Humanoids
Name
Type: Humanoid
Size: Small, Medium, Large
Background: The strengths and weaknesses of this NPC, as well any specific background pertinent to it.
Appearance: A general description of the creature’s appearance.
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Chest:
Arms:
Legs:
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B:
Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
Magic:
Agility:
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Constitution:
Magic:
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Intelligence:
Wisdom:
Skill points: The number of skill points all players that were in combat when the creature died will receive.
Belongings:
- Item 1
- Item 2
Heralds of the Great Council
Type: Ponderan
Size: Medium
The Heralds are an elite order of mage-knights, acting in service to the Council of Mages. These Heralds have been secluded in their temples for decades now, ever since the Massacre, preparing for their deployment on the battlefield, either on Onus or elsewhere. The Heralds are honor-sworn to serve the Council of Mages and are trained over their lifetimes to commit themselves utterly to the general will of that council. These Heralds are typically those mages who are either not fit to become advanced mages themselves or who have committed some great crime before they have reached the height of their abilities and are punished with heraldry until death.
The Heralds are also sometimes utilized as enforcing posse for the Council of Mages if litigants do not show up to required appearances and are used to enforce the will of the Council of Mages if there are those who do not abide by its rulings. Other than this, they remain in the Temple of Heraldric Repose. There they engage in extended training with both masters of magic and of physical combat, honing their skills to the utmost.
Appearance: The Heralds are physically fused to suits of enchanted armor. The enchantments on these suits of armor are determined by the element of the mage-knight who inhabits them. So too are the appearances of these suits of armor determined by the element of the mage-knight. The Infernai Heralds are in red armor with halo-like crests of flames on their helm. The Noxai Heralds are in black armor with a crown of spikes pointing outward. The Ponderan Heralds are in white armor with a featureless smooth helm, except for two eyeholes. The Ventusari Heralds are in dark blue armor with robes draped over them. The Liquidus Heralds wear teal armor and often a cloak or cape. The Solidus Heralds wear a dark brown-green armor with ram's horns coming from the side of their helms. Each of these may have minor variations depending on status and age, but these are the broad overviews. Each of these will be listed separately under this listing.
Polearms: 15
Dodge: 10
Defense: 15
Focus: 15
Willpower: 13
Sequence: 10
Weapon:
Ponderan Herald
Judgment Pendulum
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Traits:
Solidus Herald
Liquidus Herald
Ventusari Herald
Infernai Herald
Noxai Herald
Shield:
Shield
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Health:
| Slight | Serious | Critical | |
| Head | |||
| Chest | |||
| Arms | |||
| Legs |
Armor:
Faceless Helm
Category: Heavy
Equipped Area: Head
Strength Requirement: 6
Protection:
P: -16
C: -17
S: -18
B: -15
Durability: 50
Average Price: 1200 denar
Traits:
Kezan Plate Armor
Category: Heavy
Equipped Area: Chest, Arms, Legs
Strength Requirement: 7
Protection:
P: -18
C: -20
S: -22
B: -16
Durability:
Chestplate: 75
Pauldrons: 40
Greaves: 55
Average Price: 1000 denar per piece
Traits:
Agility: 10
Strength: 10
Constitution: 10
Magic: 1
Charisma: 4
Intelligence: 4
Wisdom: 3
Skill points: 15
Belongings: N/A2
Kezan Guard
Type: Human
Size: Medium
The Kezan Guard are not only the designated city guard of the Human kingdom, the Kezan are the dominant troop within the Kezan Purification Squadrons convened under King Doran in collaboration with the Orderists. These guards, circulating regularly throughout nearly every major city, act as mage-hunters, morality officers, and police forces more broadly. They are greatly feared by the populace, their presence suggesting that some violation may have occurred.
