Banewarrens Campaign Setup
The Banewarrens Campaign
You live in an Empire unsure of whether or not it has toppled. This is a civilization older than our own -- in some ways more sophisticated, in other ways, less. A myriad of races and cultures have come and gone, creating an intricate (and sometimes confusing) amalgam.
Eight years ago, the first men and women who would one day be called "delvers," returned from exploring the regions below the city of Ptolus. They were laden with gold and magical treasures. Today, hundreds of new would-be delvers pour into the city each month, hoping to strike it rich like others before them. Most end up dead, but they keep coming. Entire industries have evolved quickly to service the needs of these "adventurers." In the shadow of an ancient spire with a very dark past, rising impossibly high above the city, a whole new form of economics, politics, and social structure struggles to be born.
Creatures and individuals (good, evil, and otherwise) that normally remain in the shadows are drawn to this large gathering of adventurers and magic. The needs of the delvers prompt renewed devotion to magic, science, and religion. As the empire dies, Ptolus -- for years a backwater town on the edge of civilization -- is quickly becoming the center of something much larger than itself. Rumors of omens and prophecies and children born with strange birthmarks emerge from the city with increasing frequency. No one knows just what yet, but something is happening in Ptolus. Something new stirs in that city and something very, very old.
The campaign consists of about 25 percent city-based roleplaying, character-based adventures and about 75 percent dungeon adventures. While many campaigns have static dungeons, given the size of the city population and the lure of the warrens, it is quite likely that leaving a dungeon to rest and then coming back might mean that some other party gets to the loot before you do.
The following information is a primer to the campaign world. It's by no means exhaustive -- it's just the beginning, really. There's much more to learn than just this. To avoid future confusion, be aware that like "Greyhawk," "Ptolus" is the name of a city as well as the general name of the campaign.
Ptolus

An insignificant port-city -- until recently -- Ptolus was originally built around a fortress, Dalenguard, which was erected to watch over the area once controlled by the dark master of an army of evil creatures. Ptolus is built over an abandoned dwarven city, Dwarvenhearth, the ancestral home dwarves known as the Stonelost.
Called the "City by the Spire," Ptolus lies in the shadow of a strange rock formation surrounded in mysterious legends and rumors. These tales tell of even older battles waged and cities erected on the site -- much of which might actually be at least somewhat true, for recent developments have revealed that vast complexes lie under the city.
Of late, Ptolus has become a city of adventurers as treasure-seekers have flocked there to explore and plunder the labyrinthine structures beneath the streets. If the stories are true, these catacombs involve the sewers of the city, the remains of an older settlement (and its sewer system), Dwarvenhearth, and even more -- plunging impossibly deep below the city.
Ptolus lies in a cool, rainy, costal area with harsh winters. It serves as an important port on the Whitewind Sea and until recently was a part of the land of Palastan. With the collapse of government there, Ptolus now maintains an independent status, ruled by a council dominated by Imperial representatives.
The World (and Beyond)
Two moons hang above the night sky. Lunas is a large white orb, while Rogue is the smaller, more erratic satellite. Most people are well aware that the world is round and that the moons orbit around it while the world circles the sun. (They don't, however, have any concept that the stars are suns or that other worlds might circle about them -- but then, who's to say that's true?)
Learned folk know that the world is made up of matter and energy (the essence of both of which can be expressed as fire, earth, water, and air) and that matter is made of particles smaller than a person can see. Magnetism, lighter than air gases, and other basic aspects of science are not unknown, either.
Most people know that the Ethereal Plane is a magical place that shares the same space with the world but is apart as well, or "out of phase." The Elemental Planes are conceptual places based around the fundamental building blocks of matter and energy. The Upper Realms, Upper Planes, the Heavens, the Celestial Realm -- these are all names for the place of Ultimate Goodness where angelic beings rule and good people go when they die. Most do not believe this to be the realm of the gods, however -- the gods dwell in secret places within the world, or high in the sky.
