Whitewall

Whitewall is a town just outside of Whitefall, it was likely made to be a play on words of Whitefall, but references the Wall it stands before rather than the often falling snow. The Town

Whitewall is slightly more accepting of outsiders than the city itself, but the local Men still dislike Elves, and have a bit of resentment for Dwarves. It hosts little defense other than it's guards and their Guard Tower.

Buildings in Whitewall
The Drunken Dragon - A tavern, also hosts the Thieve's Guild...

Fjormund's Forge - The armorer in town

Fjirmund's Forge - The weaponsmith in town

Whitewall Pawnbroker - A place to sell nearly everything and buy various things

Fletcher - A place to buy various hunting supplies

Alf's Alchemics - A potion shop

The Bronze Clock - A Dwarven Trinket shop

Fjormund
Name: Fjormund

Fjormund is a hardy and noble sort, but he often frowns upon the value of weapons and war, he believes that weapons and armor are made for protection, not offense. He has a bit of respect for Dwarves, but hates most elves with a passion.

Player: Dungeon Master

Race: Human

HP: 55

Class: Smith

Element: Fire

Level: 6

Exp Give: 100

Study 1: Warfare

Spells/Skills: 

Stats: Equipment: Weapons:
 * STR: 35
 * AGL: 5
 * CHA: 25
 * INT: 10
 * WIS: 10
 * VIT: 30
 * ARM: 28
 * LUCK: 2
 * Head: N/A
 * Chest: Steel Plate Mail
 * Legs: Steel Plate Greaves
 * Feet: Steel Plate Boots
 * 1: Iron Warhammer (10)
 * 2: Iron Shortsword (6)
 * 3: Iron Shield (1)

Fjirmund
Name: Fjirmund the Weaponsmith

Fjirmund is the polar opposite of his brother. Hot headed, completely racist,and believes honor lies in the sharpness of one's blade.

Player: Dungeon Master

Race: Human

HP: 40

Class: Blacksmith

Element: Thunder

Level: 5

Exp Give: 110

Spells/Skills:

Stats: Equipment: Weapons:
 * STR: 35
 * AGL: 20
 * CHA: 20
 * INT: 15
 * WIS: 5
 * VIT: 10
 * ARM: 12
 * LUCK: 5
 * Head:
 * Chest: Mammoth-Leather Armorcoat
 * Legs: Wastelander Faulds
 * Feet: Wastelander Boots
 * 1: Steel Longsword
 * 2: Promethite Crossbow (20 Basic Bolts)

White(w/f)all Guard
Name: Whitefall Guard

The Guards of Whitefall are generally friendly, the one at the gate will warn Elves to leave as his bretheren aren't quite as forgiving as him. The guards inside of the city are very hostile towards Elves, and may attack them at the slightest provocation. To Nords they are fairly friendly and will treat them with advice and laughs.

Player: Dungeon Master

Race: Human

HP: 150

Class: Knight

Element: Ice

Level: 10

Exp Give: 200

Spells/Skills:

Stats: Equipment: Weapons:
 * STR: 30
 * AGL: 25
 * CHA: 25
 * INT: 5
 * WIS: 15
 * VIT: 40
 * ARM: 12
 * LUCK: 5
 * Head: Whitefall Guard's Helm
 * Chest: Whitefall Guard's Cuirass
 * Legs: Whitefall Guard's Greaves
 * Feet: Whitefall Guard's Boots
 * 1: Steel Shortsword
 * 2: Hunting Shortbow
 * 3: Steel Shield

Jiub of Shyren
Name: Jiub Shadowtounge of Shyren

Jiub is a worrysome fellow, he discriminates against no race, as he equally hates nearly all people. He is a hoarder of goods and is fairly skilled with a weapon. He will speak of how he meets his homeland but is scared to cross the waste to get to Shyren by himself.

