1. Locations

Pale Lodge, Ashkarin

šŸ•Šļø Pale Lodge of Ashkarin

"Honor the trail, aid your kin, and never betray the Wing."


šŸ›”ļø Overview

Near the West Gate of Ashkarin, just beyond the shadow of the Iron Court, stands Ulbar’s Tackle and Bait—a simple fishing shop, reeking of swamp fish, twine oil, and mildew. To the average citizen, it’s just another odd-smelling storefront.

But to adventurers, mercenaries, torchbearers, guides, and wayward scholars, it is the front door to the Pale Lodge, a public but overlooked mercenary guild—a home for those who dare the trail.

The Lodge operates openly to the right eyes:

  • A chalk-marked white bird on the doorframe.

  • A sickle-blade fishing rod display forming a half-moon above the entrance.

  • The subtle nods between those who've bled underground and lived to spend the coin.


šŸ”° What Is the Pale Lodge?

A mercenary hall.
A resource hub.
A network of adventuring souls tied together not by creed or crown, but by a single shared truth:

"The Trail is all."

The Pale Lodge offers open membership—from legendary slayers to humble torchbearers. Everyone has a role, and every member, a name..


🪵 Facilities of the Ashkarin Lodge

AreaDescription
The Green HearthThe central gathering hall and tavern. Hot stew, bitter ale, and louder stories. Banners of old chapters hang above.
The Pale Bounty HallA great wall of parchment bearing open bounties—from rat exterminations to demon hunts across the planes.
The Map RoomCharts, expedition logs, secret paths. Maps are earned, not browsed.
The TradepostSupplies for sale: chalk, scroll tubes, potions, mule harnesses, and old gear left by the dead.
Guest CabinsSpartan but safe. Each door bears the trail name of the last who slept there.
The Healing GroveA ring of herbs, incense, and poultices. Injuries treated freely—judgment never given.

🪶 Joining the Lodge

Anyone may join.
From torchbearers and scribes to sellswords and high mages.

  • Members receive a Trail Name, assigned during initiation.

  • Lodge badges—simple white bird pins—are given to those who earn their keep.

  • No background check. Oaths are made on the Trail, not on blood.


🧭 The Lodge Code

RuleMeaning
SanctuaryAid and shelter must be given to any Lodge member who asks. No exceptions.
NeutralityLeave politics and feuds at the door. The Trail judges only the worthy.
Aid the LostGive freely: food, water, and direction to those astray.
Honor the TrailBetrayal of a Lodge member brings erasure and a bounty on your head. The White Bird forgets, but the Trail does not.

šŸŽÆ Ashkarin Chapter – Regional Resources

ResourceContents
Stonehell Recon LogsMaps, notes, and obituaries from the Stonehell depths.
Seeping Waste BestiarySwamp beast reports, mutation sightings, and strange spoor.
Forest of Pillars LoreDruidic ruins, lost shrines, paths unseen.
Ashkarin DossiersMerchant feuds, noble secrets, rebel movements.
Planar Echoes LedgerRecords of extraplanar sightings and gateway shifts.

Resources may be purchased, traded, or earned through Lodge work.


šŸ•Æļø Atmosphere

Inside the Lodge, the air smells of leather, steel, and wild herbs. The rafters echo with tales told in a dozen tongues. A great mural of the White Bird hangs behind the Green Hearth’s stage—its wings raised, its sickle sharp.

Dusty banners hang between the beams: chapters long fallen, names long sung. All are welcome under the wings of the Bird.


🐦 Warden Vorek Thane

(CG male half-orc ranger 9)

The Ashkarin Lodge’s Warden and a trail-weathered veteran. Silver-bearded, sharp-eyed, and clad in worn leathers, Vorek carries two ledgers:

  • One for the honored dead.

  • One for the exiled and betrayed.

He speaks little, listens much, and personally selects all planar bounties. His Trail Name, Wing-Broken Yet Unbowed, is spoken with reverence and a touch of fear.


šŸ›”ļø Summary

The Pale Lodge of Ashkarin is not a secret society—it’s a loud, proud, and structured gathering of those who live by courage, coin, and the code of the Trail. It is part mercenary guild, part hunter’s hall, and part sacred trust.

