Beginning simply enough with a town, an abandoned ruin, and the strange fruit that grows within, you will go on to uncover world shattering secrets, all consuming horrors, and knowledge that will change the world forever.
The campaign opens in the small town of Oakhurst, where our heroes have gathered for reasons of their own. Soon hired to investigate strange happenings and a local ruin, they uncover secrets the world was never meant to see again, and a plot that will shake the foundations of Verdan.
Races of Verdan
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DROW:
Drow
• +2 Dex, +2 Char, -2 Con
o Drow are nimble and manipulative, but frail from the demon curse.
• Elf
o Drow are humanoids with elf subtype.
• Medium
• Drow have a base speed of 30 feet.
• Darkvision
o 120 feet
• Drow Immunities
o Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
• Keen Senses
o Drow gain a +2 racial bonus on Perception checks.
• Poison Use
• Spell Resistance=6+class levels.
• Spell Like Abilities 1/Day
o Dancing Lights
o Faerie Fire
o Darkness
• Light Blindness
o Abrupt exposure to bright light blinds Drow for 1 round, on subsequent rounds they are dazzled as long as they remain in the affected area.
• Weapon Familiarity
o Proficient with the Hand Crossbow, Rapier, and Short Sword
• Languages
o Drow begin knowing Dark Elven, Elven, and Common. Those with high intelligence scores may chose from Goblin, Drow Sign Language, Dwarven, Abyssal, Infernal, Orcish.
Physical Description
Like all Elvenfolk, Drow tend to be tall and lean, normally standing close if not over six feet in height. They are slender, and share many Elven traits such as pointed ears. Drow eyes do not have pupils, and most have pure red orbs for eyes, though some are white. Their skin ranges from jet black to a dusky purple, with white or silver hair. Their features only lend themselves to a dark reputation due to their demonic blood…
Society
Drow society revolves around the Family, led by a Matriarch. Drow as a whole are a mercantile society, though this was not always the case. Ten great Noble Houses rule the Drow people from their home of Four Winds. Drow are cunning and scheming, enjoying a reputation for being mysterious and enigmatic. They are born manipulators, and most positions in Drow society are won through underhanded means. To a Drow, discrediting and embarrassing your opponent are more valuable than killing him, and as such assassination is one of the few things outlawed in Drow society. Drow control the trade of the world, but this arrogance is tempered with a surprising humility…Drow history points to their bloodthirsty atrocities committed when they were slaves of Asmodeus and Xanashan, and most feel they have to atone for their racial misdeeds.
History
Drow history is one of great betrayal and unspeakable atrocities, but surprising redemption. After the Age of Creation, Asmodeus grew jealous of his brother Lorien, and his lovely wife Eloria. This jealousy grew to hatred, so Asmodeus abducted Eloria and tormented her, leaving her to be ravished and raped by his infernal and abyssal hordes. From this torture she bore Asmodeus a God-Spawned abomination, the foul Demonic God Xanashan. He commanded Xanashan to destroy her children and corrupt all that was good in Verdan to hurt Lorien.
Xanashan captured many of the Elven race and, using the foul power at his command, infected them with demonic blood, driving them to bloodlust and evil. Thus were the Drow born. Together they started the Age of Betrayal, joining with the Metallic Dragons who came north at the call of Asmodeus. The Drow were sadistic, cunning and cruel, combining all the worse qualities of Elf and Demon.
In the end the other Gods banded together and overthrew Asmodeus, who was personally banished to Hell by Lorien the Lightbringer. Eloria was rescued, and Xanashan was slain, his corpse thrown east across the Sea of Tears. With his death the Drow were freed of their curse, but it was too late. Most still knew only bloodshed, and their physical forms had already been twisted. They seemed doomed to destroy themselves in an orgy of violence, but a voice from the void stilled them.
Loki the Traveler petitioned Lorien for stewardship of the Drow, and set about redeeming their race. Over years he curbed their bloodlust and turned their cunning to trickery and manipulation, transforming their culture from one of violence to one of intrigue and trade. Loki is the only God the Drow venerate, both for saving the and giving them the chance to redeem their people. Over the centuries the Drow have proven themselves to have moved on from their demonic past, though the curse is still in their blood.
