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Fate Solitary, Magical, Divine, Planar Divine magic (d12+2 damage) 18 HP 6 armor Close, Ignores Armor, Far Fate is a woman who has lived since the beginning of time, but appears as a youth. For thousands of years, she has decided the beginning and end of every life that has ever been. Instinct: Choses the beginning, middle and end of every living thing, whether they like it or not.
- Dictate the lives of all who live in the world
- Doom: Allows target to only make a few moves before being mortally wounded.
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Soloto Brawler Sociable, Psychic, Honorable, Intelligent, Intimidating Great Weapon (d10+2 damage 1 piercing) 18 HP 2 armor Close Special Qualities: Psychic Power., Intimidating. The Soloto are a race that closely resembles humans. However, this is where the similarity ends. Soloto have black hair, black eyes, and powerful psychic powers that enable them the effect the mental state of those around them, such as making them greatly afraid or confident. In addition, they also have a much higher flesh density than humans, enabling them to soak wounds that would kill any other race. Despite these many great gifts, Soloto are jovial, sociable and friendly to any outsiders, ignoring the terror and suspicion that follows them around. If you befriend even a single Soloto, the entire race will ally with you in times of trouble. But if you become an enemy, the entire race will hunt you down and punish you. Instinct: to fight for fun and honor.
- Live with Honor.
- Psych Out.
- Shared Mentality.
- Fearless.
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Saenoch the Barbed Demon Solitary, Large, Stealthy, Divine, Magical, Organized, Intelligent, Cautious, Planar, Terrifying Bladed Chain Whip (b[2d10+6] damage 2 piercing) 18 HP 6 armor Forceful, Reach, Near Special Qualities: Red, scaled wings, Red scaled wings, cracked crimson scaled body, dull wartorn plate armor, massive coiled horns, jagged sharp humanoid-like teeth, piercing golden eyes Saenoch is the monstrous demon behind the war in Danan. He has sought the child messiah of the angels for decades now, and with him in his grasp he refuses to let him go. He has the child held in a magical planar prison high above his throne room that can only be opened upon his death. Instinct: To keep his prisoner
- Slice enemies
- Tear weapons from his enemy's hands with his whip
- Teleport enemies through planar portals
- Summon Shadow Demons through planar portals
- Teleport himself through planar portals
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Shadow Demon Group, Small, Magical, Devious, Organized, Intelligent, Terrifying Claws, Teeth, & Wings (b[2d4] damage 2 piercing) 10 HP 3 armor Close, Near, Far Special Qualities: Black bat-like wings, Black leathery skin, long pointed wings, red-tipped claws, blood-red horns, razor-sharp teeth, glowing red eyes These blackened, winged monsters will attack anyone who threatens to stop their master who is often a greater demon or devil and holds power over them. They often fight dirty, swooping in from the shadows to slash an unaware enemy, and if they do fight face-to-face they will call out for help if they fear they are outmatched. Instinct: To protect their master
- Attack enemies from the air
- Hurl black and red swirls of energy
- Avoid attacks with speed and agility
- Screech to alert other demons to your presence
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Zombie Soldier Horde, Terrifying Sword/Spear/Axe (d4 damage 1 piercing) 7 HP 2 armor Close, Near Special Qualities: Mangled body, dangling guts, bloody The recently killed corpses of your fellow comrades have been brought back as the undead and will stop at nothing to kill you! Instinct: To end life
- Attack the living
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Thross, God of Greed Solitary, Huge, Magical, Divine, Devious, Intelligent, Cautious, Hoarder, Planar, Terrifying Crushing Tail Whip (d10+9 damage) 30 HP 7 armor Reach, Forceful, Ignores Armor Special Qualities: Appears as a giant serpent, deep black eyes, long white fangs Greed has a name and it is Thross, a ~200' serpent adorned in shimmering jewelry with a massive rubied crown upon his head. Unlike the other deities, Thross has no followers as he fears they will desire his belongings. He travels from plane to plane taking anything he wants and ultimately leaving these worlds with nothing of value. His curse is that he desires only what others desire, therefor when anyone has attempted to keep something from him it drives him mad with envy and he will stop at nothing to take it or keep it. Instinct: To pillage
- Crush enemies with its immense size
- Force foes into offering all of their belongings
- Prevent basic damage with thick hide and magical protection
- Know what others desire
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Squatting Warlock Group, Magical, Intelligent, Hoarder Fireball spell (d6 damage) 6 HP 0 armor Close, Reach, Ignores Armor, Far A Spurned apprentice now hides in one of his old master's many buildings. A pitiful man covered in filthy robes and crude jewelry. Instinct: To continue squatting unknown and to gain more power
- Summon demons
- Summon Imp cavalry: 2 imps both riding
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Blackwall Arbalist Group, Stealthy, Organized, Intelligent Lancer (3 DAM 2 piercing) 10 HP 1 armor Reach, Far Special Qualities: Accurate, Veteran, Irregular The militia of Blackwall is comprised entirely of volunteers whom are allowed to use whatever weapon they wish, but they have to provide it themselves unless they happen to be an arbalist. While the majority of settlers within the city prefer the bow for hunting expeditions, the defenders on the wall usually fall back onto the Lancer, one of the few items mass-produced within the city's confines. Accurate, deadly, silent and capable of punching through the thickest of armor, only veterans within the militia are granted permission to use such weapons due to their high material to produce ratios. Of course, an excellent weapon is useless in the hands of one whom doesn't know how to use it. Veteran members of the militia are each given a Lancer and it is up to them whether they use it or not - and most do keep it as a backup weapon or a primary should the barrier walls of the city come under attack. Veterans usually form into small groups of their own volition and form a camaraderie with one another, formulating tactics, attack strategies, and how best to use what little equipment they have. It's not unheard of for these veteran units to take in fresh recruits to train them, resulting in an overall much more powerful force. Instinct: Defend Blackwall City
- Uses crossbow
- Sets up ambushes
- Snipes
- Inspires Allies
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Baldushi Guardsman Group, Organized, Intelligent, Cautious Martial Weapons - (d6 damage) 6 HP 3 armor Close, Reach Special Qualities: Diverse Weaponry, Can defend others. The Baldushi Guard is a organization citizens are conscripted into and trained. They learn to use a range of weapons including, but not limited to, spears, shortswords and shields. Responsible for patrolling and guarding the upper levels of Baldush, the guard is quite plentiful and always responds to situations in, and usually with, force. Garbed in brownish tan longcoats with red-lens goggles and a mask to pull up over their mouth and nose to keep the sand at bay, they look more like brigands and outlaws than a guardsmen. Trained in unit and defensive tactics, the Baldushi Guard is a force to be reckoned with if they've locked down an area and have had time to set up and situate themselves. The guard is broken down into units, with each unit consisting of a captain, an aide and then 7-10 guardsmen. Each unit consists of at least 2-3 riflemen, 4 shield-bearing guardsmen, with the remainder filled by support roles. Instinct: Defend Baldush City
- Defends and fortifies locations.
- Calls for reinforcements.
- Surrounds and overwhelms.
- Shieldwall: +1 Armor for each Guardsman in formation.