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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Arms:
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Radiation:
Fire:
Plasma:
Heat:
Cold:
Corrosion:
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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:
Orderist Herald
These Heralds are tasked with apprehending rogue mages or enforcing laws on mages. The Orderist Heralds are most likely to function as deputized law enforcement, bringing subjects before the Council to be judged.
Judgment Pendulum
Type:
Category:
Damage:
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B:
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Delay:
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STR Req.:
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Traits:
Solidus Herald
These Heralds are most likely to plan and coordinate caravans, trips through the wilderness, and reconnaissance outside of city centers. They are expert survivalists and impossibly powerful warriors against non-mages. These Heralds are most often tasked with apprehending non-mages to be brought before the Council.
Liquidus Herald
These Heralds serve as the healers and support soldiers in the Herald army. They are most often found at The Temple of Heraldric Repose. However, they also attend any significant movement of the Heralds to make sure they are safe and healthy.
Ventusari Herald
These Heralds are the keepers of the law and the scribes of the words of the Council. They are also sometimes used to convey messages between interested parties within the Council and in the army of Heralds.
Infernai Herald
These Heralds are used to enforce the will of the Council through violence, either aggressive or defensive. These are the best known and most feared of all Heralds. Where the Infernai Heralds go, destruction follows. They are a test to all who would defy the Council.
Noxai Herald
These Heralds are used as spies, information gatherers, scouts, assassins, and chaos agents for the Council. Few of these have ever been seen, even though there are an equal number of them to all the other Heralds. They are shadows in the dark, waiting to be given orders by the Council.
Shield:
Shield
Type:
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| 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.
After the overthrow of King Doran, King Rian relegated the Kezan Guard to being a servant order to the Orderist temples and they no longer have any deputized authority. Outraged, many Kezan Guard abandoned their posts and formed cultic militias, plotting against King Rian. Others stayed faithful to their pledges and served the Orderist temples, as commanded. It is said that the Kezan Guard have a strong tendency toward the worship of Tyriat. Sectors of the Maen Elite find themselves in conflict with these Kezan cultic militias often.
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 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 (18-45)
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
-
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:
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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: 16
Sequence: 11
Weapon:
Health:
| Slight | Serious | Critical | |
| Head | 10 | 20 | 25 |
| Chest | 30 | 50 | 55 |
| Arms | 20 | 40 | 45 |
| Legs | 20 | 40 | 45 |
Armor:
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Belongings:
Maen Batallions
Type: Human
Size: Medium
The adventuring companies formed by King Rian after the coup of the Third Eye. These bands wander the Lazvarian continent, taking up tasks that serve to stabilize and defend the kingdom. In order to be accepted as a band in the Maen Elite, new recruits must prove themselves in a test. They are given a typical quest or recurrent task for other Maen Elite and expected to pass it without assistance. If this band succeeds, they are given the first of ranks:
Recruit. Recruits wear a pendant depicting an eye. This serves as proof to the populace that they are given sanction of King Rian.
The next rank is Adept. To be given this rank, Recruits must demonstrate themselves capable in combat. Adepts wear a broach depicting a grasped fist.
After this is Corporal. Corporals are given a laurel to be worn upon the head or about their helmet. They are then allowed command of a small band, though not all take up this task upon receiving this rank.
Exceptional warriors, demonstrated through feats of combat and extreme bravery, are given the rank Elite. The Maen Elite are awarded with a red sash, sometimes worn as a scarf, other times a head-dress, and sometimes about the waist.
Lastly, those who demonstrate themselves as exceptional leaders and strategists are given the rank Commander. They are awarded with a cloak.
Appearance:
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Health:
| Slight | Serious | Critical | |
| Head | 10 | 20 | 25 |
| Chest | 30 | 50 | 55 |
| Arms | 20 | 40 | 45 |
| Legs | 20 | 40 | 45 |
Armor:
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Belongings:
The Orthodoxy
Type: Varies
Size: Varies
The Orthodoxy is the default modality that One desires for the temples in all species territories. This is what One would put in place if a species were to concede utterly to his demands. However, in reality, there are many permutations of this arrangement, because One negotiates with each species to accommodate their particularities.
