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N Solitary, Magical, Divine, Devious, Organized, Intelligent, Cautious, Planar, Construct Reality Damage (b[3w[3d10+4] damage) 22 HP 7 armor Close, Forceful, Ignores Armor, Near, Far Special Qualities: Immune to magic; Regrows limbs; Consumed memories Instinct: to help others forget
- Wipe the slate clean
- Open the minds of the weak
- Shatter an environment
- Call upon his flock
- Consume the past
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IP Solitary, Huge, Magical, Divine, Organized, Intelligent, Cautious, Hoarder, Planar, Construct, Terrifying, Amorphous Virtually Anything (w[2d12+9] damage 4 piercing) 33 HP 8 armor Reach, Forceful, Near, Far Special Qualities: Can adopt (partially or in whole) the form of virtually anything, living or non-living; Half-damage (before armor) from mundane weapons, Serve as a weapon of the Elder Gods, Imposing aura of power Instinct: to gather and protect arcane knowledge
- Stand guard
- Unleash forgotten magicks
- Call out for other mages
- Transform into a legendary artifact
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Sheva Callister Solitary, Intelligent The Black Blade (b[2d10+4] damage) 16 HP 1 armor Close, Forceful, Reach, Ignores Armor A frequent bar patron in Delver’s Square, Sheva is one of the city’s best-known delvers. Living off the treasure she gained in her career, Sheva is now retired. Nevertheless, she knows a lot of information about the Undercity and Dungeon and shares it freely. Sheva is also a member of the Delver’s Guild and highly recommends membership to all new adventurers. According to Sheva, most of the people who speak about the areas beneath the city simply do not know what they are talking about. Sheva is well known for having found the crown of Ki-Lias, a priceless artifact of the ancient past. Instinct: to take missions for the right price
- Share her knowledge
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The Builder Solitary, Magical, Divine, Devious, Intelligent, Hoarder Raw Arcana (w[2d10+4] damage) 18 HP 4 armor Close, Forceful, Near, Far The Builder is one of the most well-known figures in history, renowned around the world for single-handedly constructing the massive international highway known as The Serpent's Walk. A mage of unparalleled talent in his day, The Builder was a master of Evocation magic who could channel his arcane energies into any building material in order to construct mind-boggling feats of engineering prowess far ahead of his time. It was The Builder who crafted the great Tree-Towers of Helmand on behalf of the 21st Elven King in response to the vast Orc armies of Helmand's distant past. And it was The Builder who constructed Castle Whitemaw in the span of only one month at the request of King Jerome Dondarrian III, King Rendal's Great-Great Grandfather. He built many other useful structures as well, whether walls or bridges or even whole towns. And though he was perhaps the smartest human alive, he was not stingy with his knowledge, eager to share his advanced understanding of physics and chemistry and engineering with like-minded intellectuals who could carry on his work and teach others how to build and repair with tools instead of magic. All in all, he was more beloved than the king--a towering intellect somehow matched with a kind heart. Which made his disappearance some 120 years ago so very, very strange. Most people just assumed the old man was dead--he'd already lived a few hundred years even before his disappearance, after all. But there were always more sinister rumors, like the stories of a builder who had lost his mind amidst the desolation of the Scar, or the tales of the dragon that devoured The Builder for building a house on top of its den, or the story of how The Builder had been cursed by an evil witch and put to sleep for all eternity. As for why he's here now, well...that is the question, isn't it? Instinct: to teach
- Construct something at will
- Weave an arcane construct
- Seal away a threat
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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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Risha Tharaben Solitary, Stealthy, Devious, Organized, Intelligent, Cautious, Hoarder Viperpike (b[2d8+2] damage 1 piercing) 12 HP 1 armor Close, Reach Special Qualities: Very agile; immune to poison Lady Risha Theraben is the Knight-Commander of Hydra's Fang Keep, the central 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. At 25 years of age and standing only 5'4", Risha is the youngest (and shortest) person ever to be promoted to Knight-Commander. And while she bears her responsibilities with a solemn face during council meetings, her otherwise cheerful demeanor and unorthodox attire often leave her peers scratching their heads at her appointment. The head-scratching stops, however, once they see her on the battlefield. Risha's talent for quick thinking under fire has brought dozens of would-be bandit warlords to their knees, and the grace and swiftness of her skill with polearms is said to be matched by none. Instinct: to cut down bandits
- Strike with blinding speed
- Find an opening
- Poison a foe and slow their healing
- Call on her troops
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Catarin La'Saet Solitary, Tiny, Magical, Divine, Devious, Intelligent, Cautious, Hoarder Sword (d8+2 damage 1 piercing) 18 HP 7 armor Hand Lady Catarin La'Saet is the Knight-Commander of King's Pride Keep, the 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. Catarin is a former member of the Keepers of the Veil, a holy order of knights based in Whitemaw that devote themselves to the destruction of all undead. While it has been many years since she left, she still possesses the legendary sword she used in those days: Argo-Thaan, Holy Avenger. Known both for her gleaming holy blade and for her careful tactics, Catarin is far less boisterous than Knight-Commander Cunningham but has beaten back whole hordes of enemies with little more than patience and the sturdy walls of her keep. Instinct: to protect her allies and her keep
- Put up an insurmountable defense
- Weave spells of light & healing
- Deliver a vicious counterattack
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Ralphidian's Shades Solitary, Stealthy, Divine, Magical, Devious, Intelligent, Cautious, Planar, Terrifying Black tendrils of arcane corruption (d10+2 damage) 22 HP 6 armor Close, Reach, Ignores Armor, Near, Far Special Qualities: Immune to magic, Shadowy aura that shifts with faces of screaming loved ones Known as "Shades" or "Empty Ones" by most denizens of The Scar, these magic-wielding husks of shadow and steel are usually seen wandering the desert in solitude. Now it seems that Ralphidian has managed to somehow conscript a number of them into his forces, adding magic to his already considerable might. Their powerful shadow spells can accomplish a variety of feats, all of which are now bent to serve their new master's purposes. Instinct: to serve their leader
- Weave forgotten magicks
- Craft an illusion
- Conjure shadowy soldiers
- Control the mind of the unwary
- Resurrect a fallen ally