The Kezan Guard are known for their cold brutality. They never spare the guilty, no matter how minor the infraction. They also require little supervision, viewed as sufficient judges in most occasions, even allowed to execute punishment on site to any they deem guilty. They are only required to correspond with the Kezan Witchunters when mages are detected. They are also given a command to suspend punishment for nobles. If instead they would execute them, they must instead imprison them so they may be judged in King Doran's court. Otherwise the Kezan Guard are meant to act without supervision, operating alone or in groups up to 6.
Appearance: Clad in full platemail, their visor always down, emblazoned with a frowning face. Their kite shields depict a Kezan Guard standing upon a mountain top with a sun blasting rays of light behind them, their cleavers held high in the air.
Polearms: 15
Dodge: 10
Defense: 15
Focus: 15
Willpower: 13
Sequence: 10
Weapon:
Kezan Cleaver
Type: Polearm
Category: 3-Delay Cleaving Polearm
Damage:
P: N/A (2-12)
S: 1d6+10 (4-9)
C: 3d6+8 (3-18)
B: N/A
Durability: 15
Delay: 3
Modifier: AGI
STR Req.: 3
Average Price: 2000 denar
Traits:
Shield:
Kezan Kite Shield
Type: Large Shield
Pre-Block Locations: Arms, Chest, Legs
Protection:
P: -17
S: -17
C: -15
B: -15
Durability: 50
Delay: Defense
STR Req.: 6
Average Price:
Health:
| Slight | Serious | Critical | |
| Head | 20 | 30 | 35 |
| Chest | 30 | 50 | 55 |
| Arms | 20 | 40 | 45 |
| Legs | 18 | 38 | 43 |
Armor:
Scowling Helm
Category: Heavy
Equipped Area: Head
Strength Requirement: 6
Protection:
P: -16
C: -17
S: -18
B: -15
Durability: 50
Average Price: 1200 denar
Traits:
Kezan Plate Armor
Category: Heavy
Equipped Area: Chest, Arms, Legs
Strength Requirement: 7
Protection:
P: -18
C: -20
S: -22
B: -16
Durability:
Chestplate: 75
Pauldrons: 40
Greaves: 55
Average Price: 1000 denar per piece
Traits:
Agility: 10
Strength: 10
Constitution: 10
Magic: 1
Charisma: 4
Intelligence: 4
Wisdom: 3
Skill points: 15
Belongings: N/A
Meliard
Type: Ethakkra
Size: Medium
The Meliard are an elite soldier in the Ethakkran empire who are zealous adherents to Ethak Melius' early warrior cult philosophy. These warriors believe in the old conceptions of "might," physical empowerment and victory through overwhelming force. Though the Meliard once wore only light armor, as a demonstration of their physical strength, they are now seen in variations of half-plate and brigandine. They wield a characteristic spiked greatmaul.
The Meliard are a frontline warrior in the Ethakkran army, charging headlong into enemy lines, breaking the defenses of the enemy. They do not hesitate to attack enemies, closing distance as quickly as possible and wild striking the strongest opponent they see. On lesser opponents, they aimed strike for the legs before aimed striking the head.
Appearance: Towering Ethakkran warriors, often with curved horns.
Dodge: 13
Defense: 0
Focus: 4
Willpower: 10
Sequence: 8
Weapon:
Meliard Greatmaul
Type: Club
Category: 5-Delay Piercing Club
Damage:
*P: 1d10+7
S: N/A
C: N/A
*B: 2d10
Durability: 50
Delay: 5
Modifier: STR
STR Req.: 7
Average Price: 3050 gold
*add Piercing and Bludgeoning categories together for damage on a strike. Use whatever armor reduction is least for damage calculations.