Relations
Drow now enjoy a neutral to cordial relationship with most races, though Dwarves and Elves still show great mistrust towards them. They are known as cunning and shrewd negotiators, but if one needs a certain good or law bent, they know to see a Drow.
Alignment and Religion
Drow tend towards shades of neutrality, with most being Chaotic Neutral. Those who are farthest along the path of redemption tend towards Neutral Good, while those who feel the demon’s curse strongest laps back towards Neutral or Chaotic Evil.
As a whole Drow worship Loki, with their Matriarchs being his High Priest. Some worship Eloria, though Elves frown on this practice and believe it is lip service only.
Adventurers
Only Humans and Halflings spawn as many adventurers as Drow, and for good reason. Drow are chaotic by nature, and the unstructured life of an adventurer, plus the wealth and fame to be had, are a sirens call to most. Whether for fame, redemption, or a chance to kill again, Drow adventurers are quite common, and were prominent in the formation of the Adventurer’s Guild.
ELVES-ULTHKWAY:
Elves-Ulthkway
• +2 Dex, +2 Int, -2 Con
o Elves are graceful, body and mind, but slender and frail.
• Medium
• Immortal
o Elves do not die of Old Age, and take no physical penalties, though they do get the other benefits of aging.
• Base Speed 30 feet
• Low Light Vision
• Elven Immunities
o Elves are immune to magic sleep effects and get a +2 racial bonus to saving throws against enchantment spells and effects.
• Elven Magic
o +2 racial bonus on caster lvl checks to overcome Spell Resistance.
o +2 racial bonus to Spellcraft rolls to identify magic items.
o 1/Day Speak With Animals as a spell like ability, with CL equal to HD.
• Keen Senses
• Weapon Familiarity
• Languages
o Elves begin knowing Common and Elven, and those with high Intelligence scores can choose from Dwarven, Sylvan, Draconic, Goblin, Orc, Giant, and Celestial.
Physical Description
Similar in stature to Humans, Elves are taller and leaner, most passing six feet tall but weighing around or under two hundred pounds. Graceful and slender, Elves have pointed ears and sharp features, and more often than not are considered beautiful creatures by most races. Immortal, the only sign of aging Elves show is in the coloration of their eyes, which over time lose their pupil and form into solid orbs of light, normally silver or gold. Most Elves have metallic color in their eyes, and their hair can range from earthly tones such as orange and brown to more exotic colors such as sky blue or silver.
Society
Elven society revolves around Eloria the Mother, creator and guardian of the Elves, and the world of Verdan, whom Elves are very much in tune with. Elves revere nature, and do not force themselves upon it. Rather they build their dwellings around it, often living off the ground amongst the boughs of the great Crystalwood Trees of their homeland. They are a flighty people, chaotic but structured all at once, and seem part of the natural world in a way no other race can achieve. Art and cultured living are appreciated, but Elves do not forget they are part of the natural world. The only central government the elves possess if their leader, the Archmage Kelvorien, Herald of Eloria and one of the most powerful mages in the world.
History
At the dawn of time in the Age of Creation, Eloria the Mother sprang forth from the tears of Lorien, and looked down upon the world of her birth in awe. Seeing a wild land, untamed and unbroken, she took in her hand the essence of fire, earth, wind and water. Winding a silver lock of her hair around it, she crafted the first Elf with love and tenderness, imbuing him with the elements themselves and commanding him to guard this world she so loved. Since then Elves have stood at the forefront of Verdan, defending the land from all evils.
Though they remained isolated for many long years, they enjoyed a cordial relationship with the Dwarves, and established colonies in Mortalia. During the long years of the Age of Betrayal they helped fight back the armies of Asmodeus, though they were greatly depleted in turn. Again during the Ages of Sorrow and Cataclysm, the Elves would be forced to defend their homeland, and all of Verdan. Now in this current age they are a depleted race, with many choosing to sail west rather than stay in this world…
Relations
Elves get along best with Dwarves, whom they consider trusted allies, if a little dour. Of the Human kingdoms the only one they truly are allied with is Velaroth, with other humans tending to distrust them. They distrust the Drow, and most are still unwilling to forgive the atrocities they have committed. Halflings are considered as children to Elves, a young race with much potential and joy.