Here, fortunes are made and lost, oaths sworn and broken, and worlds crossed and sometimes ended.

Membership is open. Respect is earned. The Trail endures.


Pale Lodge Retainers

🧱 Retainers

Retainers are non-player characters (NPCs) hired by adventurers to accompany them into danger. They fight, scout, carry, or heal—depending on their skills—and expect fair treatment and compensation.


šŸŽ­ Maximum Number of Retainers

A character may employ a number of retainers equal to their Charisma score (see Ability Scores). This includes both combat-ready companions and noncombat hirelings.


šŸ›”ļø Duties and Loyalty

Retainers are expected to share in the risks of adventuring, including dungeon delving, guarding the party, and engaging in combat if hired for such tasks.

However, they are not slaves. A retainer who is mistreated, underpaid, or needlessly endangered may refuse further service, and may even spread tales of their abuse—making it harder for that PC to hire others.


🧬 Class & Level Limits

  • Retainers may be of any class, including level 0 commoners (e.g. torchbearers, porters).

  • They may not be higher level than the PC who employs them.


šŸ’° Wages & Compensation

Retainers require:

  • A daily wage (usually 1–12 gp/day depending on role and experience)

  • A share of treasure, most commonly ½ share for combatants

Example:

A retainer with a wage of 3 gp/day also receives ½ share of any treasure recovered.


šŸ– Upkeep & Equipment

The hiring PC must pay for:

  • The retainer’s daily upkeep (food, drink, and shelter)

  • Any necessary gear, weapons, or mounts the retainer requires for the mission


šŸ’Ž Treasure Shares

Treasure is divided into shares. Retainers may receive a full share (rare), a half share (common), or a fixed amount as agreed.

Fractional Share Example:

A party of 5 PCs (each receiving 1 share) and 1 retainer (½ share) finds 2,750 gp.

Total shares = 5.5
Treasure per full share = 2,750 Ć· 5.5 = 500 gp

Each PC receives 500 gp; the retainer receives 250 gp

šŸ“œ Full Pale Lodge Mercenary Roster


Clerics

NameRoleRaceSTRINTWISDEXCONCHADeity
Fatma DurandCleric of DonblasHuman18131881214Donblas
Orhan TrellwindNovice ClericHuman9141613159–
GulHealer’s HandHuman71314101216–
Ahmet LaurentCleric of NisabaHuman101014121214Nisaba
Esra DuboisCleric of OshunHuman1091471413Oshun
Kerem MorelCleric of St. KanatiusHuman14121415712St. Kanatius

Fighters

Barbarians

NameRoleRaceSTRINTWISDEXCONCHA
Ozan RenaultBarbarianHuman181512151310
Serkan DuboisBarbarianHuman1591513127
Tamer GirardBarbarianHuman14111317136

Rangers

NameRoleRaceSTRINTWISDEXCONCHA
Orhan MarchandRangerHuman151414121112
Kemal FournierRangerHuman1593111315
Canan LambertRangerHuman15111113716

Dwarves (Dwarf Class)

NameRoleRaceSTRINTWISDEXCONCHA
Hasan MarchandDwarf AdventurerDwarf161212131614
Yusuf LambertDwarf AdventurerDwarf14912121311
Aysun LenoirDwarf AdventurerDwarf141314121410

Elves (Elf Class)

NameRoleRaceSTRINTWISDEXCONCHA
Alp LefevreElf AdventurerElf14111211810
Sevgi PerraultElf AdventurerElf141213151016
Mert ChevalierElf AdventurerElf149910815

Halflings (Halfling Class)

NameRoleRaceSTRINTWISDEXCONCHA
Emine DuvalHalfling AdventurerHalfling1314117119
Taner MoreauHalfling AdventurerHalfling131513101210
Derya DuboisHalfling AdventurerHalfling13161311127