The Heavens' opposite, the Hells (or just Hell), the Pit, the Abyss, the Dark Realms, the Lower Planes, or the Nether Realms, exist in a similar metaphysical state. They are a place of demons and devils, where the evil go when they die to face eternal torment (or get their deserved reward, according to some). Plenty of evil gods and demons live right in the world, however, hiding in the shadows.
History
History, as it was taught to you, is centered about the formation of the Tarsisian Empire and the establishment of the Lion-Guarded throne, its hereditary seat of power. However, be aware that history stretches out for thousands and thousands of years before that -- not that the Empire, in its arrogance, believes anyone should care.
Two Emperors
To understand the Empire is to understand that there are truly two Empires: a spiritual empire and a temporal empire. When Delian Von Tessel became the first Emperor, he also named himself Holy Emperor of the Church of Lothian, which became the official religion of the Tarsisian Empire. After his death, his nephew Radlov Von Tessel took both positions, but quickly abdicated the position of Holy Emperor. Since that time, the two seats of power have never been held by the same individual, and over the years they have built very different infrastructures around themselves.
Although he controls no lands the way the Tarsisian Emperor does, the Emperor of the Church governs the spiritual lives of all citizens. The Holy Emperor has his own court, his own army, and his own vast treasuries. He has the power to pass laws and issue edicts, although they must involve spiritual matters, such as the Edict of Deviltry, issued in 560 IA, banning the use and practice of arcane magic.
Life Under the Empire
Unlike many Empires, the Tarsisian Empire gained little of its dominion through conquest. A thousand years ago, the evil lord Ghul waged war against the rest of the world, his armies comprised of demons, undead, and horrible monsters. At that time, a group of humans called the Prust had occupied the area around the city of Tarsis. When the Prustan forces from Tarsis came westward to defeat Ghul, they stayed, helping to rebuild and establish order. Coming out of their terrible defeat at the hands of Ghul's forces, the lands west of Tarsis welcomed not only their help but the Prustan advances in science. The Prust (and the Grailwarden dwarves of the same area) brought with them firearms, clocks, printing presses, and even steam-powered engines. They built roads, waterways, and well-ordered cities with running water, sewer systems, and postal services. Their laws were codified (in a book called the Vast Codex) rather than arbitrary. In short, life under the Empire seemed good.
The Empire, however, also brought with it strict controls. Various freedoms suddenly vanished in the name of maintaining order. Official citizens of the Empire achieved rights denied non-citizens. The Church of Lothian became the official religion of the Empire, and eventually the only allowed religion. Other faiths were persecuted, and eventually arcane magic was demonized, restricted, and finally outlawed. Life became very complicated.
For hundreds of years, the Tarsisian Empire expanded its domains and influence. The Church of Lothian, or simply "the Church," became omnipresent within society. Emperors and empresses came and went. It seemed that the Lion-Guarded Throne was destined to rule the known world forever.
But slowly the pillars supporting the Empire began to decay. The Edict of Deviltry was overturned, and arcane spellcasters were once again legal (even before that, time's passage had brought with it more and more safe havens throughout the Empire for the practitioners of magic -- including the city of Ptolus). Other religions practiced their rites more openly, and the Church of Lothian was no longer organized or powerful enough to stop them. Education worsened. Complex Prustan and dwarven devices wore down and were forgotten rather than repaired. If anything, the last 200 years have seen a decline in science rather than its further advancement.
Today
The Empire is in shambles. Barbarians from the distant east have defeated Tarsisian armies and ransacked Tarsis itself. Three different people claim the Lion-Guarded Throne, including the current Emperor of the Church, Rehoboth Ylestos.
Empress Addares XXXIV herself is the cousin of the previous Empress Addares, who had no children or siblings. No one currently holds the title Prince or Princess of Tarsis, therefore there is no heir apparent. Segaci Fellisti, a powerful and aged council member who has survived six Emperors, now claims that only he is fit to rule in these trying times. Despite his non-Prustan heritage, his followers believe that he has as more right than the Empress, whose bloodline back to the original Von Tessels is convoluted at best. Addares now holds court in Dohrinthas, the city she has proclaimed the new capital, while Segaci has apparently returned to sacked Tarsis. Meanwhile, the Emperor of the Church, now residing in Ptolus, claims to be the only true ruler with the title Emperor.