Alignment and Religion
As beings made of the natural elements, Elves are chaotic and can run all spectrum of the alignment, though the vast majority are Chaotic Good or Neutral Good. Evil Elves are almost unheard of, and are considered one of the greatest abominations in the eyes of Eloria.
Elves can be found worshipping any of the Gods, though most revere Eloria the Mother, with Lorien the Lightbringer and Shadoven also being common deities.
Adventurers
Elves are adventurous by nature, and have a great desire to see the world and bring good to all they encounter. However their depleted numbers have led to them being a rare site outside of their homeland and Velaroth, and most mortals may never see an Elf, and marvel if they do.
HALF-ELVES:
Half-Elves
• +2 to one ability score
• Medium
• Base Speed of 30 feet
• Low Light Vision
• Adaptability
o Skill Focus as bonus feat 1st lvl.
• Elf Blood
o Count as both Elves and Humans for effects related to race.
• Elven Immunities
o Half-Elves are immune to magic sleep effects and get a +2 racial bonus to saving throws versus enchantment spells and effects.
• Keen Senses
o +2 racial bonus to Perception
• Multitalented
o Choose two favored Classes
• Languages
o Half-Elves begin knowing Elven, Common, and one Human Language of their choice. Those with a high intelligence can also choose from any languages they want.
Physical Description
Half-Elves stand taller than humans but shorter than full blooded Elves. They inherit the grace and slenderness of their Elven side, but are sturdier built from their Human blood. Their skin color can vary much as humans can, and their hair tends to the exoticness of Elves. Unlike Elven eyes, theirs have pupils and remain so over time as they age, though they also tend to be of exotic coloration.
Society
Half-Elven society is as varied as the Humans and Elves they are descended from. Their dual blood leads towards a chaotic outlook on life, and a desire for travel and exploration. Their unique status amongst the other races, as well as lack of a unified culture, lead towards strong expressions of individuality and freedom. As a race as a whole, they are adaptable and ever changing.
History
Half-Elven history is the history of love, a divine love between Lorien and Eloria. From them came the first Half-Elves during the opening years of the Age of Betrayal, and Half-Elves have flourished ever since. Other than creation, there is no unified Half-Elven history, as their cultures are intermingled with that of the other races.
Relations
Half-Elves understand loneliness and not being accepted due to their individuality, and as such tend to be accepting of all other races. They do not judge by race, but by deed and character, and as such are welcome in most places of the world.
Alignment and Religion
Though leaning towards neutrality and chaos due to their Elven blood, like Humans, they can be of any alignment and are a varied race. They can be found worshipping any God, though Eloria, Lorien, and Yahalla are favored.
Adventurers
Like Humans, Halflings, and the Drow, Half-Elves are an adventurous sort, always traveling and desiring to see the world. Alongside those other races Half-Elves make up a large amount of the Adventurer’s Guild, and the desire to prove oneself and establish a personal identity drive many Half-Elves to lives of bravery.
HOBGOBLINS:
Hobgoblins
• +2 Dex, +2 Con
o Hobgoblins are quick and tough, molded for war.
• Goblinoid
o Hobgoblins are humanoids with the goblinoid subtype.
• Medium
• Base speed 30 feet
• Darkvision
o 60 Feet
• Sneaky
o Hobgoblins receive a +4 racial bonus on Stealth Checks
• Languages
o All Hobgoblins know Goblin and Common. Those with high Intelligence can choose from Dwarven, Elvish, Giant, Gnoll, and Orc.
Physical Description
Hobgoblins stand shorter than humans, but generally weigh more, averaging over five feet in height and over two hundred pounds. Their skin is tough and leathery, normally in some shades of grey or green, though a rare few show blackened skin. They have pointed, jagged ears and most have fangs. They have wide, slanted faces with flat noses, almost feline in shape. Their eyes are large, coloration usually some shade of red. All Hobgoblins have a lack of facial hair, though a rare few are capable of growing coarse black hair that is normally pulled back into a rough topknot. This is considered a sign of Hrisskar’s favor.
Society
Hobgoblins live in military camps, every aspect of their lives dedicated to war. Each clan is a self contained army, with a strict hierarchy and chain of command. All positions are won through merit, and even the lowliest Hobgoblin, if strong and wise enough, has the capability to rise to become Swordmaster of his Clan. Hobgoblins burn for battle, mercenary bands and invading armies are a common sight in Verdan. Hrisskar gave them a holy mandate to engage the other races in battle and constantly test their strength, a task the Hobgoblins throw themselves into with glee. It is common for them to live near their chaotic cousins, the Goblin and Bugbear, whom they try to structure. This meets with poor results at best.