Human Fighters

NameRoleSTRINTWISDEXCONCHA
NarinSling-Skirmisher18131361110
KemalBrawler171379129
Yasemin HollowbrookScout-Runner1613138139
Sibel DaggerfordKnife-Fighter1681591313
BaranSpearman1689121314
DenizScout-Guard161112121213
ErenSpearman1691291216
KaanSword Arm169129123
MiraSlingshot16715171616
TunƧPike-Ward1681013129
YılmazPickman161413111314
HarunPikeman16149996
Arda FlintmarkSpearman1591711713
Murat DuskwalkerPike-Bearer1514591417
Melik EmberlaneClub-Basher151314121111
Aylin ColdmereCrossbow Huntress1516813910
HakanPike-Carrier15109111016
HediyeSword Arm15121113717
YunusSword Arm151112131011
Selin MoorcroftTorchbearer14710121311
Elif FrostmereArcher1415101297
Cem KayaAxe-Hand1414131196
Tolga RavenshadeTunnel Guard1412713139
Hakan ThornvalePickman14711141414
Deniz CopperthornSpear-Thrower1491214139
AdemShield-Bearer14131710137
AkselClub-Wielder14111211916
AylaPike-Bearer14141171211
CanerTunnel Brawler14121031012
MeteTunnel Guard14131281011
MuratTorchguard1410912910
RizaTunnel Axe1411510129
TolgaArcher14101171515

Magic-Users

Bards

NameRaceSTRINTWISDEXCONCHA
Murat LenoirElf9191210812
Aydin PerraultElf51614171110
Deniz ChevalierElf10161114513

Magic-Users

NameRaceSTRINTWISDEXCONCHA
Selim MarquetElf1117111187
Emre CorbinElf8179141414
Halil RenaultHuman1517129810
İpek ShadowvaleElf101610121512
Nazlı FirethornElf1216911515
Altan DauvignyElf1616812713
Mehmet GirardHuman10141011116
Zeynep FournierHuman111410131012

Thieves

Acrobats

NameRaceSTRINTWISDEXCONCHA
Ceyda MoreauHalfling8912181117
Levent DuvalHalfling1581517910
Burak LefevreHalfling817416129

Thieves

NameRaceSTRINTWISDEXCONCHA
SelinHalfling1091017168
KaderHalfling1171216912
Omer MarquetHalf-Elf14610161715
Selda DauvignyHalf-Elf13127141210
Leyla CorbinHalf-Elf12129141312


Levels 2+

NameRoleLvlClassHPACGenderAgeDaily CostNotes
BelginSpearwoman2F125F275 gpWants coin
EmreHalberdier2F135M286 gpOverconfident
IlhanArcher2F126M315 gpBoastful
LaleSwordmaiden2F145F276 gpSeeks renown
PelinSwordmaiden2F114F325 gpReasonable
PinarShield Sister2F124F296 gpDefensive
TamerPikeman2F116M364 gpCynical
FatmaTunnel Guide2T117F287 gpKnows the tunnels
DeryaWar-Caller3F164F349 gpLoud commander
Halil StonehavenSellsword3F2015M—12 gpBlind uncanny fighter, 7,585 XP
VedatSword-Sergeant3F184M429 gpDrillmaster
SevgiTrail Seer3C134F4110 gpWisdom says don’t
OrhanBattle Priest3C155M3510 gpStern zealot
JaleTrail Witch3MU118F4012 gpMurmurs in dreams
AsumanShield Captain4F243F3614 gpCaravan wars veteran
MiltonVeteran Spearman4F224M3912 gpScarred veteran
BekirTemple Seer4C204M4416 gpProphetic dreams
SedaShadowknife4T186F2912 gpWhisper-quiet
UlkuMystic Adept4MU147F3815 gpStrange aura
ErkanWarblade5F322M4022 gpPike and shield master
ZaferBarbarian Sword5F303M3320 gpWild, scarred
YildizStar-Witch5MU255F4225 gpPale glowing eyes


New Recruits

Level 5 NPCs

NameRoleLvlClassRaceHPACGenderAgeDaily CostNotes
Hakan van HoltMercenary5FighterHuman1211F412 gpVeteran adventurer
Hakan van HoltAcolyte5ClericHuman2511M383 gpVeteran adventurer
Cem DauvignyMinstrel5BardHalf-Elf119F256 gpVeteran adventurer
Kader GruberHuntsman5RangerHuman2310M453 gpVeteran adventurer
Deniz DauvignyScholar5Magic-UserHuman1412M306 gpVeteran adventurer