But outside of Tarsis, some see the fall of the Empire, if it has indeed fallen, as a good thing. The hereditary monarchies, long disenfranchised, now return to power as Imperial governors lose their influence. Like a disease overcome, the Empire is fading and life is returning to the state it enjoyed a thousand years ago -- but not without some indelible scars left behind.
Geography

Although the campaign will take place entirely within the city of Ptolus, here are a few details regarding the lands around the city. All of the places mentioned here, with the exception of the Eastern Hordes, can be found on the map above.
Cherubar
Mountainous Cherubar to the west is a mysterious place filled with isolated villages and remote settlements. Humans live among the cherubim here, as well as friendly giants. All these folk, it is said, consort with spirits of the air to such a degree that cold winds flow through their veins as much as mortal blood.
The Cold Desert
Stretching above the mysterious pit known only as the Dissolution of Mrathrach, the Cold Desert is a dry, dead wasteland. Extremely inhospitable, the area is barren and virtually lifeless.
The Eastern Hordes
Long ignored by the peoples of the west, the tribes beyond the Grey Mountains east of Tarsis unified under King Oulgas around 700 IA. Assailing the Grey range, they swept across the Plains of Panish in the next few years and fought great battles with the Imperial Army. Due to the barbarians' great numbers and the lack of unification among Imperial forces (the Empire was already divided two -- if not three -- ways), by 709, King Oulgas had laid Tarsis itself under siege. By 710, he sat in the Imperial Palace.
People expected Oulgas to proclaim himself emperor, but he did not. Reportedly, Oulgas had nothing but contempt for the more civilized folk of the west. When he left Tarsis in 714, taking the majority of his people with him back over the mountains, rumor has it that someone asked him why he invaded the area in the first place. Oulgas is said to have answered, "Because I could."
Some easterners stayed behind, most settling in the Plains of Panish or southern Nall.
Kem
Antique and shadowy Kem was a place of great magic and sorcery. Now it lies in ruins, brought low by the same spells that once made it great.
Nall
Said to be haunted with the ghosts of the first men icy Nall is a wasteland trapped between the Dragonsbirth Mountains, the Grey Mountains, and the Endless Ocean of Ice. The people of Nall are few but hardy.
Palastan
About a year ago, the Imperial Governor appointed by the Lion-Guarded Throne died amid chaos and rioting in the capital city of Trolone. Forces loyal to the hereditary monarchy, long exiled from the land, returned order to Trolone. King Anathais and Queen Miaga returned to their palace and took control of Palastan until the Empire appointed a new governor. With the problems in Tarsis, this appointment has not happened yet -- nor is it likely to happen in the near future.
Palastan is a verdant, lush land of rolling hills and green fields. The people are farmers and herders, as well as fishermen along the coast of the Whitewind Sea. Although political power has rested either in the hands of the monarchy or the Tarsisian Imperial Governor, most would say that the Viridian Lords hold the true power in the land. These rangers operate independently from the government, but the populace looks to them for guidance and leadership. The Viridian Lords are said to have physically bonded with plant life in a way handed down to them by the Circle of Green, an ancient group of druids that long ago disappeared.
Technically, the city of Ptolus falls within the borders of Palastan, but since the governor's death, it has maintained its independence from the monarchy.
The Plains of Panish
Grassy, fertile plains, these rolling fields stretch for seemingly endless miles. Remote, primitive tribes of humans, litorians (lionlike humanoids), wemics, and other races live here -- almost no elves or dwarves, however.
The Prustan Peninsula
The Prustan Peninsula is home to the Grailwarden dwarves and the Prust, a people that took over the lands around the city of Tarsis more than 1,000 years ago and eventually established the Tarsisian Empire. Rugged and mountainous, this land breeds an industrious people. Particularly under the rule of the Empire, they built fabulous roads and developed great devices using gears, steam, and magic.
