owner in some fashion that involves copious amounts of alcohol. Challenges have included games of darts, log jogging, boulder hurling, and three legged foot races. There are no hard rules for the contests, other than being caught cheating in grounds for disqualification, that participants should be evenly matched, and that no one be put into serious harm.The current owner is the three time champion, Claude Drunkfield (Human Cleric 7th), a passionate worshipper of Caydean Cailean, god of drunks, former patron of the bar, and descendant of Stumbling Hrrulf. Rumor is that Claude wanted to rename the mead hall back to it's original name when he inherited it as an honor to his family, but the freuqnetly drunk cleric found Neittsendunhal far too difficult to pronounce while inebriated, and so it was changed to The Landlocked Sailor in honor of the raider Hrrulf who ended up living out the rest of his years hundreds of miles away from an ocean. Claude has the assistance of his two close friends, Brown Joe (Mwangi Human Brawler 5th) and Sweet Carl (Human Rogue 5th), who serve as bouncers when necessary, but rarely do they need to do anything more than wrangle a rambunctious crows. While the trio has a bad habit of getting carried away with their particular form of worship to the Lucky Drunk God, their head hostess, Patricia Melty (Female Gnome Expert 2nd / Adept 4th) keeps a stern attitude and helps keep the business from falling apart, in a literal and financial sense.

Since taking over, the trio has turned the upstairs loft into a shrine to Caydean, and did so in such a unique fashion as to briefly catch the god's attention and blessings, creating a divinely blessed altar. A pair of ship's wheels have been rigged to a wall, one with 12 changeable slots indicating the a type of available alcohol, and the another indicating a mug filled at different quarters (1/4th full, 2/4ths, 3/4ths and full). Once per night, any patron may pay a silver piece for the opportunity to "Pray to Cailean!", they must climb the ladder to the loft, and spin both wheels, to indicate what drink they win, and how much of it they are given. Every so often, the wheels may achieve the spun combination of "The Drunk's Blessing!" and "Full Mug", in which all the patrons shout "His mug overflows!" and must belch as loudly as possible. The drinker is smiled upon by Caydean, and gains a strong resistance to poisons for rest of the night, allowing him to drink further beyond his normal limit, and to suffer no ill effects when he wakes in the mornings. The combination of "Ogre Piss" and "Full Mug" becomes a drinking challenge, in which the contestant is challenged to drink an entire mug drawn from the "Piss Tank", where all the dregs of that nights drinks are poured into one concoction and then mixed with brine pickles. Finishing the entire mug and managing to keep it down earns bragging rights, and perhaps a drink or two from other patrons if the imbiber was especially entertaining.

The Dweomered Minx - Operated by Januix Redheart (Female Half-Elf Bard 5th), The Minx is an upscale tavern that caters to a working class people as a "night away from responsibilities", at a nominal fee. Redheart asks that all guests reserve their meals and rooms at least a day in advance, but turns down no one with payment. The Minx serves only high quality drinks, especially wine for which Angel Falls has no equal. Since the establishment does not have a steady clientele, Januix relies on magically summoned Unseen Servants to help run the place, except for Chef Cristo (Male Human Expert 4th) and Sou-Chef Monty (Human Expert 3rd) who prepare meals in the kitchen.

Hammer & Anvil - A squat and ugly stone structure billowing smoke owned by a squat and ugly dwarf, Jothal Coaltosser (Dwarf Expert 8th) is a Gebbian refugee whose pox-marked face is his testament to his brush with disease and pestilence. He has resided in Angel Falls for over two hundred years, and in that time few have ever heard the dwarf speak of anything beyond his fondness for crafting works of stone and metal. Despite his reserved demeanor, Jothal remains an ever present figure in local celebrations and holidays, smiling quietly in the corner. Jothal works on all commissions sent to him, but places special importance on any weapons or metal armor orders. He has two apprentices, another dwarf and clan kin, Mygriss Coaltosser (Dwarf Expert 2nd) and Endo Lamsbridge (Young Male Human Expert 1st), a recent orphan and refugee from Geb who has a disposition that is more dwarven with each passing day.

The Healing Home - A cottage turned workshop, the Healing Home is responsible for a providing a majority of the curative magics to Angel Falls. The home has been refitted to accommodate for Chief Chiurgeon Kriter DelMonte (Halfling Alchemist 6th) , a halfling, much to the distress of his many customers who have to deal with slightly undersized setting and accommodations when seeking the hafling's help. Kriter combines his healing skills and medicines with a certain level of flair, and those seeking his help know that they should act accordingly amazed with the halflings showmanship, if they want the best prices. He is also an avid entomologist, with a special fondness for vividly colored dragonflys. He has working with him four of the newest citizens to be accepted into Angel Falls, who also all happen to be among the smaller races - Jafiri Every-Grain-of-Sand Tobblebuttom (Male Gnome Alchemist 2nd), Toad (Goblin Alchemist 2nd), Tekkel (Kobold Alchemist 2nd), and Tammoque (Female Ratfolk Alchemist 2nd) who all aid him in keep the populace of Angel Falls healthy.


Angel Falls Society for Historic and Sociological Preservation- The cultural center of Angel Falls, most commonly just called "The Museum", it is a simple two story wooden building with shuttered windows that stores donations provided by citizens (past and present) of important historic or cultural significance not only to Angel Falls, but important to the races that make up the town. Elven wind instruments, Orc crafted weaponry,  Gnomish books of rhymes &  limmericks, and Dwarven keg art can all be found here for viewing.