Level 6 NPCs

NameRoleLvlClassRaceHPACGenderAgeDaily CostNotes
Selin DauvignyTumbler6AcrobatHuman912M396 gpVeteran adventurer
Selin TrevisanScout6RangerHuman279M303 gpVeteran adventurer
Yasemin GruberBerserker6BarbarianHuman229F492 gpVeteran adventurer
Elif RossiSpellblade6ElfElf1811M322 gpVeteran adventurer
Adem RossiDaredevil6AcrobatHuman159F476 gpVeteran adventurer
Selin LefevreSlinger6HalflingHalfling2411F473 gpVeteran adventurer
Cem DuboisPathfinder6RangerHuman349M186 gpVeteran adventurer
Hakan GruberKnife-Dancer6AcrobatHuman1110M325 gpVeteran adventurer
Murat GruberSkald6BardHalf-Elf2610F373 gpVeteran adventurer
Kader LefevreChronicler6BardHalf-Elf189F373 gpVeteran adventurer

Non-Combat Retainers – Level 0 & 1

šŸ”¦ Non-Combat Retainers – Level 0 & 1


Kerem – Torchbearer

Human, Lawful
AC 9 | HD 0 | HP 5 | MV 120' | ATK: Club (1d4)
STR 10 | DEX 11 | CON 10 | INT 9 | WIS 10 | CHA 11

Bright-eyed and perpetually smudged with soot, Kerem takes pride in lighting the way. He talks to torches like they’re old friends and treats each unlit corridor like a personal challenge.

Equipment: Club, 10 torches, tinderbox, oil flasks (2), fire striker
Loyalty Rule: Loyalty improves if included in post-quest feasts or thanked personally.


Zeynep – Tunnel Lantern-Bearer

Human, Neutral
AC 8 | HD 0 | HP 4 | MV 120' | ATK: Dagger (1d4)
STR 9 | DEX 12 | CON 10 | INT 10 | WIS 10 | CHA 9

Once a ratcatcher in Ashkarin’s sewers, Zeynep now walks the halls of Stonehell holding the light. She has a knack for avoiding drips and falling dust, and claims to dream of the dungeon before it’s explored.

Equipment: Lantern, 3 oil flasks, dagger, sack, chalk
Loyalty Rule: Loyalty rises if she’s kept near the center of the group.


Yılmaz – Pickman (also appears on combat list, but often supports)

Human, Lawful
AC 6 | HD 1 | HP 10 | MV 90' | ATK: Pickaxe (1d6)
STR 16 | DEX 11 | CON 13 | INT 10 | WIS 10 | CHA 9

Superstitious and stone-wise, Yılmaz mutters blessings to the rocks as he works. When not swinging his pick, he’s chewing iron filings and sketching tunnel patterns in the dirt.

Equipment: Pickaxe, rope (50 ft), spade, climbing kit, chalk
Loyalty Rule: Becomes nervous if left above ground too long.


Feray – Beast Handler

Human, Neutral
AC 8 | HD 1 | HP 7 | MV 120' | ATK: Staff (1d6)
STR 12 | DEX 11 | CON 11 | INT 9 | WIS 13 | CHA 13

Quiet, firm, and calm. Feray was raised in the stables of Ashkarin and claims to understand a mule’s moods better than a man’s. Handles pack dogs, mules, and even trained ravens.

Equipment: Staff, rope harness, 2 animal salves, whistle, dried meat
Loyalty Rule: Will not tolerate cruelty to animals.


Orhan – Acolyte Healer

Human, Lawful
AC 7 | HD 1 | HP 6 | MV 120' | ATK: None
STR 8 | DEX 11 | CON 10 | INT 11 | WIS 14 | CHA 11

Orhan speaks in whispers and prays with a calm certainty. Though unordained, he administers poultices and speaks litanies over the dying. He dreams of one day joining the clergy of Vaughn or St. Ras.

Equipment: Healing kit, holy token, clean rags, poultices, vial of sacramental water
Loyalty Rule: Loyalty improves if he witnesses sincere prayer or a just act.