Ren Tehoth
Once part of a fabulous kingdom, Ren Tehoth's cities now lie in ruin, proof that nothing lasts forever. Even before the founding of the Lion-Guarded Throne, Tarsis annexed what was Ren Tehoth. The bloodline of the royal family was long since extinguished. The kingdom's people had long since scattered to form tiny feudal states that warred against each other with no ultimate liege to keep the peace among the vassals. Intimidated by Tarsis' growing strength and eager to live in peace, Ren Tehoth accepted Imperial rule with little resistance. The few nobles and thanes unwilling to submit were overrun by the extremely efficient Prustan army that enforced Tarsis' might.
Rhoth
The Plains of Rhoth are known for their vast herds of horses and livestock. Rhothians are a good-natured folk, standing tall and fair. They dwell in small towns and villages frequented by the caravans of the faen (a diminutive elven race).
The Sea Kingdoms
A federation of once-warring pirate princes, the Sea Kingdoms get their power and wealth from fishing and shipping in the Southern Sea. This is a place of politics and betrayals, plots and assassinations. It is also a place of great beauty, for gold and silk flow like water, it is said. The area has seen little warfare to despoil it for hundreds of years.
Dohrinthas, the Golden City, prospered greatly in last few hundred years, for ships laden with wealth sailed daily to this large port from the southern lands. When barbarians threatened invasion of Tarsis in 706 IA, Empress Addares XXXIV attempted to move the Imperial Capital to Dohrinthas for fear of these easterners. She succeeded only in splitting the Empire, for Segaci -- who also claimed to be Emperor -- maintained the government in Tarsis even after the barbarians
sacked the city.
Tarsis
Ancient beyond reckoning, the vast city of Tarsis remained merely an important trading center until the militaristic Prust from the mountains south of the city took over the surrounding area and eventually founded an empire. The Prust nobility chose quickly growing Tarsis as their center of power, for their own cities were remote and trapped within rugged mountains.
At its height, the Tarsisian Empire encompassed all of the Prustan Peninsula and the lands surrounding the Southern Sea, including Uraq, and the northern lands from Cherubar to the Plains of Panish. Today, its control is questionable. To many, the Empire has fallen. To some, it exists in name only. Yet to others, proud citizens dwindling in number, the Empire retains control over its lands, and all owe fealty to the Emperor.
Uraq and the Distant South
Hundreds of years before the Lion-Guarded Throne rose to power, the land of Uraq held sway over most of the known world. By controlling the Southern Sea, this economic and seafaring power claimed most of the commerce in all the surrounding lands.
To the south of Uraq lies the Distant South, a region of deserts and jungles and people unknown.
Characters in Ptolus
Creating Characters
The following information is specifically useful when creating characters. Unless otherwise mentioned, use the Player's Handbook for all other character creation details.
Characters
Characters start at the beginning of 6th level (you may trade XP for items that you've created yourself, if you have item creation feats) with standard treasure for characters of 6th level, no more than one-third of which may be invested in a single item. You may start with a prestige class. As with most campaigns, having a mage, a rogue (there'll be traps aplenty), a cleric, and a warrior-type will be good. Since the entire campaign is essentially going to take place in a city, I'm going to work very hard to end each session in the city itself, so if you don't show up for a session you will not be available to the party. All characters must be non-evil, and non-Chaotic Neutral. (Lawful, Neutral, or Chaotic Good, as well as Lawful Neutral and True Neutral) Any alignment shift that causes your PC to move into any of the non-eligible alignments will result in your PC becoming an NPC (and quite possibly used against the party).
All 3.5E rules are in play.
Attributes: we'll use the DMG's "standard point buy" with 25 points. If you wish to roll your character, use the standard 4d6 drop 1 method in the PHB. You only get re-rolls if your character is too bad, according to the Player's Handbook definition (no free rerolls!). For min-maxers, the standard PHB method generates slightly better characters on average (28 point characters), but at the cost of a loss of control.