The centerpiece of The Museum are the magic weapons belonging to the founding heros of Angel Falls - Binnelda's Holy Dwarven Waraxe, Gerrid's thundering Evoker's Staff, Mynel's elven crafted curvebow, Hess' halfling sized silver kukris, and the undead slaying longsword of Razuvious.

The entire museum remains under magical warding, the best that can be afforded in Angel Falls.

The curators are a middle aged couple, Montana (Human Bard 7th) and Virginia Davis ( Female Human Expert 7th), he a retired adventurer, and she an educated scholar in the subject of history and the cultures of various races. Considering Angel Falls small population, The Museum doesn't see much traffic as it is hard for the couple to come across new exhibits. They couple sell their expertise and sage wisdom to the citizens, as well as help translate and copy various texts. The couple adopted a young orphan catfolk, Ryu, who they have raised as their own. Virginia Davis hopes that her son will follow in her footsteps in becoming a scholar, while Montana secretly trains and prepares Ryu for the life of an adventurer. 



Tower of Kas Mi'Eyla - Existing millenia before the founding of Angel Falls as a refugee town, The Tower of Kas Mi'Eyla is believed to be an elven creation, rare in that elves rarely build with stone, or build such brazen structures that stand so boldly apart from their natural surrounding. A mystery even when the mighty founding hero Gerrid Summerlin, the Firestorm, had graced it's halls, much of the magic of the place is believed to have been lost to the ages, although Summerlin himself suspected it was inaccessible to anyone uneducated in the ways of ancient elven magic. What does remain is the indestructible quality of the Tower - impervious to nearly any mundane weaponry or tools, even when the tower is damaged, the building mysteriously repairs itself, any loose stonework crumbling into a fine, but useless dust, while the structure magically knits itself back together.

Within the walls, chiseled into the stone is the forlorn tale of an elf, about whom little information can be gleamed. Referring to both the tower and themselves as "Kas Mi'Ela", it is a recounting of their story to remain behind, alone, when the elves fled Golarion for a distant place known as Sovyrian. The elf recounts living in solitude for centuries, acting as the sole guardian for region, documenting the many celestial and weather events, tales of monster sightings, and hardships they faced, before finally losing the will, and departing with the intent to end their solitary existence - by what means is unknown, as the tale ends with no explicit resolution.

It's current inhabitants are Museff Errat (Human Wizard 6 [Evoker]), a Qadiran man, gruff and unpleasant, with dark brown skin and a coarse beard, and his newly inducted apprentice Lodrayda Penceworth (Human Wizard 1 [Evoker]). The mentor sees himself as the rightful inheritor of The Firestorm's legacy, as they both have/had an affinity for fire magic, but what that means in Museff's eyes, is anyone's guess.

An aged man, Proximo Hlal [Venerable Wizard 8] is one of Angel Fall's oldest residents, having been born and raised in the city 90 years ago. Proximo rarely leaves the tower these days, unable to make even the short walk to the town on his own. Instead, he spends most days pouring over texts or mumbling to himself some  formula, suggesting that his mentally faculties are beginning to go.  Councilwoman Potra Sulliamon  (Female Sorceress 9th) sometimes visits the tower when in search of answers to specific arcane questions, but has little patience to deal with the wizards, who are just as quick to dismiss her for her informal understanding of magic.

Confection Connections- Owned and operated by Merelda Bettery, (Human Commoner 2 [Baker]) with help from her daughter, Salla-Mei, the bakery has operated for a decade in Angel Falls, providing much of the community with bread and baked sweets. She has a running grudge against a neighboring business ran by Buqhan Klaven, a butcher who operates across the street.

Buqhan & Son's Best Chops Butcher Shop- A butcher and meat specialist, Buqhan Klaven (Human Warrior 1 / Commoner 2) and his son, Pietro Klaven (Human Commoner 1) are considered experts in all things meat related. The shop stays fairly busy, and customers have to be early to score the choicest cuts of meat.



Power Groups
The Gravediggers- A group of four humans and a dwarf, led by an descendant of Mynel Rainbough, this local band of rangers roam the country side acting as envoys to other settlements, as well as other groups of Gravediggers. Their most important task is watching for the armies of Geb or other roaming undead, dispatching them when possible, and alerting the townsfolk when necessary. Although aloof from matters of Angel Falls, they remain well-respected for the lonely work they do.
-"Grimmest" (Chellish Human Ranger 7th)


The Order of The Burning Stare- Founded in the earliest days of Angel Falls, The Order of The Burning Stare is a group of Inquisitors who are dedicated to the Empyreal Lord Zohls, quasi-deity of investigation and truth. They are the litmus test for any who seek to enter Angel Falls, to protect against Gebbite Spies, or potential spies or thieves from neighboring settlements. The Order, in theory, is on par with the council and mayor in terms of power when it comes to accepting or refuting potential citizens, but only a fool would ignore the recommendation of an Order member.



Various NPCs
Kirk Velt- Human Commoner 5th- Middle aged and brawny, Kirk is a jack of all trades, master of none. He has chestnut brown hair that is just beginning to show signs of graying, and no facial hair.  He works primarily as a porter around town, helping move heavy loads around town. He has some experience as woodworker, and plays the harmonica.

Hensly O'Mault- Human Commoner 5th- Working many times with Kirk Velt, the two are something of a duo that work well together, and are often hired on together. Not as broad or muscled as his pal, Hensly is more of a wiry build. He wears his head shaved, but with a thick salt & pepper mustache. Despite always looking dour, Hensly is quick to laugh. He plays fiddle to Kirk's harmonica, and the two are more than competent enough to earn extra money playing at The Landlocked Sailor from time to time.