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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.

Dodge:

Defense:

Focus:

Willpower:

Sequence: 

Weapon:

Shield:

Health:

Head:

Chest:

Arms:

Legs:

Armor:

P: 

C: 

S: 

B: 

Radiation:

Fire:

Plasma:

Heat:

Cold:

Corrosion:

Magic:

Agility: 

Strength: 

Constitution: 

Magic: 

Charisma: 

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 sometimes utilized as posse for the Council of Mages if people 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 Glory.

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.

Polearms: 15

Dodge: 10

Defense: 15

Focus: 15

Willpower: 13

Sequence: 10

Weapon:

Judgment Pendulum

Type: 

Category: 

Damage:

P: 

S: 

C: 

B:

Durability: 

Delay: 

Modifier: 

STR Req.:

Average Price:

Traits: 

Shield: 

Shield

Type: 

Pre-Block Locations: 

Protection:

P: 

S:

C: 

B: 

Durability: 

Delay: 

STR Req.: 

Average Price:

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 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: 

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