For hit points, we'll use the "fixed hit points" option on pg. 198 from the DMG. Rather than take the fixed hit points, you can opt to roll your hit points, but once you've decided to roll your hit points you must continue to roll your hit points at every level.
Character Mechanics
There are no training requirements, nor does it cost money to go up a level. I will, however impose lifestyle costs for living in a (relatively expensive) city. If you level in the middle of a day (and I'll try to avoid that), you gain none of the advantages of your new level until you've rested overnight.
Note that this campaign will move at a breathless pace, so craft points (see Craft Points) will be implemented (in fact, craft points are the only way to create magic items). Items can be bought and can even be commissioned, but PCs will have to spend some game time locating and buying items/persons to make the items. (Gather information and other social skills will come in useful here!) Basically, to craft an item costs 1/10th the market value of the item in craft points in addition to experience points and half the market value of the item in gold (for materials).
PCs start with standard treasure for 6th level as well as 15,000xp, and 2100 craft points. No more than one third of the treasure total can be spent on any single magic item. It is permissible to spend XP and craft points crafting your own magic items, but note that this will start you off one level lower.
Finally, action points (pg. 122, Unearthed Arcana) are in play. Each PC will start with 8 action points. If you started at 5th level because of item creation, you will not gain any action points for advancing to 6th level. After level 6, each level you gain will set your action points at (character level)/2 + 5. Action points left over from the previous level are irrevocably lost.
One action point can be spent to:
- Add 1d6 to the value of any single d20 roll. At 8th level this becomes the max of 2 1d6 rolls.
- If you're at negative hit points, an action point automatically stabilizes you and you don't lose additional hit points.
- A character can spend 1 action point as a free action to increase
the effective caster level of one of his spells by 2. He must decide
whether or not to spend an action point in this manner before casting
the spell. - During any round in which a character takes a full attack
action, he may spend 1 action point to make an extra attack at
his highest base attack bonus. Action points may be used in
this way with both melee and ranged attacks. - A character can spend 1 action point as a free action when
fighting defensively. This gives him double the normal
benefits for fighting defensively for the entire round (+4
dodge bonus to AC; +6 if he has 5 or more ranks in Tumble). - Make an additional use of a class feature that is limited in uses
per day (e.g., the Paladin's smite ability or the Barbarian's rage
ability) - Use a meta-magic feat without preparation (and without any other
additional cost) - Cast a spell that has already been cast for the day.
- Emulate a feat you don't already have for one round. You still have
to satisfy all the requisites the feat demands. - Certain feats can be augmented with action points (these benefits
only last for a single round, unless otherwise stated):- Blind-Fight: You can spend 1 action point to negate your miss
chance for a single attack. - Dodge: You can spend 1 action point to increase the dodge bonus
granted by the feat to +2. The effect lasts for the entire
encounter. - Improved Initiative: You can spend 1 action point to double the
bonus on initiative checks granted by the feat, from +4 to +8. - Power attack: with the use of an action point, the damage from
this feat is doubled. - Spell Focus: You can spend 1 action point to double the increase
to save DCs granted by the feat, from +1 to +2. - Spell Penetration: You can spend 1 action point to double the
bonus on caster level checks granted by the feat, from +2 to +4. The
effect lasts for the entire encounter. - Combat expertise: with the use of an action point, the AC bonus
granted from this feat is doubled. - Improved critical: The threat range from the weapon is
doubled. This does not stack with the keen edge spell or an already
critical-enhanced weapon.
- Blind-Fight: You can spend 1 action point to negate your miss
Note that if you lose a level you don't lose any action points but then if you have the lost levels restored you do not gain action points for going up a level.
For 3.0 players, please note the new (higher) cost for raise dead and true resurrection spells in 3.5. Rather than losing a whole level when you die, you will now lose half the xp needed to go to the next level. For instance, a 6th level character that dies will lose 3500xp. This may or may not result in a level loss.
