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Personalities of the Freeport Canton
being a description of some of the notable of Queequeg's Canton
by Jeff Hartke

 

Important Personalities of the Canton:

Queequeg the Wise, Duke of Freeport Canton

As reward for his efforts in awakening the Gods and thwarting the apocalyptic designs of the Deceiver, Queequeg was awarded the stewardship of Freeport Canton in the Kingdom of Slumber. The Heroes were charged by the Gods with the mission to purify these lands and build them into a place of devotion, harmony and industry - in short a place worthy of surrounding the Halls of Slumber. Queequeg began in his typical style, using his evocation magic to violently drive out those twisted fiends that remained in the lands.

This accomplished, the new Duke immediately threw himself into the business of nation-building. Those who had encountered him during his many adventures would no doubt be surprised by his enthusiasm for the task. Whether he indeed warrants his self-proclaimed title of 'the Wise' or has been divinely inspired, the Duke has been dedicated to his duties.

To this end he has assembled a wide variety of interesting and unusual people to assist him. As the years pass and the Canton grows larger and more complex, these dedicated servants have assumed more and more of the burden of actual governance. Their lives, motivations and talents are an integral part of the Canton and are worthy of examination.

Note: Queequeg's staistics are set forth in the Heroes of the Gem section of the Therran website.

Lady Elena Coventree, Noble Boutellier of the Canton

Prior to the War of the Deceiver, Lady Elena ruled alongside her knightly husband in the south of the Duchy of Imtorr. When the Grand Duke called up the arriere-ban, her husband and sons rode north in an ultimately fruitless attempt to resist the Deceiver's armies. She ruled wisely and well in his stead, but the forces of evil slew her family and overwhelmed their freehold, and indeed all the Duchy.

Ultimate victory brought her no joy, but she did not succumb to despair. She turned instead to the worship of Vastalla, the Goddess of Peace and Healing, and when she learned that a new religious community was being founded in the Kingdom of Slumber, she followed. Her obvious ability and quietly forceful personality brought her to the attention of the Duke, and she was assigned progressively greater responsibilities. Now Lady Elena serves as Noble Boutellier, a position of immense responsibility.

The great contrast between her outlook and that of Queequeg strengthens them both. Lady Elena stresses calm reflection, peaceful resolution of conflict, and social formalities - all in decided contrast to the Duke.

* Lady Elena Coventree: Human female Aristocrat 4/Cleric 2 (Vastalla); CR 5; Medium humanoid (human); HD 4D8 plus 2D8; hp 35; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 9 (touch 9, flat-footed 9); Atk +4; SQ turn undead 6/day (at +2 to roll); AL LG; SV Fort +4, Ref +0, Will +10; Str 11, Dex 9, Con 10, Int 16, Wis 16, Cha 17. Height 5 ft 3 in.

Skills and Feats: Appraise +8, Bluff +8, Diplomacy +21, Gather Information +11, Heal +13, Intimidate +5, Knowledge (nobility and royalty) +9, Knowledge (religion) +9, Listen +10, Perform (oratory) +8, Sense Motive +11, Spot +10; Leadership, Skill Focus: (diplomacy), Skill Focus (heal), Toughness.

Possessions: scroll of Dispel Magic at 9th level, scroll of Invisibility Purge at 9th level, scroll of Zone of Truth at 9th level, scroll of Cure Disease at 7th level, scroll of Neutralize Poison at 7th level, scroll of Cure Serious Wounds at 7th level, noble's outfit, any other mundane items of up to masterwork quality.

Spells Prepared (4/3): 0 - detect magic, detect poison, guidance (2); 1 - bless, comprehend languages, detect evil. Domains: Healing (+1 caster level on healing spells) and Protection (protective ward 1/day). Domain Spells (1): 1 - cure light wounds. Base DC = 13 + spell level. 

Languages: Common, Draconic, Elvish, Celestial.

