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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 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

Type: 

Category: 

Damage:

P: 

S: 

C: 

B:

Durability: 

Delay: 

Modifier: 

STR Req.:

Average Price:

Traits: 

Solidus Herald

Liquidus Herald

Ventusari Herald

Infernai Herald

Noxai Herald

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 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: 

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 wars 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. Likewise, the Signum were very violent toward the Sarkin, often viewing them as beasts to be slain. However, when these wars entered into stalemates, their disagreements were sometimes conveyed diplomatically. Ultimately, the Signum respected the Sarkin as worthy enemies and many viewed them 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: 

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.: 

Average Price: 370

Traits:

      • Heaviness
      • Mastercraft

Shield: 

Signum Round Shield

Type: Large Shield

Pre-Block Locations: Arms, Chest, Head

Protection:

P: -17

S: -17

C: -15

B: -15

Durability: 50

Delay: Defense

STR Req.: 6

Average Price: 1400 denar

Health:

  Slight Serious Critical
Head 10 20 25
Chest 30 50 55
Arms 20 40 45
Legs 20 40 45

Armor:

Signum Lamellar Helmet

Category: Medium-Heavy

Equipped Area: Head

Strength Requirement: 4

Protection:

P: -12

C: -14

S: -16

B: -13

Durability: 40

Average Price: 750 denar

Signum Brigandine

Category: Medium-Heavy

Equipped Area: Chest, Arms, Legs

Strength Requirement: 6

Protection:

P: -15

C: -15

S: -18

B: -16

Durability: 

Chestplate: 55

Pauldrons: 45

Greaves: 45

Average Price: 

Traits:

Agility: 

Strength: 

Constitution: 

Magic: 

Charisma: 

Intelligence: 

Wisdom: 

Skill points: 

Belongings: 

Kingsbane

Type: Sarkin

Size: Medium

The Kingsbane is a secretive organization formed in the Brak district of Urgst just after Kin'Dor's declarations to Sarkin society. The founders were a group of youth, invigorated and stirred to action by Kin'Dor's reports of the outside world and they took very seriously the warnings they were hearing about the treachery of the Humans and the Ethakkra. This group of young Sarkin began meeting in private to discuss what forms of secrecy and compartmentalization would be needed to resist Human (and by extension Ethakkran) incursions into Sarkin society, specifically in how Human incursions could sabotage free decision-making by the Sarkin councils. The name they created for themselves was "Kingsbane."

This group came to the conclusion that, without security, there could be no stable decision-making in society and therefore there had to be a change in popular thinking on the issues of defense. Sarkin society, they said, was formed in structural opposition to the Human societal structure. The two could not co-exist and this was why the Sarkin were driven underground to begin with. They plead with the Sarkin people to begin preparing a militant defense to coming Human opposition. Though there was some resistance to this, many of the councils agreed. However, the councils did not act swiftly enough for the satisfaction of the Kingsbane. 

Behind closed doors, these youth were already making contact with the Kalnis, through Kaze wind whispering. Through this means, they happen to have come into contact with 'Min tribers who met Kin'Dor on his journeys through their lands long ago. These 'Min tribers sympathized with the plight of the Kingsbane and took these eager young spymasters under their tutelage from afar, some of them even leaving the Brak and becoming embedded in Kalnis conflicts abroad as practice. Through these methods, they began to train in the arts of theft, forgery, surveillance, and assassination. 

The Kingsbane maintain themselves as a capable enemy to the Humans regardless of approval in the Sarkin councils. However, they view themselves as being in service to the councils. They have not fractured from Sarkin social concerns and they do not consider themselves dark manipulators. For this reason, as they gather important intel, they disseminate this knowledge through the councils when it is relevant and when they deem it safe to divulge. However, the Kingsbane act as defenders of Sarkin interests abroad, while also risking becoming a shadowy cabal, if their honor falters.

Appearance: 

Dodge: 18

Focus: 18

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: 

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.: 

Average Price: 370

Traits:

      • Heaviness
      • Mastercraft

Shield: 

Signum Round Shield

Type: Large Shield

Pre-Block Locations: Arms, Chest, Head

Protection:

P: -17

S: -17

C: -15

B: -15

Durability: 50

Delay: Defense

STR Req.: 6

Average Price: 1400 denar

Health:

  Slight Serious Critical
Head 10 20 25
Chest 30 50 55
Arms 20 40 45
Legs 20 40 45

Armor:

Signum Lamellar Helmet

Category: Medium-Heavy

Equipped Area: Head

Strength Requirement: 4

Protection:

P: -12

C: -14

S: -16

B: -13

Durability: 40

Average Price: 750 denar

Signum Brigandine

Category: Medium-Heavy

Equipped Area: Chest, Arms, Legs

Strength Requirement: 6

Protection:

P: -15

C: -15

S: -18

B: -16

Durability: 

Chestplate: 55

Pauldrons: 45

Greaves: 45

Average Price: 

Traits:

Agility: 

Strength: 

Constitution: 

Magic: 

Charisma: 

Intelligence: 

Wisdom: 

Skill points: 

Belongings: 

Steelborn (Human)
Maen Elite (Human)
Redblades (Utwesh)
Rukkers (Famulus)
'Nak (Kalnis)
'Min (Kalnis)
McPhersons (Kalnis)
Leegis (Kaze)
The Silent Host (Quises)