Additional XP: the DM will post a summary of the previous session prior to the next session (note that this may or may not contain clues to the PC's dilemmas). Players who beat the DM to this will earn XP equal to 50 times the level of the PC. If a player does this so well that the DM feels no need to summarize the previous session the player will earn double the awards: 100 times the level of the PC.
The leadership feat is not available in this campaign.
Character Background
For some reason, you are going to Ptolus. You don't know much about the city, you've never been there, and you're just about to arrive. Perhaps, like hundreds (if not thousands) of others, you have come to become a delver and earn your fortune or fame. Perhaps you're on a particular mission that you've undertaken or that someone has sent you to accomplish.
Use the information presented earlier to come up with an idea for your character's background. Before you finalize it, run it by me. I'll help you incorporate it into the world.
It also can be the responsibility of the players to decide how the PC
group forms. Some ideas:
- You've all come to Ptolus looking to strike it rich (or other
reasons), and you meet on the road and decide to work together. - You are veterans of an elite special forces squad retiring from
the military. (This is highly recommended) - Two or more people in the group are family members or long-term
friends already. - You meet on the road and discover that your goals coincide enough
to band together for mutual support. - No matter what your goals, as newcomers you all meet somewhere on
the road and become friends. - Let me decide. I'll work it into the plot -- but then don't
complain, since this is a good way to start out with no
equipment!
You can even work out a couple different reasons to join together into two or three small groups, then leave it to me to throw you together once you're in the city. In that case, at least some of your initial meetings will occur in-game.
Once you've figured all of this out, as individuals and as a group, I'll determine at what point we'll actually begin playing. Preferably, we'll start just as you arrive in Ptolus.
Use your background to help you determine your race, class, religion, and even the equipment with which you start. Once you choose a race, class, and general background, you'll receive another more specific packet of information with information that only your character knows.
Character Classes
Here are a few notes regarding how various classes will fit into the campaign.
Barbarians: Human barbarians are likely to be from the recent invasion from the east. There are no elven or dwarven barbarians (unless you've got a really interesting backstory).
Bards: This being an urban campaign, bards fit in very well. Minstrels with talent are well received in the city, where the taverns are outnumbered only by the temples.
Clerics: Clerics are, not surprisingly, among the most respected people in society. Clerics of Lothian have some political clout (but in turn have to cope their church's Byzantine structure and politics). You're going to have to decide what religion you are. Your first decision should be whether you are of "the Church" (the Church of Lothian) or one of the thousand other religions.
About Lothian: His followers usually take one aspect or the other (justice or purity), focusing on either Lothian's lawful or good qualities. In his lawful aspect, Lothian is the Lawgiver. In his good aspect, he is called the Daykeeper. In either case, he remains a staunch foe of cruelty and destruction, and harbors a particular hatred of undead. He promotes peace, harmony, and safety. Once a mortal, Lothian gave himself in self-sacrifice and was killed before rising again as a deity in his own right. His symbol is an ankh crucifix.
Lothian grants the following domains to his clerics: Good, Law, Protection, and Sun. His clerics normally wear white and blue, although on high holy days they wear golden garments. Lothian's favored weapon is the longsword. Lothian's priests serve as judges and officials in the government of the Empire. They devote themselves toward proselytizing among those who have not yet heard his message of peace and protection. He is now the god of purity and justice (alignment: Lawful Good)
If you choose to belong to a smaller faith, you'll have to figure out which. Use one found in the Player's Handbook, use one mentioned briefly in the earlier section, come up with your own, or ask me for more choices (there are obviously many more than I've discussed here).
Druids: A long time ago, there were many more druids in the area than there are now, and they belonged to a group called the Circle of Green. There are no major druid organizations anymore. These characters are mostly loners now.
Fighters: There are a number of orders of knighthood in the campaign if you're interested.
