Chapter Four: Creatures
The alabast king and queen who rule from Kellest Minos are the most skilled alabast and his or her spouse. Duels and contests for rulership are not uncommon, but usually come up only when the monarch vacates the position. Alabasts are not schemers or craven powermongers. Among their own kind, they are quite polite and congenial, though unemotional. They are not artistic except for their architecture, which incorporates intricate frosted glass. Alabasts do not care for elaborate ritual, celebrations, or large gatherings. Most of the alabast population can be found in and around Kellest Minos. However, small groups have spread north and east to occupy isolated areas. These explorers seek either more hospitable surroundings, freedom from the crowded city, or the possibility of discovering a way home. Perhaps all three.
Alabast Characters Alabast characters are usually unfettered, mage blades, or warmains. A select few (who have had experience with nonalabasts) are witches, particularly winter witches.
Alabast Encounter (EL Varies) The PCs, while on an urgent mission in a remote section of woodland, accidentally wander into territory claimed by a band of alabasts. The alabasts approach the characters and one—who can speak Common—tells them in no uncertain terms that they are trespassing and must leave. The PCs, however, must get through this territory to complete their mission. The characters can choose to sneak through the area, fight their way through, or reach an agreement with the quiet yet obstinate alabasts.
Chorrim Large Giant Hit Dice: 4d8+8 (26 hp), dying/dead –3/–15 Initiative: +0 Speed: 30 feet (breastplate), base 40 feet AC: 18 (–1 size, +4 natural, +5 breastplate), touch 9 flat-footed 18 Base Attack/Grapple: +3/+11 Attack: Masterwork dire giant’s sword +9 melee (2d8+12), or masterwork mighty giant’s bow +3 ranged (2d6+5) Full Attack: Masterwork dire giant’s sword +9 melee (2d8+12), or masterwork mighty giant’s bow +3 ranged (2d6+5) Face/Reach: 5 feet by 5 feet/10 feet Special Qualities: Darkvision 60 feet, +1 AC against foes with swords, natural tactician, well-trained Saves: Fort +6, Ref +1, Will +1 Abilities: Str 20, Dex 10, Con 15, Int 11, Wis 10, Cha 9 Skills: Climb +6, Ride +8*, Spot +5 Feats: Exotic Weapon Proficiency (Heavy)*, Fleet of Foot, Natural Swordsman, Weapon Focus (giant’s sword), Weapon Specialization (giant’s sword)* Environment: Any land or underground Organization: Solitary, pair, unit (2–4), squad (5–8 with one
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