Meryem – Herbalist

Human, Neutral
AC 9 | HD 1 | HP 5 | MV 120' | ATK: Dagger (1d4)
STR 9 | DEX 10 | CON 10 | INT 12 | WIS 13 | CHA 12

Smelling of sage and damp moss, Meryem knows the name of every weed that grows in the cracks of Ember. She's happiest elbows-deep in roots or steeping potions by firelight.

Equipment: Herb satchel, dagger, mortar & pestle, salves (2), fungus sample
Loyalty Rule: Loyalty improves if you listen to her herbal lectures.


Hande – Glyph Mage (Camp Witch)

Human, Neutral
AC 10 | HD 1 | HP 5 | MV 120' | ATK: None (Noncombatant)
STR 8 | DEX 10 | CON 9 | INT 15 | WIS 11 | CHA 11

Hande studies minor glyphs and warding runes, often leaving protection sigils at camp edges. She doesn’t fight—but she’ll shout a warning if magical traces are found.

Equipment: Sigil chalk, rune map, bone dice, vial of powdered silver
Loyalty Rule: Loyalty improves if magic is treated with respect and mystery.


Dilara – Camp Witch (Charms and Warnings)

Human, Chaotic
AC 10 | HD 1 | HP 5 | MV 120' | ATK: Dagger (1d4)
STR 9 | DEX 10 | CON 10 | INT 13 | WIS 11 | CHA 11

Dilara claims to see omens in cracked bones and candle soot. Her magic is folkish, protective, and sometimes unsettling. She wards dreams and reads wax signs before expeditions.

Equipment: Wax seal kit, incense, dream pouch, dagger, ā€œcurse ropeā€
Loyalty Rule: Loyalty drops if mocked or forced into daylight duels.


Bahar – Lantern Watcher (Removed previously, but if kept)

Human, Neutral
AC 9 | HD 0 | HP 3 | MV 120' | ATK: None
STR 8 | DEX 10 | CON 8 | INT 11 | WIS 13 | CHA 10

Bahar watches the weather, tides, and moon. She hums lullabies to herself and warns of "wind in the wrong place" before storms. A bit odd, but often right.

Equipment: Sky journal, hand lens, wind-sock charm
Loyalty Rule: Loyalty increases if she’s listened to before a journey.


New Hires (Torchbearers/Porters)

These are Level 0 torchbearers and porters available in Ember, ready to join for coin and coin alone. Their stats are simplified and interchangeable unless distinguished:

Typical Stat Block:
Human, Neutral | AC 9 | HD 0 | HP 4 | MV 120' | ATK: Club (1d4)
Traits: Fearful in combat, loyal if protected, eager for bonus pay.

Names:

  • Kerim, torchbearer (talks in third person)

  • Selvi, porter (sings while walking)

  • Davut, torchbearer (believes fire spirits live in flames)

  • Huri, lantern-bearer (carries a locket of her dead twin)

  • Emre, porter (terrified of rats)

  • Pelin, torchbearer (quotes weird poetry)

  • Osman, porter (wants to see the stars underground)

  • Aylin, torchbearer (collects dungeon pebbles)

  • Sefa, porter (gambling addict)

  • Nalan, torchbearer (doodles trap designs in chalk)

Animal Assets

🐺 Animal Assets (Require Handler)

AnimalHDACHPMoraleNotesDaily CostMonthly Cost
Guard Dogs (pair)2 ea129 ea8War-trained; only obeys assigned handler1 gp2 gp
Trainer (Wolf Rider)———9Commands and maintains dogs8 sp5 gp
Mule21297Carries 300 lbs of gear or 2 Small folk2 sp3 gp

Pale Lodge Bounty Board

Ashkarin

"Take wing, strike swift, bring proof. The Trail remembers."


(Posted in the Bounty Hall, carved onto thick parchment sheets, pinned under a stylized white bird sigil.)