Monks: The monk tradition, it is said, comes originally from the far south. Now it is pervasive, and orders of monks are very common -- usually dedicated to a particular cause or belief. Some religions treat monks as religious figures like very different sorts of clerics.
Paladins: There are a number of orders of knighthood in the campaign if you're interested. Also, look to the cleric discussion above regarding religion.
Rangers: Human rangers likely are from the Viridian Lords of Palastan.
Rogues: While there is a major thieves' guild in Ptolus, remember that as a rogue, thief is just one option.
Sorcerers: Sorcerers follow a particularly ancient tradition -- the original means of manipulating the magic of the world, they believe. They form ideas so profound and powerful that these ideas become spells. Because their power is acknowledged and respected, sorcerers often figure into the military, city watches, etc. Dwarves are almost never sorcerers -- they are wizards instead.
Wizards: Wizards, as opposed to sorcerers, are extremely scholarly -- they look upon magic as a science and attempt to learn and utilize its rules and loopholes. Because their power is acknowledged and respected, wizards often figure into the military, city watches, etc. Elves are only very rarely wizards -- they are sorcerers instead.
Level
The scope of this campaign is much like what is suggested in the core books. Most people are commoners, and low level at that. At 4th to 5th level you've started to make a name for yourself. By 9th or 10th, you're "somebody."
Races
The number of intelligent races in the world is seemingly without measure.
Common Races
All of these races are available as PCs. They're also the most common races you'll encounter as NPCs.
Humans
According to the elves and dwarves, the humans are the youngest of the common races. Despite this, they are the most prevalent of all intelligent races. [Game Info: As Human in PH]
Elves
Their ancient name refers to the Seven Races of Chaos, for elves once came in many types -- many more than one can find today (although, the dark elves and the harrow elves are technically additions). The Elder Elves are thought to be extinct. Elves have always preferred the deep woods or the open sea over the mountains or the cities, magic over the mundane, the moon and stars over the sun.
Elves, Shoal. When non-elves simply say "elf," they're probably referring to the Shoal. Generally dark haired and dark skinned, these elves are prevalent in the Sea Kingdoms, for they love the sea and ships. Some live along the Whitewind Sea as well, but they care less for the cold, and so they number fewer than those in the south. [Game Info: As Elf in PH except favored class is sorcerer, not wizard. Also have a +2 racial bonus to Profession (sailor)]
Elves, Faen, Quickling: Humans have named these elves "halflings," due to their stature -- a fact most faen do not appreciate. They are small, fair, and nimble. Their childish size does not carry with it a childish demeanor. They do not have much contact with the other races of elves -- in fact, they interact more with humans. Nomadic, they often move about in roaming tribal caravans throughout Rhoth and sometimes Palastan. [Game Info: As Halfling in PH]
Elves, Faen, Loresong: Slightly larger than quickling faen, loresong faen are more magically inclined than their brethren. However, most non-elves cannot tell the two types of faen apart physically. Also unlike the quicklings, the loresong are more likely to consort with other elves than with humans. They favor song and magic over just about anything else, often combining the two. Loresong faen dwell throughout Cherubar, Rhoth, Palastan and the Sea Kingdoms. [Game Info: As Halfling in PH except instead of +2 bonuses on Climb and Jump, they get +2 racial bonus to Spellcraft and Knowledge (arcana). Favored class: bard]
Dwarves
Although most call them dwarves, their own name for their race is Haurdir, the Stalwart Kings of Order. There are two great clans of dwarves in the known world, the Stonelost and the Grailwardens, but rumor has it that there was once another.
Dwarves, Stonelost: These are the children of the dwarves of Dwarvenhearth, said to be the greatest of all dwarven cities. Although they live in small villages scattered about the north, they no longer have the centralized focus that they once did, since the evil lord Ghul's forces drove them from their glorious city. Hence the name "Stonelost."