Player: Dungeon Master

Race: Dark Elf

HP: 90

Class: Witchunter

Element: Fire

Level: 10

Exp Give: 150

Spells/Skills:
 * Vampire's Kiss
 * Healight
 * Wyvernsneeze
 * Scorch

Stats: Equipment: Weapons:
 * STR: 10
 * AGL: 35
 * CHA: 20
 * INT: 20
 * WIS: 25
 * VIT: 40
 * ARM: 11
 * LUCK: 5
 * Head: Priest's Hood (+20 WIS, +10 HP)
 * Chest: Wastelander Coat (+2 AGL, 50% chance to resist Frost damage.)
 * Legs: Wastelander Faulds
 * Feet: Wastelander Boots
 * 1: Drowish Spear (2H Staff) 


 * 220 GP
 * Attribute: Fire
 * DMG: 10
 * Effect: +5 to large enemies, +5 when used by Dark Elves, Black Magic does +5 damage.
 * 2:  Promethite Crossbow


 * 100 GP
 * Attribute: Earth
 * DMG: 5
 * Buff: -1 AGL
 * Requirements: 10 INT, 10 STR
 * Effect: +2-30 damage by distance. Misses if farther than 30 squares away.
 * 3:  Basic Poison


 * 10 GP
 * Attribute: Earth
 * Effects: Does 1 damage every turn for 5 turns.



Aeyofell
Name: Aeyofell Aromundus

Aeyofell is a humble and kind High Elf unlike most of his bretheren. He is a simple alchemist and often mends weakened soldiers. Surprisingly he seems to support the Whitefall Militia rather than the Elven Regime. Thusly the locals don't dislike him and have quite a bit less suspicions about him than they do about Jiub.

Player: Dungeon Master

Race: High Elf

HP: 50

Class: Alchemist

Element: Water

Level: 3

Exp Give: 60

Spells/Skills:

Stats: Equipment: Weapons:
 * STR: 5
 * AGL: 15
 * CHA: 25
 * INT: 40
 * WIS: 20
 * VIT: 5
 * ARM: 14
 * LUCK: 5
 * Head:
 * Chest: Whitefall Guard's Cuirass (+10 VIT, +1 CHA)
 * Legs: Apprentice Robes (+2 WIS and INT)
 * Feet: Apprentice Boots
 * 1:  Iron Dagger


 * 10 GP
 * Attribute: Neutral
 * DMG: 5
 * Effect: +6D if undetected
 * 2:  Frostbite Poison


 * 20 GP
 * Attribute: Ice
 * Effects: Does 1 damage every turn for 5 turns, 50% chance to freeze target on first damage.

Bthard
Name: Bthard of House Dran 

Bthard is a little bit of a jittery fellow. He sells many Dwarven artifacts in Whitewall as they are very rare among humans. He is not allowed inside the city due to his race, but the citizens and guards have a bit of respect for him thanks to his simplicity and disdain for the army.

Player: Dungeon Master

Race: Dwarf

HP: 200

Class: Battlemage

Element: Thunder

Level: 15

Exp Give: 1500

Spells/Skills:

Shock


 * 40 GP
 * Attribute: Thunder
 * DMG: 7
 * Effect: 10% chance to stun
 * Uses: 6

Thundercloud


 * 65 GP
 * Attribute: Thunder/Water
 * DMG: 0-15
 * Effect: Roll D6 to soak all foes must get 3 or higher, then deal 15 thunder damage.
 * Uses: 5

Stats: Equipment: Weapons:
 * STR: 20
 * AGL: 5
 * CHA: 30
 * INT: 35
 * WIS: 20
 * VIT: 10
 * ARM: 14
 * LUCK: 5
 * Head:
 * Chest: Dwarven Chestplate
 * Legs: Dwarven Greaves
 * Feet: Dwarven Boots
 * 1:  Dwarven Warhammer


 * 150 GP
 * Attribute: Earth (Thunder and Neutral Variants)
 * DMG: 30
 * Buff:
 * Effect: +5 DMG if wearing full set of Dwarven Armor
 * 2:  Dwarven Shield


 * 300 GP
 * Attribute: Earth (Fire, Neutral, and Thunder variants)
 * DMG: 3
 * Buff: +10 VIT, +10 WIS
 * Requirements: 70 STR
 * Effect:  If block is sucessful, this shield completely resists Dragonbreath and Goblin weapons.