History
Created in the third age of the world, the Age of Regrowth, Hobgoblins were molded from the more common Goblin race. Since then they have grown and prospered, following the Martial Way of Hrisskar and spreading across Verdan, though most remain in their islands. Elves and Dwarves have a racial enmity with them, as Hobgoblins attack Ulthwyran constantly since they were created. After discovering the city of Four Winds the Hobgoblins have enjoyed cordial relations with the Drow, who value them for their military might. Indeed, Hobgoblin military kept Four Winds and many other parts of the world comparatively stable compared to the rest of the chaos that occurred during the Age of Cataclysm.
Relations
Outside of Four Winds, Hobgoblins are not particularly welcome amongst most nations, being constantly at war with the rest of the world. Dwarves in particular despise the goblinoid races for the many great wars fought between them, but like most, have great respect for their prowess in battle. Hobgoblin mercenaries are a welcome sight to most would be Warlords.
Alignment and Religion
Hobgoblins are extraordinarily Lawful, and run the gamut between Good and Evil. Their harsh training and strict upbringing breed strong feelings of loyalty to their companions though. It is a rare Hobgoblin that is chaotic, and those that are can expect to be exiled or executed quickly when they step outside the chain of command.
Adventurers
Hobgoblin adventurers are uncommon, but they do occur. Many are on scouting missions for their Clans, or are special commandos send out into the world to hone their skills in battle. Whatever the case, a Hobgoblin in an adventuring party is quick to decide upon a hierarchy, treating his group as a military unit, whether the others agree or not. He will attempt to take control if none other is strong enough to lead.
• Languages- start with Draconian and Common. Lizardfolk with high Intelligence scores may pick from Goblin, Giant, Gnoll, and Orcish.
Physical Description
Lizardfolk are tall, normally standing over six feet tall and weighing over two hundred pounds. Lizardfolk from the marshland tend to be slightly smaller than their Vos Drakine cousins, though both breeds are larger than all but Half-Orcs. Humanoid in shape, their scales tend to be dark green or grey, growing lighter near their face. Many have an arrangement of horns growing from their heads, and sometimes have bony protrusions running down their spine and tales. Sharp fangs and fearsome claws lend themselves to their lethal reputation, and thick skin makes the hard to injure.
Society
The marshland Lizardfolk are known for being insular, but not as xenophobic as their southern cousins. They are a shamanistic people, worshipping the spirits of the land and their ancestors. Nomadic, they gather around small tribes, normally led by a Chieftain or a Shaman. Though slow to act, when intruded upon or roused the Lizardfolk are quick to act, and many a dead adventurer has underestimated the strength of their anger.
Vos Drakos Lizardfolk, also known as Vos Drakines, are xenophobic to the point of open aggression to any who intrude upon them, even other Lizardfolk if they do not belong to the same tribe. Though still shamanistic, most worship or serve their Dragon Overlords, though they do not share this secret willingly with anyone not of Vos Drakos. The alignment of their Dragon obviously impacts how each tribe acts, from noble servants of a Gold to ruthless murders of a Black.
History
Lizardfolk do not keep written records, but what little oral histories they keep claim they were created by no God, but by Verdan itself, to protect and serve the world. They claim they originated in Vos Drakos, but after the Age of Betrayal many followed the Dragons north, only to be scattered in the Wyrmhunts. Those who still followed the original way of their people traveled west and claimed the marsh, naming it Sissshovoth in honor of the greatest Chieftain of their people. Those who had adopted the Dragons teachings or worshipped them followed them south, back to Vos Drakos, where the majority of Lizardfolk live to this day.
Relations
Lizardfolk tend to avoid the other races, the only exception being the human inhabitants of Vos Drakos. Those from the marsh are not openly hostile about it, rather they prefer to keep to themselves and the stewardship of Verdan. Vos Drakos Lizardfolk are much more xenophobic, though the exact way it would manifest depends on alignment and their tribe’s Dragon.
