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Johannes Embry, Five-of-Eight Solitary, Magical, Intelligent Magical force (d10 damage) 12 HP 0 armor Close, Ignores Armor Johannes Embry, Arch-Curator of the Mirian Archeological Society, is leading an expedition into the ruins of the ancient Elven Kingdoms. However, this expedition is a front, as is Johannes himself; his true identity is Five-of-Eight of the Circle of Hands, and he believes that the old Elves possessed powerful artifacts that the Circle could exploit for terrible gain. Instinct: To gain magical power
- Seek a source of power
- Exploit an ancient spell or item
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The Crimson King Solitary, Magical, Intelligent Special Qualities: Ancient Mind, Immortal The Crimson King has ruled the Elven kingdom of Eolar for longer than the history books can remember. Seemingly immortal, whether by the will of the Gods or his own arcane superiority, the Crimson King may very well be the oldest living thing. Instinct: To preserve Elven history
- Recall ancient history, long-forgotten by the world
- See glimpses of fate
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Oren Balthazar Solitary, Magical, Intelligent Arcane fire (d10 damage) 12 HP 0 armor Close, Ignores Armor Oren Balthazar, highest in the Arcanex, would do anything to protect the kingdom of Eolar... Instinct: To protect Eolar
- Commit atrocities for the greater good
- Exploit forbidden magic
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Edmur Leighley Solitary, Magical, Intelligent, Hoarder No amount of reprimanding, berating, or punishing by the Arcanex will stop Edmur Leighley from pursuing knowledge in all its forms. In his eyes, seeking knowledge recklessly and without pause is the greatest form of worship possible to the Gods of magic and learning. Instinct: To uncover magical mysteries
- Possess just the right item for the situation
- Cast a hasty spell
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Eight-of-Eight Solitary, Magical, Intelligent, Cautious, Hoarder, Construct Magical force (d10+3 damage) 16 HP 5 Armor Ignores Armor, Near, Far “At the end, they give you a scroll and a jeweled medallion to commemorate your achievements. Grand Master of Theurgy, I was called, then. Old man. Weak and wizened and just a bit too senile for them—those jealous halfwits. Barely apprentices, and they called themselves The New Council. It makes me sick, or would, if I still could be. They told me it was an honor and I would be remembered forever. It was like listening to my own eulogy. Fitting, in a way, don’t you think? It took me another ten years to learn the rituals and another four to collect the material and you see before you the fruits of my labor. I endure. I live. I will see the death of this age and the dawn of the next. It pains me to have to do this, but, you see, you cannot be permitted to endanger my research. When you meet Death, say hello for me, would you? Instinct: To un-live
- Cast a perfected spell of death and destruction
- Set a ritual or great working into motion
- Reveal a preparation or plan already completed
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Inchmen (Blues) Horde, Small, Magical, Organized, Hoarder Mind Boggle (d6 damage) 3 HP 0 armor Close, Ignores Armor, Far The Blue Minions' minds appear to be on a different plane of existence half the time. When they do decide to join us their magical-damage skills can be most useful. Instinct: To swarm and show superiority
- Psychic: Able to communicate telepathically and use psionic magic
- Mind Boggle: On the Blue's turn, they make a target do a Int check. On a fail, the target takes psychic damage.
- The Horde: Inchmen can find other groups and move as one big unit. Instead of using these stats, use the Horde playbook
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Inchmen (Greens) Horde, Small, Stealthy, Organized Wrist Blade (d6 damage 1 piercing) 3 HP 0 armor Close Greens can do a great deal of damage if you attach them to an enemy's back. They aren't terribly hygienic I'm afraid. But they are good at sneaking up on things. Instinct: To swarm and show superiority
- Posionous: Any creature that eats a Green is poisoned.
- Wrist Blade: On Greens turn, they pick a target to make a Con check. On a fail, they take damage
- The Horde: Inchmen can find other groups and move as one big unit. Instead of using these stats, use the Horde playbook
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Inchmen (Reds) Horde, Small, Organized, Hoarder Fire Bolt (d6 damage) 3 HP 0 armor Close, Ignores Armor Reds aren't particularly hardy, so you mustn't let enemies get too close to them, Sire. But use them in a horde, and that's a different story. Instinct: To swarm and show superiority
- Fire Bolt: On the Reds turn, they pick a target to make a Dex check. On a fail, the target take fire damage
- The Horde: Inchmen can find other groups and move as one big unit. Instead of using these stats, use the Horde playbook
- Fire Absorbent: Fire damage doesn't do damage, but instead heals Reds
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Inchmen (Browns) Horde, Small, Devious, Organized, Intelligent, Hoarder Bash 'Em (d4 damage) 7 HP 1 armor Close Browns are toughest of all the Minions. They're never ones to shy away from a fight. In fact, it's quite difficult to get them to stop! Instinct: To swarm and show superiority
- Bash 'Em: On the Browns turn they pick a target to make a Str check, on a fail they do bludgeon damage.
- The Horde: Inchmen can find other groups and move as one big unit. Instead of using these stats, use the Horde playbook
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Nahide Solitary, Magical, Divine, Intelligent, Cautious Epitaph (d10+2 damage) 14 HP 5 armor Close The only God who ever felt pity for mortalkind. Dedicated to preserving the world her and her brethren created, Nahide leads the Wild Hunt across the world in an effort to slow the decay that eats at the edges of our reality. Instinct: To preserve existence
- End a spell or effect
- Enforce a law of nature
- Give a glimpse of destiny