Qavvik, Knight of the Canton

Qavvik was born and raised among the Ice Peoples of the Wild Lands, and like his patron was one of the few of his people to travel to distant lands. A powerful and crafty warrior, Qavvik was hired as an auxiliary trooper to one of the Antorian Imperial legions, and loyally served them during the War of the Deceiver. His odd mix of barbarian habits and Imperial discipline made him feel unwelcome in both lands, so like many others seeking a new start he came to the Kingdom of Slumber.

The Kingdom's oddities reflect his own. Within its boundaries all is temperate and serene, but move a bare hundred feet out to sea and it is as cold as its latitude should be, allowing Qavvik to literally be in his two lands at the same time, where he serves as the leader of the Duke's personal bodyguard.

* Qavvik: Male human Barbarian 2/Fighter 5; CR 7; Medium humanoid (human); HD 2d12+8 plus 5d10+20; HP 77; Init +7; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 14, flat-footed 18); Atk +11/+6 melee (1D8+5, +1 undead bane longsword) +11/+6 ranged 1D8, longbow); SA rage 1/day; SQ fast movement, uncanny dodge; AL CG; SV Fort +11, Ref +4, Will +1; Str 14, Dex 17, Con 18, Int 13, Wis 10, Cha 11. Height 5 ft 2 in.

Skills and Feats: Climb +4, Craft (skrimshaw) +4, Handle Animal +5, Intimidate + 3, Knowledge (nature) +2, Listen +8, Ride +10, Spot +4, Swim +8, Survival +8; Cleave, Combat Reflexes, Expertise, Improved Initiative, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword).

Possessions: Borealis (+1 undead bane longsword), +1 studded leather, masterwork longbow, silver arrows (20), ring of protection +1, potion of Cure Critical Wounds at 9th level, potions of Aid at 3rd level (3), potion of Restoration at 7th level 

Languages: Common, Ice People

Sharina Kanata, Mistress of Journeymen

Sharina has patterned her actions and style of magic on that of Queequeg since she first entered her studies some 15 years ago. Whether this was because of a natural bent or a bad case of hero-worship, none can say, though most evokers really do take pleasure in tossing around blasts of fire at the drop of a hat. On first impression Sharina appears to be a studious young woman, quiet rather than outgoing and rather attractive. In battle another persona comes out more like that of the berserking barbarians, as she revels in directing energy against her opponents.

For all that, she makes an excellent teacher, her example an inspiration to her students. Perhaps this is due to the duality of her persona, perhaps to the attention and instruction she has been receiving from Lady Coventree. In any case she is dedicated to turning her charges into finely honed weapons for use against the enemies of the Canton and Kingdom.

* Sharina Kanata - Mistress of Journeymen: Female human Wizard 9 (Evocation Specialist); CR 9; Medium humanoid (human); HD 9d4+27; HP 54; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 13, flat-footed 10); Atk +3 melee (1D6-1, quarterstaff), +7 ranged; SQ evocation specialist (conjuration and necromancy barred), Alertness feat when familiar is within arm's reach, empathic link with familiar, share spells with familiar, speak with familiar; AL CG; SV Fort +7, Ref +7, Will +7; Str 9, Dex 16, Con 16, Int 18, Wis 10, Cha 14. Height 5 ft 1 in.

Skills and Feats: Bluff +5, Concentration +14, Craft (alchemy) +10, Craft (jeweler) +10, Decipher Script +5, Knowledge (arcana) +16, Knowledge (history) +9; Ride +9, Spellcraft +18; Search +7, Spot +6; Brew Potion, Combat Casting, Craft Magic Arms and Armor, Maximize Spell, Scribe Scroll, Spell Focus (evocation), Spell Penetration.

Possessions: cloak of resistance +1, wand of Silence at 5th level with 10 charges, wand of Dispel Magic at 9th level with 15 charges, scroll of Stoneskin at 10th level, scroll of Remove Curse at 10th level, scroll of Nondetection at 10th level, potion of Cure Serious Wounds at 5th level, potion of Greater Invisibility at 9th level, quarterstaff, traveller's outfit, spell component pouch, spellbooks (2), belt pouch, 50 gp worth of gold dust.

