Orosius, Duke of Quar

Male dwarf aristocrat 4: CR 3; Medium humanoid (dwarf); Hit Dice 4d8+8; 29 hp; Init +2; Spd 20 ft. (4 squares); AC 17, touch 12, flat-footed 15; BAB/Grapple +3/+6; Atk +7 melee (1d10+4/x3, masterwork dwarven waraxe), or +7 melee (1d8+4/x3, masterwork longspear), or +6 ranged (1d8+3/x3 masterwork mighty composite longbow (+3 Str); SQ +1 racial bonus to attack rolls vs. orcs and goblinoids, +2 racial bonus on saves vs. poison, spells, and spell like abilities, +2 racial bonus to Appraise and Craft checks dealing with stone or metal, +4 dodge bonus to AC vs. giants, darkvision 60 ft., stability, stonecunning, weapon familiarity with dwarven waraxe and dwarven urgosh; AL LE; SV Fort +3, Reflex +3, Will +3; Abilities Str 16, Dex 14, Con 14, Int 13, Wis 8, Cha 8.

Skills and Feats: Bluff +4, Diplomacy +10, Forgery +6, Handle Animal +6, Intimidate +4, Knowledge (nobility and royalty) +6, Sense Motive +4; Cleave, Combat Reflexes, Power Attack.

Possessions: +1 chainmail, 20 arrows, 6 hunting dogs (use the stat block for riding dogs, but assume that they have been trained for hunting instead of riding), jewelry (worth approx. 75 gp), masterwork dwarven waraxe, masterwork longspear, masterwork mighty composite longbow (+3 Str), noble’s outfit, potion of cure moderate wounds, signet ring.

Physical Appearance and Personality

Barrel chested, bearded with deeply black hair, Orosius has an asymmetrical face—one eye is noticeably larger than the other and his nose is quite crooked. Despite his homely face, the head of House Danemar strong, agile, and vigorous, and he wears expensive garments and jewelry.

Starting Attitude: Indifferent.

Modifiers: The PCs are retainers of a rival house of nobility (-4), the PCs are known opponents of the bleak banyan cartels (-2), the PCs are known members of the Church of Corones (-2), the PCs are retainers of the House of the River (-2), the PCs have a reputation as skilled hunters (+2), the PCs are members of the nobility (+2), the PCs are members of a bleak banyan cartel (+2).

If Hostile: Orders the party placed under arrest. Allows torture and imprisonment of party members he suspects may be involved in anti-cartel activities, seeking to gain information about possible adversaries against his political and economic agendas. Summarily exiles party members who clearly know nothing of use.

If Unfriendly: Orders the party escorted out of his presence, by force if necessary. Has the party watched, and may engage in propaganda or create false witnesses against the party in order to sway public opinion against them.

If Indifferent: Ignores the party, unless one or more members are of the nobility of Enteria or another country or the party has important business to discuss with him.

If Friendly: Discusses political and economic news of a generic sort. Accepts requests to work in his service and may provide basic advice and information about current events, business and administrative procedure in his fiefdom.

If Helpful: Actively recruits the party as allies. Issues invitations to join him for hunting expeditions. May arrange social introductions and similar favorable social and political encounters in Entera.

Orosius Danemar is the Duke of Quar, making him warden over the Kingdom of Enteria’s eastern marches, especially the narrow passage between the coast and the vast Weldomak range that defines the kingdom’s northern border. His seat of power at the town of Quar provides a feudal administrative center, military headquarters, and residence all rolled into one, granting him control of the land trade route into the Federated River Kingdoms.

Orosius is ruthless and ambitious, seeking to enlarge his fief’s wealth and prestige through the adoption of the latest techniques for logging, mining and metal smelting as pioneered by the Aureshan Empire. Thus far, his strategy of modernization has repaid him handsomely, since the export of the timber, gems, stone, and metal ingots have filled his coffers. His reputation at court has suffered as a result of his neglect for the fashions and fads of his fellow nobles. Rather than spend lavishly on finery and revels in the capitol, Orosius has used the tax income from the trade route through Quar to improve his lands’ productivity, and has used the returns from those improvements to purchase yet further improvements.

From his residence in Quar, the dwarven lord of Enteria’s eastern marchlands roves his fiefdom, overseeing the clearing of new fields and brooding over the shortage of laborer to work them. He amuses himself with bold, violent hunts for boar and panther in the remaining forests, all the while mulling over the problem of inadequate hands to work his fields. Ever pragmatic, his thoughts have turned away from the traditional institution of serfdom to an unorthodox solution—undead slaves. He is moving carefully to establish contact (through intermediaries) with the Bleak Cartel, one of several organizations that use such undead wretches as the labor on their bleak banyan plantations, in hopes of establishing a supply of tireless laborers that need neither shelter nor food, clothing nor drink.

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