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Iron Will Assassin Group, Stealthy, Intelligent Hidden dagger (b[2d8] damage 2 piercing) 6 HP 1 armor Close Instinct: To eliminate its target
- Silent killer
- Ambush
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Inquisitor Ceobald Solitary, Devious, Organized, Intelligent Long sword (b[2d8] damage) 12 HP 2 armor Close, Near Instinct: To investigate
- Accuse someone
- Chase a culprit
- Alert the public force
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Hesmiann of Coban Solitary, Stealthy, Devious, Organized, Intelligent Sword (d8 damage 1 piercing) 12 HP 1 armor Close, Reach Instinct: To uprise others
- Scheaming
- Spread rumors
- Blackmail someone with authority
- Encourage the rabble
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Percival Cunningham Solitary, Devious, Organized, Intelligent, Hoarder, Terrifying Sword (b[2d8] damage) 16 HP 5 armor Close Special Qualities: Half-damage on horseback (Before armor), An aura of utter hatred Sir Percival Cunningham is the Knight-Commander of Windfall Keep, the second-southernmost outpost of "The King's Right Hand," a group of five keeps built to protect Sundholde's people from the bandits and strange creatures lurking in the desolate wastes of The Scar. Known best for his hatred of bandits and for his skill on horseback, Sir Cunningham has proven time and time again that he is a capable leader despite his unbridled bravado on the field of battle. Unlike many appointed to his position, Percival was chosen from among the keep's own ranks rather than from a noble family or through some other special connection. This gives Percival something of an air of smugness, especially around those of equal or greater rank. Even so, Sir Cunningham never endangers the lives of his men for the sake of his ego--he knows his limits, even as he constantly pushes against them. Instinct: to see The Scar cleaned up
- Make a dramatic entrance
- Deliver a nasty wound
- Call his men into battle
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Rogan Hemwick Solitary, Stealthy, Organized, Intelligent, Cautious Sword (b[2d10+2] damage 3 piercing) 16 HP 6 armor Close, Forceful Special Qualities: Nightvision Sir Rogan Hemwick is the Knight-Commander of Mountain's Eye Keep, the northernmost outpost of "The King's Right Hand," a group of five keeps built to protect Sundholde's people from the bandits and strange creatures lurking in the desolate wastes of The Scar. Born in Oakmantle, Knight-Commander Hemwick served Helmand for more than a decade as a member of its forest rangers, tracking criminals far into the Forlorn Peaks and delivering the justice of his people. He had hoped to escape that kind of isolated life when he took up arms in the name of Sundholde, but his talent for independent tracking combined with his leadership skills once again landed him far from his new nation's capital. That said, Rogan loves the men and women under his command like family. And the feeling is mutual, even if his men do find his habit of chasing down criminals into the mountains on his own a bit worrying. Thankfully, he always comes back. Instinct: to hunt the king's enemies
- Track down a foe without error
- Find a hiding spot
- Raise his men's spirits
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Skaden Mallar Solitary, Magical, Stealthy, Devious, Organized, Intelligent, Cautious, Hoarder Arcane Bolts (b[2d8+2] damage) 16 HP 7 armor Close, Forceful, Reach, Ignores Armor, Near, Far Sir Skaden Mallar is the Knight-Commander of Blacksun Keep, the second-northernmost outpost of "The King's Right Hand," a group of five keeps built to protect Sundholde's people from the bandits and strange creatures lurking in the desolate wastes of The Scar. Skaden Mallar is perhaps the most controversial member of the current Knight-Commanders, having served as a Vornheim battlemage over twenty years ago. His extensive dossier also includes a brief stint as a Helmand spy, over six years as a pirate captain, 3 years as a slave-smuggler, and five years as an inquisitor of Kalibrand, a god whose worship is now forbidden due to rumors of kidnapping and human sacrifice. But even so, his experience makes him a valuable asset to the king, both in matters military and otherwise. He is the only royal council member who is allowed as much time alone with the king as High Councilor Azemar (a fact that irritates the High Councilor to no end). As a leader, he is a stern man of few words, prone to spending long stretches of time in his quarters alone. But these times are matched in equal number by the times he can be seen wandering his keep, greeting his soldiers and offering words of mirth and encouragement. "A strange man," his men often say, "But a good one, I think." Instinct: to protect Tarsis
- Spring a trap
- Teleport a foe or himself
- Cast spells of destruction
- Call upon a dark god
- Call upon his men
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The Vitiated Group, Terrifying longsword (d8+2 damage) 14 HP 2 armor Close Special Qualities: corrupted features The Vitiated can come from any of the humanoid races, but they are changed. Their veins are darkened and their skin is patched with withering flesh and patches of scales. Their endurance is unending, their strength supernatural, their methods are merciless. Instinct: To subdue and enslave.
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Grimwulf Pack Horde, Large, Organized, Intelligent, Construct Rough-hewn weapons (b[2d6+4] damage) 11 HP 1 armor Forceful, Near Special Qualities: magical At first they appear as bestial, but then you notice the scavenged bits of armor, and then the rough-hewn weapons gripped in claw-like hands (or is it hand-like claws?) and finally, the gleam of a true and malevolent intelligence piercing you from beneath it's furred brows. Grimwulf, even the word makes your blood run cold. A Grimwulf is what happens when you take 1 part werewolf, 2 parts rage possessed berzerker warrior, combine them using profane magics to be twice as big and five times as mean, they are capable of thought but suicidally loyal. But the worst part about grimwulves...there's never just one. Instinct: to obey their Master
- Slaughter them
- Call the Pack
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Tree warriors Group, Huge, Construct Branches (d8+3 damage) 18 HP 4 armor Reach, Ignores Armor Special Qualities: Made of wood, Will loose control without its master Instinct: To defend
- Ram