Spells Prepared (4/6/6/5/4/2): 0 - detect magic (2), flare, read magic; 1 - burning hands, colour spray, identify, magic missile (2), sleep; 2 - arcane lock, darkness, detect thoughts, invisibility, mirror image, see invisibility; 3 - dispel magic, fireball, fly, lightning bolt, protection from energy; 4 - ice storm, lesser globe of invulnerability, wall of fire (2); 5 - cone of cold, hold monster. Base DC = 14 (15 for evocation) + spell level.

Spellbook (all/12/12/10/8/4): 0 - all in PHB; 1 - burning hands, colour spray, erase, feather fall, floating disk, identify, magic missile, magic weapon, protection from evil, shield, sleep, true strike; 2 - arcane lock, continual flame, darkness, detect thoughts, gust of wind, invisibility, knock, mirror image, protection from arrows, resist energy, scorching ray, see invisibility; 3 - clairaudience/ clairvoyance, daylight, dispel magic, fireball, fly, haste, lightning bolt, protection from energy, slow, wind wall; 4 - arcane eye, dimensional anchor, fire shield, ice storm, lesser globe of invulnerability, shout, stone shape, wall of fire; 5 - cone of cold, hold monster, passwall, wall of force.

Languages: Common, Draconic, Ice People, Ignan.

* Zither - Coral Snake Familiar: CR 1/3; Tiny animal, HD 1/4D8 (HD for effects); hp 27; AC 22 (touch 15, flat-footed 19); Init +3; Spd 15 ft, climb 15 ft, swim 15 ft; Space 2.5 ft; Reach 0 ft; Atk +7 melee (1 plus poison, bite); SA poison, SQ scent, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with snakes; SV Fort +3, Ref +6, Will +7; Str 4, Dex 17, Con 11, Int 10, Wis 12, Cha 2. Length 1 ft.

Skills and Feats: Balance +11, Climb +11, Hide +15, Listen +6, Search +3, Spot +7; Weapon Finesse.  

Special Attacks: Poison (DC 10, bite, 1D6 Con initial and secondary damage)

Hotozai, Master of Apprentices

A student of the wu-jen masters, Hotozai answered the worldwide summons to evokers that Queequeg made, though for reasons he refuses to explain. Slow, studious, and careful to explain every aspect of his craft, Hotozai prefers to remain within his stronghold or College rather than live the life of an itinerant wizard. Hotozai's main responsibility is the tutelage and shaping of the many apprentices that pass through the College, a task he approaches with his usual thoroughness and care.

His preference for quiet meditative thought followed by brisk action is in distinct contrast with Sharina's "fireball first and ask questions later" philosophy, and so makes for an admirable teacher of the younger students, as well as the preferred liaison to the outside world.

* Hotozai - Master of Apprentices: Male human Wizard 7 (Evocation Specialist); CR 7; Medium humanoid (human); HD 7d4 + 14; hp 30; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 13, flat-footed 11); Atk +4 melee (1D6+1, quarterstaff), +6 ranged; SQ evocation specialist (conjuration and necromancy barred), Alertness feat when familiar is within arm's reach, empathic link with familiar, share spells with familiar, speak with familiar; AL LG; SV Fort +4, Ref +5, Will +6; Str 13, Dex 16, Con 14, Int 16, Wis 12, Cha 14. Height 5 ft 6 in.

Skills and Feats: Concentration +12, Craft (alchemy) +10, Decipher Script +11, Knowledge (arcana) +10, Knowledge (history) +9, Move Silently +6, Perform (wind instruments) +4, Sense Motive +5, Spellcraft +15; Brew Potion, Combat Casting, Dodge, Maximize Spell, Scribe Scroll, Spell Focus (evocation).

Possessions: +1 ring of armour (+1 armor bonus to AC), amulet of protection against cantrips (provides SR 15 against 0-level spells), scroll of break enchantment at 9th level, scroll of knock at 11th level, wand of Shout at 10th level with 20 charges, quarterstaff, scholar's outfit, spellbooks (2), spell component pouch, belt pouch, 50 gp of gold dust.