The top of the Orthodox Hierarchy is One, who gives out all decrees and structures all species temple networks.
Below this, One has an Emissary to each species. The Emissaries are the highest Nyran authority for the element of Order, but only for their respective species. These Emissaries are tasked with constant feedback with the leaders of any given species and have a retinue of servants which act as the hands of the Emissary.
From here, the Orthodoxy is split into three distinct branches: military, religious, and police.
At the top of the military branch is Commandant. The Commandant acts as general for any deployments of Orderist forces in either formal military contexts or in defense of Orderist goals. Only a small number of elite Templars are promoted to Commandant. Their leadership skills and experience with logistics are essential to the position. They issue troop orders and maintain the military might of the Orderists.
Beneath this is Templar. The Templar is the shock troop of the Orderists. They are spellblades clad in plate armor, riding upon mounts, welding two-handed weapons. Constables that show commendable prowess in battle and unflinching loyalty are promoted to the Templar elite. They serve as guards for high-ranking officials, and are sent out to enforce and defend the Orderist agenda only when necessary. As soldiers, they do not typically work with the public much after promotion.
Beneath this is the Constable, which is shared with the police branch. Description will follow in the police branch.
At the top of the police branch is Adjudicator. This figure is meant to judge all detained criminals and determine who has or has not committed a crime. A distinguished few of the Regulators are sworn in as Adjudicators, and are able to declare judgement on behalf of the Orderists. Their rank dictates the laws and norms of the Order, passed down from One.
Beneath this is Regulator. Constables that show decent problem-solving skills may be trained further to become Regulators. They specialize in gathering information and detective work, but are still able to hold their own in battle through their magical ability. They provide a public service of sorts in administrating justice, assuming of course that the Orderist is not merely controlling the narrative
Beneath this is Constable. The Constable's job is to keep the peace in daily affairs. They are often embedded with guard units for towns and cities. They are first to be called if a mage is involved in a crime and often act as detectives. Martially-trained Orderists all start as Constables, and are assigned tasks suitable to the position.
At the top of the religious branch is Lord Priest. The singular head or small group in charge of a city's Orderist Temple, they are typically mages of the highest caliber. Their religious connection to One is paramount in their Temple, and they may only be ordained by One itself. They are in direct charge of all of the other local Orderists no matter their position, and the Orderists are to obey the Temple Masters as they would obey One.
Beneath this is Prelate. Heralds that are trained to manage specific facilities or are otherwise specialized are promoted to Prelates. Their work varies greatly depending on what they're assigned, but it is often of administrative or managerial nature. Some serve as head librarians and teachers, others manage prayer services and facility maintenance depending on what is needed.
Beneath this is Herald. Orderists that serve the Temple and its fellow Orderists start as Heralds. They are tasked to maintain the grounds, assist travelers, and any other menial tasks handed down to them. They study rigorously to advance themselves and their connection to Order.
Beneath all of these branches is then the Votary. A newly appointed Orderist that has not yet been trained to do a specific task. Newly-awakened mages make up the majority of the Votary. Some non-mages devoted to the Temple may be assigned this as well, though will be unable to progress without magical ability
And at the bottom of the total hierarchy is the Adjunct. An initiate or associate to the Orderist temple. This title is often applied to individuals or groups that are temporarily affiliated with the Orderists. Though rare, some wayward Orderists that are not associated with any temple can be (insultingly) referred to Adjuncts as well.
Polearms: 15
Dodge: 10
Defense: 15
Focus: 15
Willpower: 13
Sequence: 10
Weapon:
Orderist Herald
These Heralds are tasked with apprehending rogue mages or enforcing laws on mages. The Orderist Heralds are most likely to function as deputized law enforcement, bringing subjects before the Council to be judged.