šŸ›”ļø Current Open Contracts:

Bounty NameTarget DescriptionLethality Rating (1–12)Proof RequiredReward (Boon)Contract Duration
Ashjaw the Mire WolfMutated dire wolf, Seeping Waste. Mauled two caravans.3Jawbone with blackened teeth.+1 Beastbane Dagger (vs beasts).Open for 10 days.
The Hollow ManAnimated husk, whispering vaults beneath Old Gravefield. Feeds on memories.5Hollow Mask pried from its face.Whispering Locket (advantage on saving throws vs charm for 1 week).Open for 14 days.
Mother IvyRogue dryad corrupted by stoneblight fungus, Forest of Pillars.6Heartwood branch, still oozing sap.Scroll of Speak with Plants and a vial of Blightbane Elixir.Open for 20 days.
Vaergan "Two-Souls"Fugitive doppleganger, posing as a merchant's scribe.4Silver mirror bearing true form trapped within.Potion of Mind Shielding.Open for 7 days.
Rask the Oath-BreakerFallen knight turned blackguard, now raiding pilgrims. Stonehell outskirts.7Gauntlet with broken signet.+1 Shield (Emblazoned with White Bird sigil, usable only by Pale Lodge members).Open for 21 days.
The Burning WidowFire spirit haunting the Old Quarter ruins. Killed six townsfolk.5Ash-blackened wedding ring.Ring of Fire Resistance (limited: 1/day, 10 minutes).Open for 9 days.
Vellinoth, Bleeding StarRogue eladrin duelist; exiled planar noble. Last seen crossing into Ashkarin.8Blade shard from his star-steel rapier.+1 Rapier, Elven Make (glows faintly under starlight).Open for 18 days.
Sister WitherCult priestess spreading plague in hidden shrines. Location: unknown.9Dried left hand, bearing black glyph tattoos.Amulet of Purity (negates disease once before crumbling).Open for 30 days.
Skellmantle SwarmMass of skeletal vermin awakened beneath Old Ashkaran catacombs.7Six skulls, fused together unnaturally.Bag of Dust of Undeath (throw to disrupt undead).Open for 15 days.
The Screaming VinesCarnivorous plant colony; sings to draw in prey. South of Ashkarin forest edge.5Severed vine, still twitching.Scroll of Barkskin and Trailman's Root (natural healing booster).Open for 12 days.
Kas LornbreakerExiled Pale Lodge traitor. Killed two Wings in betrayal. Wanted dead only.10His pale Lodge medallion, bloodied.Choice of custom gear (crafted by the Lodge artificer) or free passage through any Lodge for a year.Open for 60 days.
Churn-of-EyesMinor demonic entity, unstable planar leak near Stonehell ruins.12One of its blinking eye-clusters.Shard of Warding (resistance to psychic damage for 1 month).Open for 40 days.

šŸ“– Notes for Members:

  • Proof Must Be Genuine: Fraudulent proofs are punished by erasure from the Lodge.

  • Single Claim Only: First team or individual to provide the proper token earns the boon.

  • Some Bounties Hunt Back: Attempting planar or high-risk bounties without preparation is a death wish.

  • If Contract Expiration Reached: The bounty is withdrawn—and the Lodge washes its hands of the matter, save for vengeance in cases involving traitors.


šŸ›”ļø Bounty Difficulty Guide:

Lethality RatingChallenge Type
1–3Dangerous but manageable (single strong foe).
4–6Risky (intelligent foes, ambushes, small lairs).
7–9Deadly (organized foes, lairs with traps or allies).
10–12Legendary (planar beings, mass threats, traitorous Lodge members).

🐦 Pale Lodge Oath:

"Honor the trail, aid your kin, and never betray the Wing."

Lodge Recognition & Requirements

šŸ•Šļø The Pale Lodge of Ashkarin

"Honor the trail, aid your kin, and never betray the Wing."


šŸ›”ļø Lodge Recognition & Requirements

To be recognized by those of the Winged Path—a loosely affiliated network of surviving lodges across the realm—each Pale Lodge must adhere to five traditional tenets, carved into every founding beam and recorded in a Whiteleaf Codex (a pale birchwood journal written in moon-ink):


1. The Trailwright's Oath

ā€œOnly those who have bled on the trail may lay the stone.ā€
Only an established adventurer, mercenary, or survivor may found a Lodge. In Ashkarin, this tradition was upheld when Ulbar of Dustmere—a torchbearer-turned-guide—used the proceeds from a ruined expedition to convert his failing bait shop into a lodge.

  • Note: Ulbar is rumored to be missing three fingers and part of his shadow.