Traits: Cripple, Heaviness
Shield: N/A
Health:
| Slight | Serious | Critical | |
| Head | 20 | 30 | 35 |
| Chest | 30 | 50 | 55 |
| Arms | 20 | 40 | 45 |
| Legs | 18 | 38 | 43 |
Armor:
Meliard Brigandine
Category: Medium-Heavy
Equipped Area: Chest
Strength Requirement: 6
Protection:
P: -11
C: -12
S: -11
B: -9
Durability:
Chestplate: 55
Average Price: 400 denar per piece
Agility: 10
Strength: 10
Constitution: 10
Magic: 1
Charisma: 4
Intelligence: 4
Wisdom: 3
Skill points: 15
Belongings: N/A
Signum
Type: Human
Size: Medium
The Signum was originally one of the three distinct cultures which formed the early Human way of life when they settled Lazvar. Whereas the Free Cities chose to build vast walled fortresses and the Lordships chose bureaucratic feudal subjugation to resist the dangers of the wilderness, the Signum instead chose to become capable of killing the dangerous mega-fauna around them. The Signum were therefore some of the oldest elite warriors of the Humans, originating the culture of modern day slayers, lumberjacks, miners, caravan guards, mercenaries, and even many merchants. The Signum were also highly influenced by their interactions with the Free Cities. Taking wood, ore, hides, meat, and more, into the Free Cities to make money, then returning by guarding their caravans on their way back home. In this process, the Signum culture was deepened by the cosmopolitan values of the Free Cities, encouraging the Signum to develop a more artistic and philosophic culture. This combination originated the warrior poet culture noteworthy among the Signum.
The Signum were also influenced by their interaction with the Sarkin. The Sarkin, at this time a tree dwelling species, were often at odds with the Signum, who made their way lumberjacking and selling this lumber to other Human settlements. The Sarkin at various points entered into conflict, both overt militant violence, but also disagreement conveyed diplomatically. The Signum respected the Sarkin as worthy enemies and as a peaceable population with which to make political relations, but there was a constant tension because of their regular incursions into the forests, cutting down ancient trees which the Sarkin revered. Nonetheless, Sarkin culture rubbed off on the Signum. The Signum, when conducting diplomacy, would often sit in on Sarkin assemblies, where all Sarkin were present to make decisions. The Signum took this on as their mechanism for political decision-making among other Signum, in their caravans and settlements.
The Signum are still a distinct way of life in some places. It is now a culture which has been integrated into the broader Human society surrounding the various slayers, lumberjacks, miners, caravan guards, mercenaries, and often even merchants. The Signum way of being still dominates these places. However, the Signum no longer have distinct governing bodies which separate them from the rest of the Human kingdom and have instead been absorbed into the Lordships.
Appearance: Those who are in line with the Signum culture typically place less emphasis on their appearance. However, there are tell-tales. One of these is that the Signum undergo prolific tattooing. The Signum have used the tattoo as a way to commemorate victories, to boast of slain beasts, to remember fallen comrades, as well as to inscribe their philosophic and theistic beliefs. Tattoos have meaning to the Signum. In matters of identity, the Signum often tattoo the face, as to tell other people who have knowledge of their tattooing language, that they are a beginning slayer, a commander, a widow, etc... They also typically wear their hair longer, cutting it less often, and wear beards more often. They may be seen wearing hide and fur more often as well.
Axes: 15
Dodge: 14
Defense: 13
Focus: 16
Willpower: 15
Sequence: 9
Signum Slayer
Weapon:
Signum Greataxe
Type: Axe
Category: 5-Delay Cleaving Axe
Damage:
P: N/A
S: N/A
C: 3d10+15 (9-36)
B: N/A
Durability: 50
Delay: 5
Modifier: STR
STR Req.: 7
Average Price: 4050 gold
Traits:
-
-
- Affinity
- Affinity
-
Signum Warrior
Weapon:
Signum Bearded Axe
Type: Axe
Category: 4-Delay Cleaving Axe
Damage:
P: N/A
S: N/A
C: 3d8+14 (5-26)
B: N/A
Durability: 50
Delay: 4
Modifier: STR
STR Req.: 4
Average Price: 370
Traits:
-
-
- Heaviness
- Mastercraft
-
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Shield
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| Legs |
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