Judgment Pendulum
Type:
Category:
Damage:
P:
S:
C:
B:
Durability:
Delay:
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STR Req.:
Average Price:
Traits:
Solidus Herald
These Heralds are most likely to plan and coordinate caravans, trips through the wilderness, and reconnaissance outside of city centers. They are expert survivalists and impossibly powerful warriors against non-mages. These Heralds are most often tasked with apprehending non-mages to be brought before the Council.
Liquidus Herald
These Heralds serve as the healers and support soldiers in the Herald army. They are most often found at The Temple of Heraldric Repose. However, they also attend any significant movement of the Heralds to make sure they are safe and healthy.
Ventusari Herald
These Heralds are the keepers of the law and the scribes of the words of the Council. They are also sometimes used to convey messages between interested parties within the Council and in the army of Heralds.
Infernai Herald
These Heralds are used to enforce the will of the Council through violence, either aggressive or defensive. These are the best known and most feared of all Heralds. Where the Infernai Heralds go, destruction follows. They are a test to all who would defy the Council.
Noxai Herald
These Heralds are used as spies, information gatherers, scouts, assassins, and chaos agents for the Council. Few of these have ever been seen, even though there are an equal number of them to all the other Heralds. They are shadows in the dark, waiting to be given orders by the Council.
Shield:
Shield
Type:
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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
Steelborn
Type: Human
Size: Medium
The mercenary slayer company and military contractors commanded by Baskerk Wallace.
Appearance:
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Health:
| Slight | Serious | Critical | |
| Head | 10 | 20 | 25 |
| Chest | 30 | 50 | 55 |
| Arms | 20 | 40 | 45 |
| Legs | 20 | 40 | 45 |
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Belongings:
Gatrah
Type: Human
Size: Medium
The elite praetorian guard who served Koradin Creel. Now retired, the family have become land dragon farmers.
Appearance:
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Health:
| Slight | Serious | Critical | |
| Head | 10 | 20 | 25 |
| Chest | 30 | 50 | 55 |
| Arms | 20 | 40 | 45 |
| Legs | 20 | 40 | 45 |
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Edgebearers
Type: Human
Size: Medium
The elite guard of the bygone king Burilo Carthest and his heirs. Few still exist.
Appearance:
Dodge:
Focus:
Willpower:
Sequence:
Weapon:
Health:
| Slight | Serious | Critical | |
| Head | 10 | 20 | 25 |
| Chest | 30 | 50 | 55 |
| Arms | 20 | 40 | 45 |
| Legs | 20 | 40 | 45 |
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Redblades
Type: Utwesh
Size: Medium
The rebel forces of the Utwesh. Though most Utwesh agree with the motives and grievances of the Redblades, many worry about their escalation with the Ethakkra, fearing backlash.
Appearance:
Dodge:
Focus:
Willpower:
Sequence:
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Health:
| Slight | Serious | Critical | |
| Head | 10 | 20 | 25 |
| Chest | 30 | 50 | 55 |
| Arms | 20 | 40 | 45 |
| Legs | 20 | 40 | 45 |
Armor:
Agility:
Strength:
Constitution:
Magic:
Charisma:
Intelligence:
Wisdom:
Skill points:
Belongings:
Rukkers
Type: Famulus
Size: Large
The raiding parties faithful to Ruk. Seen across the planet, often including Infernai in their midst.
Appearance:
Dodge:
Focus:
Willpower:
Sequence:
Weapon:
Health:
| Slight | Serious | Critical | |
| Head | 10 | 20 | 25 |
| Chest | 30 | 50 | 55 |
| Arms | 20 | 40 | 45 |
| Legs | 20 | 40 | 45 |
Armor:
Agility:
Strength:
Constitution:
Magic:
Charisma:
Intelligence:
Wisdom:
Skill points:
Belongings: