1. Locations

Pale Lodge - Kalorand

🕊️ The Pale Lodge of Kalorand

“Honor the Trail, aid your kin, and do not break the Knot.”

Locagion

Merchant's Ward near Snow Lion Gate

Overview

In Kalorand, the Pale Lodge is known as a dependable, stubbornly neutral fellowship of caravan-guards, rangers, scouts, and cold-road mercenaries. They are not flashy. They are not cheap. They are trusted.

Where city militias defend walls and the Church guards ritual centers, the Pale Lodge exists to keep people and goods moving between cities, forts, and forgotten places. They know the winter roads. They know which bridges fail first in the thaw. They know where patrols stop and monsters begin.

Publicly, the Lodge claims no loyalty to crown, cult, or mandala. In practice, they maintain stable working alliances with Kalorand’s merchant houses, city watch, Church logistics offices, and frontier wardens. When something must cross hostile ground intact, the Pale Lodge is called.

Privately, they watch more than roads.


The Kalorand Lodgehouse

Public Front:
Whitecap Provisioners, a low stone outfitter near the caravan yards and winter market. It smells of tallow, dried fish, oiled leather, and wet wool. Nothing about it suggests importance.

Known Signs (to those who know):

  • A white bird knot scratched into door lintels

  • A staff wrapped with pale cord, hung upside down

  • The phrase: “The road remembers.”

The true lodge lies beneath and behind the shop, carved into older stone that predates the current city plan.


What the Pale Lodge Is

  • A regional mercenary and escort network, focused on survival and logistics

  • A clearinghouse for contracts, bounties, and travel intelligence

  • A neutral sanctuary for those who work the roads and wilds

  • A place where past deeds matter more than titles

Most members are:

  • Rangers trained in winter travel

  • Warriors specialized in convoy defense

  • Scouts, torchbearers, porters, and guides adapted to arctic conditions

  • A small number of druids and hedge-priests focused on terrain, weather, and animal signs

They are practical people who value maps, ropes, sleds, and silence.


Facilities

The Cold Hearth
A communal hall with a massive non-magical fire. Stories are shared here, but names are used sparingly.

The Contract Wall
Wooden boards layered with parchment. Caravan escorts, bounty notices, recovery missions, and long-haul winter routes.

The Route Vault
Maps, seasonal annotations, collapsed bridge records, monster sightings. Access requires contribution.

The Stores
Cold-weather gear, trail rations, spare iron, sled parts, snow shoes, lantern oil. Barter common.

The Bunkhouse
Simple, clean, tightly packed. Walls carved with route names and dates, not boasts.

The Quiet Room
For injury, grief, or oath-making. No questions asked.


Lodge Culture

  • No ranks. Reputation is earned on the road.

  • Trail Names are optional and often understated:
    Thaw-Watcher, Northbound, Still-Step

  • Sanctuary is absolute within Lodge walls.

  • Feuds end at the door. They can resume outside.

The Lodge Code

  • Sanctuary: Aid a Lodge member in need.

  • Neutrality: No politics or vendettas inside.

  • The Lost: Do not abandon travelers lightly.

  • The Knot: Betrayal fractures the road. Names can be erased.


Leadership in Kalorand

Coldwarden Ysolde Fenreach
(N human ranger 8)
A veteran of a dozen winters and three near-starvations. Ysolde is calm, humorless, and widely respected by city officials who prefer not to ask questions. She approves routes, assigns escorts, and quietly denies contracts she believes will destabilize the region.

She keeps two ledgers:

  • Routes lost and reclaimed

  • Names retired and reasons unspoken


Relations in Kalorand

Stable Alliances

  • Merchant Consortiums

  • Church logistics clerks

  • City watch captains

  • Frontier ferrymen and bridge-wardens

Quiet Friction

  • Cult recruiters

  • Private mercenary bands

  • Smugglers who draw too much attention

The Pale Lodge does not compete for glory. It competes for reliability.



Winter Transport Teams

When winter transport teams are hired through the Pale Lodge, they are contracted as self-contained logistics units, not as loose animals or disposable labor. Each team includes trained retainers who manage the animals, loads, routes, and camps according to Lodge practice. Food for the retainers, animal feed, routine care, minor repairs, and a heated tent for the team are all included in the daily wage. These retainers avoid combat unless directly threatened and do not claim shares of treasure unless explicitly ordered to fight under separate terms. The party retains command authority over destinations and objectives, but responsibility for safe winter travel is shared. Reckless orders, neglect of animals, or misuse of retainers will be remembered by the Lodge and may affect future contracts.

Winter Transport Teams

Retainers | Heated tent for team | Logistics included

Team TypeMin PC LevelAnimalsRetainers RequiredRetainer RolesDaily Snow MovementWeight CapacityDaily Wage (Total)Included LogisticsOperational Advantages
Light Scout Sled14 dogs1Handler–Scout30 miles300 lb3 gpHeated tent for team, dog feed, trail rationsQuiet travel, reconnaissance, minimal footprint
Standard Sled Team16 dogs2Lead Handler, Camp Guard24 miles600 lb6 gpHeated tent for team, dog feed, spare harnessReliable winter travel, fatigue reduction, night security
Heavy Cargo Sled Team28 dogs3Handler, Driver, Guard18 miles1,200 lb9 gpTwo heated tents for team, full dog feed, repair kitSerious hauling, stable supply lines, reduced mishaps
Elite Whiteveil Sled Team2*8–10 dogs4Lead Handler, Driver, Scout, Guard36 miles800 lb12 gpRedundant heated tents for team, surplus feed, spare runnersMaximum speed, storm discipline, pursuit capability
Reindeer Pack Team14 reindeer2Handler, Driver18 miles400 lb6 gpHeated tent for team, forage supplements, tack kitQuiet movement, low fatigue, excellent footing
Reindeer Haul Team26 reindeer3Lead Handler, Driver, Guard18 miles900 lb9 gpTwo heated tents for team, feed reserves, sled rigEndurance hauling, low panic, terrain flexibility

* Elite Whiteveil teams additionally require the party to have demonstrated survival and reliability on prior winter routes, at the discretion of the Pale Lodge of Kalorand.


PALE LODGE WINTER TRANSPORT RETAINERS 


Light Scout Sled Teams

4 dogs ¡ 1 retainer

Still-Step

NameRoleALACHDHPMVAttackNote
Zavren Still-StepHandler–ScoutN1316120'Staff (1d6)Reads wind and drift

Northbound

NameRoleALACHDHPMVAttackNote
Mirela NorthboundHandler–ScoutL1204120'Dagger (1d4)Silent on the trail

White Knot

NameRoleALACHDHPMVAttackNote
Torvik White-KnotHandler–ScoutN1317120'Staff (1d6)Excellent night vision

Standard Sled Teams

6 dogs ¡ 2 retainers

Frostline

NameRoleALACHDHPMVAttackNote
Kalem FrostlineLead HandlerN1317120'Staff (1d6)Dog discipline
Rostan HoldgateCamp Guard (F1)L161890'Spear (1d6)Light sleeper

Cold Hearth

NameRoleALACHDHPMVAttackNote
Yasra Cold-HearthLead HandlerN1205120'Dagger (1d4)Reads paw injuries
Delko AshcloakCamp Guard (F1)N151990'Sword (1d8)Former caravan guard

Last Marker

NameRoleALACHDHPMVAttackNote
Pavelin Last-MarkerLead HandlerL1316120'Staff (1d6)Calm under threat
Sera Black-TorchCamp Guard (F1)N141790'Axe (1d6)Superstitious

Heavy Cargo Sled Teams

8 dogs ¡ 3 retainers

Iron Drift

NameRoleALACHDHPMVAttackNote
Borin Iron-DriftHandlerN1317120'Staff (1d6)Load balance
Ilyas Stone-RunDriverL1216120'Club (1d4)Precise braking
Korda GatewardGuard (F1)L161990'Spear (1d6)Shield trained

Snow Ledger

NameRoleALACHDHPMVAttackNote
Zemek Snow-LedgerHandlerN1305120'Staff (1d6)Dog whisperer
Rilka TrackwiseDriverN1216120'Dagger (1d4)Fast reflexes
Havor Scar-SnowGuard (F1)L1711090'Sword (1d8)Veteran

Deep Haul

NameRoleALACHDHPMVAttackNote
Nesrin SoftvoiceHandlerN1216120'Staff (1d6)Calms teams
Talek Runner-BindDriverL1317120'Club (1d4)Sled repair
Vargo WolfscarGuard (F1)N161890'Axe (1d6)Hates wolves

Elite Whiteveil Sled Teams

8–10 dogs · 4 retainers

Whiteveil Ascendant

NameRoleALACHDHPMVAttackNote
Ilona WhiteveilLead HandlerN1317120'Staff (1d6)Whiteveil trained
Marku Ice-BrakeDriverL1418120'Sword (1d8)Storm control
Petyr Drift-EyeScoutN1216120'Bow (1d6)Reads whiteouts
Sorin Pale-SpearGuard (F2)L1721490'Spear (1d6)Formation discipline

The Road Remembers

NameRoleALACHDHPMVAttackNote
Veska KnotboundLead HandlerN1316120'Staff (1d6)Never rushes
Orel Wind-HoldDriverL1418120'Sword (1d8)Ice anchor
Narik Snow-WatcherScoutN1216120'Bow (1d6)Route memory
Davor Cold-OathGuard (F2)L1821590'Axe (1d6)Veteran oathbound

Last Thaw

NameRoleALACHDHPMVAttackNote
Serka Thaw-WalkerLead HandlerN1317120'Staff (1d6)Reads melt-lines
Belko Rime-StepDriverN1418120'Sword (1d8)Silent braking
Kivan Far-DriftScoutN1216120'Bow (1d6)Long sight
Istrev White-MarkGuard (F2)L1721390'Spear (1d6)Calm under fire

Reindeer Pack Teams

4 reindeer ¡ 2 retainers

Quiet Antler

NameRoleALACHDHPMVAttackNote
Anika Quiet-AntlerHandlerN1216120'Staff (1d6)Forage expert
Jorek SnowtraceDriverL1317120'Club (1d4)Silent mover

White Moss

NameRoleALACHDHPMVAttackNote
Lira Moss-StepHandlerN1205120'Staff (1d6)Animal calm
Pavel RenboundDriverN1316120'Club (1d4)Steady pace

North Spur

NameRoleALACHDHPMVAttackNote
Kesra SpurlineHandlerL1216120'Staff (1d6)Tack repair
Demit FarhornDriverN1317120'Club (1d4)Knows passes

Reindeer Haul Teams

6 reindeer ¡ 3 retainers

Fallow Road

NameRoleALACHDHPMVAttackNote
Radek Fallow-RoadLead HandlerN1317120'Staff (1d6)Calm authority
Yul SnowbindDriverL1316120'Club (1d4)Load balance
Kres Wolf-QuietGuard (F1)N161990'Spear (1d6)Watches flanks

Old Track

NameRoleALACHDHPMVAttackNote
Mira Track-KeeperLead HandlerL1216120'Staff (1d6)Route memory
Osen AntlerhandDriverN1317120'Club (1d4)Quiet commands
Branik Snow-OathGuard (F1)L1711090'Sword (1d8)Disciplined

Still Horizon

NameRoleALACHDHPMVAttackNote
Ilse Still-HorizonLead HandlerN1317120'Staff (1d6)Endless patience
Korin FrosttackDriverN1216120'Club (1d4)Gear repair
Darek Pale-WatchGuard (F1)L161890'Spear (1d6)Night vigilance

Mercenaries

🧱 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.

🎭 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.

🛡️ 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.

💰 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.

🍖 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

💎 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 á 5.5 = 500 gp

Each PC receives 500 gp; the retainer receives 250 gp

More

Good. The existing document already has the transport retainer section starting at line 582 using the right format — the uploaded document is just a raw tab-delimited dump of what should replace or match that. The main roster (Level 1 through Torchbearers) is already formatted correctly in the wiki. What needs reformatting is only the raw pasted content that hasn't been cleaned up yet.

Here it is in clean Kanka-ready markdown, matching the existing document's conventions exactly:


📜 Full Pale Lodge Mercenary Roster


Level 1

Clerics

NameRoleRaceLvlHPSTRINTWISDEXCONCHA
Fatima DuraneshClericHuman1418131881214
Orin TreleshNoviceHuman159141613159
GulaHealerHuman1471314101216
Ahmed LaurikClericHuman14101014121214
Esmer DuvanikClericHuman151091471413
Kirem MoraiClericHuman1414121415712

Barbarians

NameRoleRaceLvlHPSTRINTWISDEXCONCHA
Ozren RenekBarbarianHuman16181512151310
Serko DuvanikBarbarianHuman151591513127
Tamir GirashBarbarianHuman1614111317136

Rangers

NameRoleRaceLvlHPSTRINTWISDEXCONCHA
Orin MarchenRangerHuman15151414121112
Kemar FornikRangerHuman161593111315
Kanan LambrekRangerHuman1415111113716

Dwarves (Dwarf Class)

NameRoleRaceLvlHPSTRINTWISDEXCONCHA
Hasko MarchenDwarf AdventurerDwarf17161212131614
Yusko LambrekDwarf AdventurerDwarf1514912121311
Aysra LenikDwarf AdventurerDwarf16141314121410

Elves (Elf Class)

NameRoleRaceLvlHPSTRINTWISDEXCONCHA
AlparElf AdventurerElf1314111211810
SevraElf AdventurerElf14141213151016
ChevarElf AdventurerElf13149910815

Halflings (Halfling Class)

NameRoleRaceLvlHPSTRINTWISDEXCONCHA
Emira DuvalikHalfling AdventurerHalfling131314117119
Tanrik MoraiHalfling AdventurerHalfling14131513101210
Derin DuvanikHalfling AdventurerHalfling1413161311127

Human Fighters

All Level 1

NameRoleHPSTRINTWISDEXCONCHA
NarelaSling-Skirmisher518131361110
KemrikBrawler5171379129
Yasra HolovarScout-Runner61613138139
Sibra DagarikKnife-Fighter61681591313
BarikSpearman61689121314
DenarScout-Guard5161112121213
EreskSpearman51691291216
KaroSword Arm5169129123
MiralaSlingshot716715171616

Magic-Users

All Level 1

NameRaceHPSTRINTWISDEXCONCHA
Selkar MarikElf31117111187
Emrik KorvanElf48179141414
Halrek RenekHuman31517129810
Ipeka ShadowinElf4101610121512
Nazra FirethikElf11216911515
Altarek DuvanikElf21616812713
Mehtar GirashHuman310141011116
Zeyra FornikHuman3111410131012

Thieves / Acrobats

All Level 1

NameRaceHPSTRINTWISDEXCONCHA
Ceyra MoraiHalfling38912181117
Levar DuvalikHalfling31581517910
Burin LefrikHalfling4817416129
SelkaHalfling51091017168
KadarHalfling31171216912

Levels 2+

NameRoleLvlClassHPACDaily CostNotes
BelraSpearwoman2F1255 gpWants coin
EmrikHalberdier2F1356 gpOverconfident
IlrekArcher2F1265 gpBoastful
LalarSwordmaiden2F1456 gpSeeks renown
PelraSwordmaiden2F1145 gpReasonable
PinraShield Sister2F1246 gpDefensive
TamirPikeman2F1164 gpCynical
FatiraTunnel Guide2T1177 gpKnows the tunnels
DerinWar-Caller3F1649 gpLoud commander
Halrek StonevarSellsword3F201512 gpInfravision
VedrikSword-Sergeant3F1849 gpDrillmaster
SevraTrail Seer3C13410 gpWisdom says don't
OrinBattle Priest3C15510 gpStern zealot
JalraTrail Witch3MU11812 gpMurmurs in dreams
AsraShield Captain4F24314 gpCaravan wars veteran
MiltarVeteran Spearman4F22412 gpScarred veteran
BekarTemple Seer4C20416 gpProphetic dreams
SedraShadowknife4T18612 gpWhisper-quiet
UlkarMystic Adept4MU14715 gpStrange aura
ErkarWarblade5F32222 gpPike and shield master
ZafarBarbarian Sword5F30320 gpWild, scarred
YildraStar-Witch5MU25525 gpPale glowing eyes

Gender and Age columns removed — not mechanically relevant and not used at the table.


New Recruits — Level 5

NameRoleClassRaceHPACDaily CostNotes
Harek van HoltekMercenaryFighterHuman12112 gpVeteran adventurer
Harek van HoltekAcolyteClericHuman25113 gpVeteran adventurer
Cemrik DuvanikMinstrelBardHalf-Elf1196 gpVeteran adventurer
Kadar GrubarHuntsmanRangerHuman23103 gpVeteran adventurer
Denar DuvanikScholarMagic-UserHuman14126 gpVeteran adventurer

Level 6

NameRoleClassRaceHPACDaily CostNotes
Selka DuvanikTumblerAcrobatHuman9126 gpVeteran adventurer
Selka TrevashScoutRangerHuman2793 gpVeteran adventurer
Yasra GrubarBerserkerBarbarianHuman2292 gpVeteran adventurer
Elvara RoshanSpellbladeElfElf18112 gpVeteran adventurer
Adrek RoshanDaredevilAcrobatHuman1596 gpVeteran adventurer
Selka LefrikSlingerHalflingHalfling24113 gpVeteran adventurer
Cemrik DuvanikPathfinderRangerHuman3496 gpVeteran adventurer
Harek GrubarKnife-DancerAcrobatHuman11105 gpVeteran adventurer

Non-Combat Retainers — Level 0 & 1

NameRoleALACHDHPMVAttackNotes
KiremTorchbearerL905120'Club (1d4)Loves fire
ZeyraLantern-BearerN804120'Dagger (1d4)Dreams dungeon
YalmekPickmanL611090'Pickaxe (1d6)Stone-wise
FeraBeast HandlerN817120'Staff (1d6)Animal calm
OrinAcolyte HealerL716120'—Soft prayers
MerraHerbalistN915120'Dagger (1d4)Knows weeds
HandraGlyph MageN1015120'—Wards camp
DilraCamp WitchC1015120'Dagger (1d4)Reads omens
BahraLantern WatcherN903120'—Weather sense

Torchbearers & Porters

NameRoleQuirk
KerimTorchbearerTalks in third person
SelvaPorterSings while walking
DavrekTorchbearerBelieves fire spirits live in flames
HuraLantern-BearerCarries locket of dead twin
EmrikPorterTerrified of rats
PelraTorchbearerQuotes strange poetry
OsmekPorterWants to see stars underground
AylaraTorchbearerCollects dungeon pebbles
SefarPorterGambling addict
NalraTorchbearerDoodles trap designs