When Ghul was defeated and Dwarvenhearth liberated, influential dwarven leaders would not allow their people to repopulate the city. No one knows why. Instead, the city was sealed. [Game Info: As Dwarf in PH]
Dwarves, Grailwarden: Deep within the mountains of the Prustan Peninsula, the Grailwarden dwarves build large underground cities devoted to industry. Their name comes from their stewardship of the White Grail, one of three powerful magical artifacts of unknown origin (the Black Grail and the Unseen Grail are the other two).
While the Stonelost dwarves -- and the Dwarvenhearth dwarves before them -- developed stalwart fighting skills waging wars against evil humanoids and dark elves, the Grailwarden dwarves focused their attention on science, craft, and even magic. [Game Info: As Dwarf in PH except no bonus versus orcs, goblinoids, or giants. +2 racial bonus to Profession (engineer), Craft (machineworks), Knowledge (machines), and Alchemy checks]
Major NPC Races
While by no means comprehensive, the following list of races includes some, but not all, of the predominant NPC races involved in the Ptolus campaign. These races are unavailable as PC choices without permission from the DM.
Orcs: Orcish myth contends that they originally were creations of the evil demon-god Gruumsh, although some ancient texts claim that they were actually created by an evil wizard. It is impossible to dispute however, that the orcs who dwell in the area around Ptolus were modified and bred by the evil lord Ghul. The Toruk-Ruk orcs are large, bestial, and ferocious. Their name means "closing fist," and they typify everything that people think of when they say "orc." The Sorn-Ulth ("bleeding breath") orcs are dark skinned and smaller than the Toruk-Ruk orcs, bred for evil magic and stealth. Both of these greater tribes of orcs live along the coast of the Whitewind Sea.
The orcs that call themselves Ornu-nom ("howling axe") were not manipulated by Ghul and dwell in the wilderness throughout Palastan and Rhoth. The Ornu-nom seem to have a sense of savage nobility but remain deadly enemies of humans and most other races.
Elves, Dark Elves: One must delve deep into elvish history to trace the origins of this splinter race of elvenkind. Mostly subterranean, they are rarely seen, although the Stonelost dwarves say their people fought great underground wars with the dark elves before Ghul drove the dwarves from Dwarvenhearth. Sadistic and cruel, they revere evil gods that urge them toward conquest and dominance.
Elves, Harrow: Very rare, these individuals descend from elves tortured and changed by the dark lord Ghul almost a thousand years ago. Once Elder Elves, they now are misshapen and cursed, often displaying perverse magical powers. While not strictly evil, most seem continually besieged by a darker nature within them, tugging at them to do wrong.
Githyanki: Gaunt, dour, and ruthless, the githyanki are hated and feared by most who know of them. The githyanki, in their own brief words, are not from this world, but came here hunting something.
Githzerai: Like their cousins/enemies the githyanki, the githzerai claim to be not of this world. They also seem to be here looking for something. Not as despicable as the githyanki, the githzerai have a harsh nobility about them. They seem to hate the githyanki more than anything else, but that appears to have nothing to do with their overall goals.
Minotaurs: Although most are quite bestial, some minotaurs are intelligent and civilized, albeit bloodthirsty by Ptolus standards. Most of these individuals are outcasts, although some become leaders. They are often powerful sorcerers or clerics as well.
Names
Since the dawning of the Empire, surnames have become popular, since the Prust have long used them. Prustan (Imperial) names sound Germanic or even Prussian. Other human names descend from such diverse cultural backgrounds that they can be almost anything. Dwarvish names are short and harsh, often using diphthongs like "au" and "ou." Elvish names are long and grand, using diphthongs like "ae," "ai," and "oe." Both dwarves and elves often have surnames that exist only as common tongue translations, like Stonemate or Hammersblood for dwarves and Moonshadow or Wavesong for elves.
Magic
Not surprisingly, magic is prevalent in the Ptolus campaign -- about as common as the core books suggest. That is, beyond the reach of the common man, but certainly well within the observable world. The same can be said of monsters -- while not everyone's seen a dragon, no one "disbelieves" in them. And most people have seen some sort of horrible creature (or many more) in their lives. Monsters are just far too common for folks to have failed to run into them.

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