Alignment and Religion
Lizardfolk, like most humanoids in Verdan, can be of any alignment, though they tend to some shade of neutral. Marsh Lizardfolk are more likely to have good in their alignment, whereas Vos Drakos Lizardfolk are more likely to be neutral or evil, though most do tend towards Neutrality of the alignment of their Dragon.
Adventurers
Lizardfolk adventurers are rare indeed, and never without purpose. From those who have been exiled from their lands, or sent forth with a mission from a Draconic master, their motives are kept to themselves. Lizardfolk do not adventure for pure wealth, or greed. There is always a plan at work, for good or for ill…
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Gods of Verdan
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ELORIA THE MOTHER:
Eloria the Mother
• Alignment-Neutral Good
• Titles-The Mother, Sky Warden, Earth Flower, Sea Mother, Bride of Fire
• Holy Symbol- A stylized tree held in an outstretched palm.
Eloria the Mother, Bride of Lorien the Lightbringer, Guardian of Verdan, and warden of the natural world came to being during the Age of Creation. Lorien the Lightbringer looked down upon his new creation, but in doing so wept at his loneliness. His divine tears soaked the earth, and from the earth sprang Eloria, created by Verdan itself to comfort its father. Eloria took over stewardship of the world and build her home on the Spirit Plane, creating the Elven race to share in her task to protect Verdan.
Her physical form is said to change between a massive elk and a beautiful Elven woman that walks the forest of Ulthwyran. She prefers not to directly interact with the Elven race, instead focusing on the natural world and communicating through her priest and dreams.
Her followers are fierce enemies of Asmodeus, and will never forget Eloria’s rape at his hands. They garb themselves in natural colors and simple clothing, often carrying a scimitar as a symbol of natures lethality and grace.
HRISSKAR:
Hrisskar
• Alignment-Lawful Neutral
• Titles-Warmaster, The Crimson Knight, The Battlelord.
• Domains-Destruction, Glory, Strength, War
• Portfolio- God of War and Battle, Honour, Strategy, Weapons
• Commonly Worshipped By-Hobgoblins, Fighters, Knights, Military Leaders and Instructors, Tacticians, Warlords.
• Favored Weapon-Bastard Sword
• Holy Symbol- A downward pointing bastard sword running through a mailed fist.
Hrisskar is the Warmaster, the Crimson Knight of progenitor of the Hobgoblin race. He was created from a shard of Lorien’s armor, broken off in the battles against Asmodeus in the Age of Betrayal. Hrisskar was instructed to guard the pathways between Heaven and Hell, to ensure balance in the Outer Planes. Hrisskar took the goblinoid race, then still young, and molded the hobgoblins from them, perfect warriors created in his image. He instilled in the a martial pride based upon his Martial Way and gave them a lust for war, to constantly test the other God’s creations and keep them strong.
Hrisskar’s physical for is said to be a towering Knight, clad in full plate running red with blood, a massive bastard sword in his hands. He walks the world of Verdan, finding champions worthy to learn his martial secrets in a duel to the death.
His priests are masters of war, both cleric and warrior. They dress as they would on a battlefield, garbed in armor and leading their sermons with talks on strategy and war.
LOKI:
Loki
• Alignment-Chaotic Neutral
• Titles- The Laughing God, Lord of Shadows, The Trickster
• Domains-Chaos, Charm, Darkness, Trickery
• Portfolio-Adopted God of the Drow, Thieves, Assassins, Merchants, Spies
• Commonly Worshipped By-Drow, Thieves, those who engage in subterfuge or sabotage, Spies, Assassins, Liars, Bards, Rogues.
• Favored Weapons-Daggers
• Holy Symbol-A hooded cloak with two eyes looking out from the shadows.
Loki is the Laughing God, Lord of Shadows, and Trickster of the Cosmos. He is the patron God of Thieves, Assassins, and all those who live by wit and by stealth. More recently he has become the adopted God of the Drow, successfully using his charm to coax Lorien into sparing them after the Age of Betrayal. Loki redeemed his chosen children, versing them in his chosen skills and crafting a race of diplomats and manipulators, all devoted to him for salvation. It is unknown when Loki was created, or if he is one of the Eldest. Indeed, he is not telling, and none of the others Gods have seen fit to reveal his secrets.