Durn
Name: Durn Whisperwind of Nyr

Durn is a kind deep voiced man with a passion for fletching. He is secretly Half-Elf and is in love with Ygrinne.

Player: Dungeon Master

Race: human/Wood Elf

HP: 60

Class: Ranger

Element: Earth

Level: 20

Exp Give: 300

Spells/Skills:

Stats: Equipment: Weapons:
 * STR: 5
 * AGL: 30
 * CHA: 35
 * INT: 10
 * WIS: 20
 * VIT: 5
 * ARM: 16
 * LUCK: 5
 * Head: Mammoth Leather Hat
 * Chest:Mammoth Leather Coat
 * Legs: Wastelander Faulds
 * Feet: Wastelander Faulds
 * 1:  Elven Longbow


 * 150 GP
 * Attribute: Earth
 * DMG: 5 (+3 for every square user is from target. +5 if user is Wood Elf
 * Effect:
 * 2:  Elven Arrow (101)


 * 100 GP
 * Attribute: Earth
 * DMG: 10
 * Effect:

Ralof Firevein
Name: Ralof Firevein

Ralof Firevein is kind and simple, the classic inkeep.

Player: Dungeon Master

Race: Human

HP: 30

Class: Inkeep

Element: Ice

Level: 2

Exp Give: 5

Spells/Skills:

Stats: Equipment: Weapons:
 * STR: 5
 * AGL: 5
 * CHA: 30
 * INT: 10
 * WIS: 20
 * VIT: 5
 * ARM: 16
 * LUCK: 5
 * Head:
 * Chest:
 * Legs:
 * Feet:
 * 1:  Iron Dagger


 * 10 GP
 * Attribute: Neutral
 * DMG: 5
 * Effect: +6D if undetected

Ygrinne
Name: Ryn Ysgreld

Ygrinne is a tough lady, she has killed plenty of men and seen plenty of land. She has red hair and has been prophesized to be a favorite of 'The Mother' because of her firey hair. She is rather rude and tough, but when she likes someone she can be playful and cheery.

Player: Dungeon Master

Race: Human

HP: 150

Class: Warrior

Element: Fire

Level: 13

Exp Give: 200

Spells/Skills:

Stats: Equipment: Weapons:
 * STR: 50
 * AGL: 20
 * CHA: 50
 * INT: 12
 * WIS: 15
 * VIT: 5
 * ARM: 53
 * LUCK: 5
 * Head:
 * Chest: Knight's Chesplate
 * Legs: Knight's Greaves
 * Feet: Knight's Boots
 * 1:  Steel Claymore (2H)


 * 120 GP
 * Attribute: Neutral
 * DMG: 22
 * Buff:
 * Effect:
 * Requirements: 20 STR, 10 AGL

Barthis
Name: Barthis 

Barthis is a knight who was stripped of all titles and is now a sad drunk.

Player: Dungeon Master

Race: Human

HP: 30

Class: Knight

Element: Ice

Level: 2

Exp Give: 5

Spells/Skills:

Stats: Equipment: Weapons:
 * STR: 30
 * AGL: 5
 * CHA: 10
 * INT: 10
 * WIS: 20
 * VIT: 5
 * ARM: 16
 * LUCK: -1
 * Head:
 * Chest:
 * Legs:
 * Feet:
 * 1:  Iron Dagger


 * 10 GP
 * Attribute: Neutral
 * DMG: 5
 * Effect: +6D if undetected

Nilenis
Name: Nilenis the Nomad

Nilenis is a proud and rude mage who is selling black magic without the Mage's Guild approval, scaring away what little buisness they get in the first place.

Player: Dungeon Master

Race: Dark Elf

HP: 90

Class: Warlock

Element: Fire

Level: 10

Exp Give: 150

Spells/Skills: Stats: Equipment: Weapons:
 * Vampire's Kiss
 * Healight
 * Wyvernsneeze
 * Scorch
 * Thunderbolt
 * Fireball
 * STR: 10
 * AGL: 35
 * CHA: 15
 * INT: 46
 * WIS: 25
 * VIT: 40
 * ARM: 13
 * LUCK: 5
 * Head: Pilgrim's Hood
 * Chest: Wastelander Coat (+2 AGL, 50% chance to resist Frost damage.)
 * Legs: Wastelander Faulds
 * Feet: Wastelander Boots

Drowish Spear (2H Staff)
 * 220 GP
 * Attribute: Fire
 * DMG: 10
 * Effect: +5 to large enemies, +5 when used by Dark Elves, Black Magic does +5 damage.

Lexamor
Name: Lexamor the Guardian

Lexamor is a rather tall and angry looking Dark Elf, he is the brother and bodyguard of Nilenis and they travel the land selling spells to travellers.

Player: Dungeon Master

Race: Dark Elf

HP: 250

Class: Warrior

Element: Fire

Level: 15

Exp Give: 170

Spells/Skills:

Stats: Equipment: Weapons:
 * STR: 50
 * AGL: 35
 * CHA: 5
 * INT: 20
 * WIS: 5
 * VIT: 40
 * ARM: 52
 * LUCK: 5
 * Head: Myri Helm
 * Chest: Myri Breastplate
 * Legs: Myri Greaves
 * Feet: Myri Boots

Drowish Spear (2H Staff)
 * 220 GP
 * Attribute: Fire
 * DMG: 10
 * Effect: +5 to large enemies, +5 when used by Dark Elves, Black Magic does +5 damage.

Whitewall Pawnbroker
Jiub doesn't sell anything that the heroes would find valuable, just various rare mushrooms, statuettes, and other knick knacks that appear to have come straight from the land of Myr. However, he buys nearly any item and pays a fair price for all of them.
 * Vendor: Jiub of Shyren
 * Gold Per Day: 780
 * Affiliation: The Wastelanders, Shyren, Whitewall
 * Inventory:

Alf's Alchemics
Bargain Potion of Healing Bargain Potion of Charging Cheap Potion of Charging Frostbite Poison
 * Vendor: Aeyofell
 * Gold Per Day: 600
 * Affiliation: Whitewall
 * Inventory:
 * 25 GP
 * Attribute: Neutral
 * Effects: Heals 5 HP
 * 50 GP
 * Attribute: Thunder
 * Effects: Charges 1 random spell
 * 75 GP
 * Attribute: Thunder
 * Effects: Charges 1 random spell twice

Basic Poison Trollsblood
 * 20 GP
 * Attribute: Ice
 * Effects: Does 1 damage every turn for 5 turns, 50% chance to freeze target on first damage.
 * 10 GP
 * Attribute: Earth
 * Effects: Does 1 damage every turn for 5 turns.


 * 50 GP
 * Attribute: Water
 * Effects: Does 5 damage every turn for 5 turns.

Fjormund's Forge
Wastelander Armor Steel Plate Armor
 * Vendor: Fjormund
 * Gold Per Day: 500
 * Affiliation: Whitewall, Whitefall
 * Inventory:
 * 30 GP (Legs and Chest), 20 GP (Boots and Helm)
 * Attribute: Ice
 * ARM: +3 to L H and B, +6 to C
 * Effect: +2 AGL, 50% chance to resist Frost damage.

Mage Robes
 * 40 GP (Legs and Chest), 30 GP (Boots and Helm)
 * Attribute: Neutral
 * ARM: +5 to L H and B, +11 to C
 * Effect: +4 VIT
 * Requirement: 30 STR

Mammoth-Leather Armor
 * 30 GP (Legs and Chest), 30 GP (Boots and Helm)
 * Attribute: Neutral
 * ARM: +1 to L H and B, +1 to C
 * Effect: +10 WIS, +10 INT, 20% chance to resist any elemental damage
 * Requirements: 20 INT
 * 50 GP (Legs and Chest), 30 GP (Boots and Helm)
 * Attribute: Ice/Earth
 * ARM: +3 to L H and B, +8 to C
 * Effect: +5 AGL,

Fjirmund's Forge
Steel Shortsword Steel Shield
 * Vendor: Fjirmund
 * Gold Per Day: 759
 * Affiliation: Whitewall, Whitefall
 * Inventory:
 * 40 GP
 * Attribute: Neutral
 * DMG: 8
 * Buff:
 * Effect:

Steel Mace
 * 35 GP
 * Attribute: Neutral
 * DMG: 2
 * Buff: +5 ARM
 * Effect:

Promethite Warhammer
 * 70 GP
 * Attribute: Neutral
 * DMG: 10
 * Buff:
 * Effect:
 * Requirements: 18 STR


 * 85 GP
 * Attribute: Earth
 * DMG: 15
 * Buff:
 * Effect:

The Bronze Clock
Dwarven Clock
 * Vendor: Bthard Dran
 * Gold Per Day: 850
 * Affiliation: Whitewall, Klightmer
 * Inventory:

Dwarven Gizmo
 * 105 GP
 * Attribute: Thunder
 * Buff: +1 WIS

Dwarven Compass
 * 125 GP
 * Attribute: Thunder
 * Buff: +1 WIS, +1 INT


 * 115 GP
 * Attribute: Thunder
 * Buff: +1 INT

Whitewall Fletcher
<p style="margin-top:1em;margin-bottom:1em;">Hunting Shortbow of Flames
 * Vendor: Durn Whisperwind
 * Gold Per Day: 700
 * Affiliation: Whitewall
 * Inventory:

<p style="margin-top:1em;margin-bottom:1em;">Enchanted Wooden Arrow
 * 35 GP
 * Attribute: Neutral
 * DMG: 2 (+3 Fire Damage)
 * Effect: +1 DMG for every square user is from target

<p style="margin-top:1em;margin-bottom:1em;">Nordic Arrow (64)
 * 50 GP (35)
 * Attribute: Neutral
 * DMG: +3 (+5 of your element)
 * Buff:
 * Effect:


 * 50 GP
 * Attribute: Neutral
 * DMG: +6
 * Buff:
 * Effect:

The Drunken Dragon
Room for the night: 20 gold for 5.
 * Vendor: Ralof Firevein
 * Gold Per Day: 600
 * Affiliation: Whitewall, Whitefall, The Thieve's Guild
 * Inventory:

Nordic Chicken Mammoth Steak Boarchop Bargain Mead Cheap Mead Cheap Wine
 * 5 GP
 * Attribute: Neutral
 * Effects: Heals for 1 HP
 * 5 GP
 * Attribute: Ice
 * Effects: Heals for 10 HP
 * 5 GP
 * Attribute: Neutral
 * Effects: Heals for 2 HP
 * 7 GP
 * Attribute: Water
 * Effects: Heals for 1 HP, +1 STR for 1 turn.
 * 13 GP
 * Attribute: Water
 * Effects: Heals for 1 HP, +3 STR for 1 turn.
 * 20 GP
 * Attribute: Water
 * Effects: Heals for 3 HP

Trivia

 * Fjormund and Fjirmund are two rival brothers, each arguing over the superiority of their craft.
 * The Bronze Clock is often egged.
 * The Fletcher is mocked by the inkeeper for it's name.