Spells Prepared (4/6/5/4/2): 0 - detect magic, flare, ray of frost, read magic;1 - burning hands, colour spray, identify, magic missile (2), sleep; 2 - arcane lock, detect thoughts, gust of wind, see invisibility, shatter; 3 - dispel magic, fireball, fly, lightning bolt; 4 - ice storm, lesser globe of invulnerability. Base DC = 13 (14 for evocation) + spell level.

Spellbook (all/12/10/8/4): 0 - all in PHB; 1 - alarm, animate rope, burning hands, colour spray, expeditious retreat, feather fall, hypnotism, identify, jump, magic missile, shield, sleep; 2 - arcane lock, daze monster, detect thoughts, flaming sphere, locate object, gust of wind, knock, protection from arrows, see invisibility, shatter; 3 - dispel magic, displacement, fireball, fly, lightning bolt, suggestion, tiny hut, water breathing; 4 - ice storm, lesser geas, lesser globe of invulnerability, wall of fire.

Languages: Common, Draconic, Ignan, Morakki.

* Mutsu - Siamese Cat Familiar: CR 1/4; Tiny animal; HD 1/2D8 (7 HD for effects); hp 15; AC 18 (touch 14, flat-footed 16); Init +2; Spd 30 ft; Space 2.5 ft; Reach 0 ft; Atk +5 melee (1D2-4 [x2], claws) and +0 melee (1D3-4, bite); SQ low-light vision, scent, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with cats; SV Fort +2, Ref +4, Will +6; Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 7. Length 2 ft.

Skills and Feats: Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, Move Silently +6, Spot +3; Weapon Finesse .

* +4 racial bonus to Hide in areas of tall grass or heavy undergrowth. 

Benedict and Benelux, Paladins of Meredros

This pair of twins entered the Temple of Meredros on their twelfth birthday and began the process of absolute commitment that is necessary to become paladins. The twins refused to be separated at any time, their shared identity a source of constant strength and concern for the temple elders. Still, none could fault their superb physical conditioning or dedication to the cause, and they were eventually assigned to duties in the Freeport Canton, serving under its Duke.

Here they have been given the low justice - the right to make binding legal decisions on anyone not of the nobility, so the great bulk of their duties is that of circuit judges. They travel the Canton hearing the disputes of peasants and merchants, resolving them amicably if possible and rendering judgment if not. The enormous prestige that paladins of Meredros enjoy prevents all but the most bitter contestants from making scurrilous comments.

The brothers have an additional duty as well. They share a seat on the Council of the Chosen, the Duke's advisory/administrative group, where they represent the common people, and act as ombudsmen. They are able to bring grievances from the peasantry and those unprotected by wealth or guild before the mighty. These are in addition to the normal duties incumbent upon paladins. All this keeps them pretty busy, but there are rumors that they are ponderously wooing the twin sisters Alluna and Allura, acolytes of Vastalla.

* Benedict and Benelux - Paladins of Meredros (2): Male human Paladin 3; CR 3; Medium humanoid (human); HD 3d10 + 6; hp 31; Init +0; Spd 20 ft; Space 5 ft; Reach 5ft; AC 20 (touch 10, flat-footed 20); Atk +8 melee (1D8+3, masterwork longsword) or +6 melee (1D8+3, lance); SA smite evil 1/day; SQ aura of courage, detect evil, divine grace, divine health, lay on hands 9 hit points; AL LG; SV Fort +8, Ref +4, Will +6; Str 16, Dex 10, Con 15, Int 9, Wis 14, Cha 16. Height 5 ft 11 in.

Skills and Feats: Heal +4, Knowledge (religion) +1, Ride +6, Sense Motive +4; Cleave, Power Attack, Weapon Focus (longsword).

Possessions: full plate mail, masterwork longsword, potions of Cure Serious Wounds at 5th level (2), potion of Restoration at 7th level, lance, heavy steel shield, dagger.

Mount: Medium warhorse with military saddle, chainmail barding, bit and bridle, and saddlebags.

Languages: Common 



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