Loki’s physical form is an enigma, and none know for sure what it is, or where. He has appeared as every race through history, though he seems to favor a dashing Human or Drow male form. He never stays in one place, but wanders as he sees fit. It is known he visits the other God’s physical forms once a century, though for what reason it is unknown.
His priest all wear masks, and it is considered a grave sin for their identities to become known. His followers adopt this same outlook, though on a more casual basis, and it is not uncommon for followers of Loki, when pressed on their faith, to simply reply “I cannot say.”
LORIEN THE LIGHTBRINGER:
Lorien the Lightbringer
• Alignment-Lawful Good
• Titles- The Lightbringer, Sunlord, The Creator, King of Kings, The God-Emperor.
• Domains-Glory, Good, Law, Sun, Nobility
• Portfolio- God of Humanity, Valor, Justice, Honor, Rulership
• Holy Symbol- A stylized Sun, with a longsword for rays.
Lorien the Lightbringer is one of the trio of Elder Gods, along with Asmodeus and Shadoven. He is the Sunlord, the Lightbringer, Creator of Humanity and perhaps the greatest of the Gods. Lorien despises evil in all its forms, and actively works through his subjects to better the world of Verdan and oppose his brother Asmodeus. He stands for valor and justice, and many of his followers are Paladins or lawful Knights. He is the most common deity revered amongst Mortalia, and most civilized locations will have a church or temple in his name. The Empire of Dawnstar is devoted to him, and his greatest church stands at the center of Dawnstar’s capital.
Like all the Gods, Lorien must keep a physical form tethered to the Material Plane in order to act upon it in accordance with the bans he put in place of the Great Betrayal of Asmodeus. He lays dormant in the great cathedral in Dawnstar, but awakens once every millennium to impart guidance and wisdom directly to the Council of the Sun, whom rule in his name.
His priest pray to him at sunrise, and wear garb of white and gold, emblazoned with symbols of the sun. His holy days are the first day of summer, as well as the first day of each month.
SHADOVEN:
Shadoven
• Alignment-True Neutral
• Titles-Timeweaver, Master of Fate, Lord of the Arcane
• Portfolio-Secrets, Arcane Knowledge, Time, Fate, Runes, The Astral Plane
• Commonly Worshipped By-Arcanist, Scholars, citizens of Shaldevar, those entrusted with forbidden lore.
• Favored Weapon- Quarterstaff
• Holy Symbol-An open tome, with an hourglass on one page and scales on the other.
Along with Lorien and Asmodeus, Shadoven is one of the three Elder Gods, and the God of Neutrality and Magic. It was Shadoven who first proposed the creation of Verdan, and its first creatures, the mystical Dragons. Shadoven has stayed neutral through the long history of Verdan, caring only for the preservation and acquisition of knowledge, both Arcane and mundane. He is the Timeweaver and Master of Fate, guardian of the timeline. He despises Asmodeus and his attempts at conquest, and pities Lorien’s struggle for spread Good and Law throughout the world. Shadoven works to preserve neutrality and ensure balance in the cosmos.
It is unknown what his physical form on Verdan is, though in the most ancient of Lore it is claimed that the leader of Shaldevar, The Arcane Magister is in fact Shadoven on the material world, and that when a new Magister is chosen, he is slowly transformed into Shadoven. The Lord of the Arcane resides in the Astral Plane, in a tower of frozen time where the tapestry of fate lies before him.
His followers believe in neutrality in the wars of Verdan, and work to preserve all knowledge, both good and evil. They believe in balance, that good cannot exist without evil, and work to spread this belief. His priest dress in dark blue robes, cinched with a silver belt, his holy symbol displayed prominently on top of their staffs.
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Places of Interest
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• Kerowyn Hucrele, female Four Winds Human(Merchant)
o
• Johnathan, male Reichlandian Human Sherriff
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• Ben, male Velathorian Human Captain
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• Lu, female Velathorian Human Sergeant
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• Jym, male Four Winds Human Sergeant
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• Rurik Stonewielder, male Dwarf Blacksmith
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• Garon, male Imperial Human Innkeeper(Ol' Boar Inn)
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• Gob, male Smart Goblin Doctor and owner of Alchemist Shop
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Marketplace
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Base Value 1300, Purchase Limit 7,500, Spellcasting 4th Level Spells
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Military
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Town Guard/Militia 87 Guards, 2 Sergeants, 1 Captain