2. The Chronicle Shelf

ā€œLet no trail be lost. Let no tale be silenced.ā€
The Lodge must contain a copy of the Pale Chronicles—an expanding series of stitched, hand-penned journals written by Lodge members, detailing travels, dungeon maps, deaths, beasts, settlements, edible mosses, and warnings scratched in haste.

  • One original volume is chained inside the Trailroom, others are kept in copper scroll tubes in the Vault.


3. The Lore Trough

ā€œTo survive the unknown, we must know the known.ā€
Every Pale Lodge must maintain a collection of local knowledge and regional expertise:

  • The Lore Shelf at Ashkarin’s Lodge includes:

    • Flora of the Ashmar Bogs

    • River-Reptile Behavior Patterns, Annotated by Survivors

    • Ghost-Tide Activity: Measured by Moon Phases

    • Ten Signs You’re About to Eat a Mimic


4. The Winged Welcome

ā€œIf they wear the bird, they are kin.ā€
No matter creed, coin, species, or sin—any marked Pale adventurer seeking shelter, healing, knowledge, or news must be welcomed. This is not law, but a vow, and betrayal of it invites being ā€œwing-clippedā€ā€”a symbolic severing of one’s trail rights.

  • Violators are marked by burning the bird sigil off their skin—a punishment carried out only once in Lodge memory, by Ulbar himself.


5. The Hearth of Tolerance

ā€œNo trail knows just one kind of traveler.ā€
The Lodge must remain a safe, respectful refuge for all members, regardless of race, faith, flag, or love. Within the Lodge, arguments may flare—but no hate may fester.

  • Horta, the giant bone-setter who brews Guttersoup, is the Lodge’s silent moral core. When she taps her ladle against the Tithe Hearth, all disputes end. No one crosses her.


🪶 The Whiteleaf Codex (Lodge Charter Book)

This book sits beneath the fish-greased counter of Ulbar’s shop, resting between jars of pickled eel and river-lemongrass tincture. Its spine is birch bark, its ink silvered ash. It contains:

  • The Lodge’s founding

  • Trailwright’s signatures (every member who’s died in good standing)

  • Major contracts and their outcomes

  • Obituaries, failures, poems, warnings

  • Feathers and blood-prints of fallen members

To tear a page is to break the Lodge’s soul. Ulbar has drawn blood over it before.


High Level Mages

Contract Details

Job: Extraction of all 9 Plated Mage lenses
Work Time: 1 Turn (10 min) per lens = 90 minutes extraction
Additional Work: 1 day prep and stabilization, 1 day rest and cataloging
Travel: 2 days each way from Ashkarin = 4 travel days total
Total Commitment: 6 paid days per specialist

Base Rate: 500 gp per lens (Ɨ9 = 4,500 gp)
Hazard Pay: 250 gp (unstable, potentially lethal site)
Travel Pay: 100 gp/day Ɨ 4 days = 400 gp
Total Base Fee: ā‰ˆ 5,150 gp per specialist

Note: Some charge more depending on seniority, rank, or Azure Veil affiliation.


Tower Arcana Extraction Specialists

NameLevelRaceINTNotesHire Price (gp)
Emre Vollen10Human18Senior Azure Veil arcanist and harmonic theorist. Known for precision and zero tolerance for interruptions.6,000
Leyla Varga9Half-Elf17Specialist in planar resonance. Demands quiet working conditions and double hazard pay if magic is active nearby.6,500
Burak d’Valen8Human16Former battlefield artificer. Practical, efficient, expects fair pay and a clean exit clause.5,000
Selin Dravorn10Elf18Crystal-channel expert with a reputation for safe recovery. Prefers to keep one lens for study unless compensated.6,800
Kemal Rienne8Human15Azure Veil compliance officer. Ensures relics are catalogued per Tower law.5,500
Tarkan Belrose9Human17Dominion relic researcher. Brilliant but reckless; charges extra for ā€œfull accessā€ to unstable artifacts.6,200
Ayda Kelm9Human16Former Bonehunter arcanist turned energy-containment specialist. Calm, loyal, highly dependable.5,200
Melis Calder8Half-Elf15Apprentice of Samira al-Thani. Reliable and curious, willing to work under supervision for less.4,800