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Creatures,

Corruption,
&
Kreesh

Supplement

Credits
Development, Design, Writing: John Borgese,
Gilbert DuRapau Jr., Matthew Tarulli
Additional Writing: Jonathan Edwards
Cover Art: Leandro Furlanetto
Interior Art: Leandro Furlanetto, Leslie Lee
Layout: Matthew Tarulli
Special Thanks to our ODAM Insiders:
Arctic, Chronowraith, Keith, Pandakage,
Christian, Lael, Tim, Martin, Alok Baikadi, Mark
Burke, Timothy Cassidy Jr., Adam Cooper, Dane
Batema, Lane DAlessandro, Chris Guyott, Sloane
Hanuman, Kevin Hdugins, Duncan Hecht, Clifford
Herndon, Kris Holt, John Kahane, Dillon Komarnycky
Michael Miller, Aidan ORourke, Michael Pietrelli,
John Rentas, Tyler Roehning, Jared Sanders, Jeremy
Shaub, Astor Sigma, Matthew Stanbro, Jason Wilcox,
Zach Z

Version 1.16
Copyright 2016 ODAM Publishing LLC
All rights reserved. Reproduction without the
written permission of the publisher is expressly
forbidden, except for character sheets and other
game materials, which may be reproduced for
personal use only. The mention of or reference to
any company or product in these pages is not a
challenge to the trademark or copyright concerned.
This book is a work of fiction. Names, characters,
places, and incidents either are products of the authors imagination or are used fictitiously. Any
resemblance to actual persons, living or dead,
events, or locales is entirely coincidental.

This book is the result of years of hard work and


plenty of Conviction spent by the authors, their
families, and Kickstarter backers. If you have
obtained an illegal copy of this work, BREAK THE
DOUBT and obtain a legal one from
www.odampublishing.com

Table of Contents
Chapter One: Nexi & Corruption
Chapter Two: Creatures
Chapter Three: Kreesh

3
12
56

Nexi & Corruption


Despite Forenons best efforts, his undoing of Alsharas theft
of Larunas magic was far from flawless. Stitching the Argasheel
bit by bit into the land created a semblance of restoration, but the
truth is far more sinister. Laruna is now the strange, monstrous
result of forcing god-magic where it wasnt meant to be. On
occasion this power will coalesce in an area, creating a focal
point of Legacy magic called a Nexus. These abnormalities bleed
magic into surrounding areas, causing the very corruption that
inevitably leads to the birth of Kreesh.

Centers of Legacy
Anywhere from the cellar of a keep to a forest sheltered
lake can become a Nexus. It is unknown what causes certain
areas to create Nexi and there seems to be no recognizable
pattern for their appearance. Though their creation is erratic,
they each do possess consistent characteristics. Each Nexus is
made up of a single Legacys magic, which they spread to living
entities nearby. In this way, an Elements Nexus could appear in
a mountain cave and cause a bear nearby to become corrupted
with Elements Legacy.

Different creatures have different reactions to being near


Nexi. More docile or dimwitted creatures may obliviously spend
large amounts of time by Nexi without realizing anything is wrong
before it is too late and theyve become corrupted. Particularly
intelligent creatures or vicious predators enjoy the sensation of
power and energy being close to a Nexus provides, reveling in
the increased aggression such corruption causes.
Creatures who become corrupted that decide to use
their newfound power away from the Nexus are in for a rude
awakening. Their increased rage and aggression make them unfit
for living alongside non-corrupted creatures, inevitably leading
to violent conflict. Even worse, time spent away from the Nexus
causes corrupted creatures to feel a deep craving to return to the
Nexus heart. While some creatures may try to resist this urge,
even the strongest willed creature will find themselves in agony
until they can finally return to the source of their power.

How do they work?


Each Nexus belongs to a specific Legacy which determines
the kind of Corruption it spreads, and a Rank which determines
how strong it will eventually make those whom it infects.
Any suitable creature who spends at least one hour in
the Nexus area of influence is awarded 1 Progress Point. These
Progress Points can not be awarded more than once every 24
hours.
Nexi possess a Rank from 1 to 5, which determines how
large its area of influence is and the maximum Rank of Corruption
it can apply to a creature. This Maximum Corruption Rank also
limits the strength of the Guardian Kreesh the Nexus can create.
Creatures that are of higher LV than the listed Max LV are
too strong to be affected by the Nexus influence, and simply
ignore all Corruption effects.
Area of
Influence

Max Corruption Rank

Max LV
Corruptible

R1

25m

(T1 Kreesh)

10

R2

100m

(T1 Kreesh)

15

R3

250m

(T2 Kreesh)

20

R4

500m

(T2 Kreesh)

30

R5

1km

(T3 Kreesh)

40

Corruption
The magic restored to Laruna by Forenon was designed to
be held by Alshara alone. When this magic, now called Legacy,
comes into contact with something other than one of the five
mortal races, a drastic change takes place. The bodies of nonmortals, incapable of handling it properly, are warped by this
power, becoming Corrupted creatures. The Legacy imbues them
with strength, but distorts their mind, replacing thoughts with
mindless aggression, and instincts with overwhelming hunger.
It is for this reason that Corruption is a real danger to Laruna
and its inhabitants. Corrupted creatures will act erratically,
assaulting innocents nearby, and eventually turn into a much
more dangerous problemKreesh.

Victims
As a rule, any life form the size of a rat or larger can be
corrupted. Exceptions to this are possible. For instancea school
of deadly fish in a lake may become corrupted. A member of the
mortal races may never become corrupted in this manner.

Corruption Arc
Once a creature has been awarded enough Progress Points
by a Nexus to reach Rank 1 (10), they are considered Corrupted
and now have the appropriate Corruption Arc. As they advance
in Rank on the Corruption Arc, new Rank bonuses are added to
the previous benefits.
Corrupted creatures require the same amount of Progress
Points to advance in Rank as Legacy Bearers (ten times the
current rank). Progress Points are similarly reset to 0 after
ranking up.
Corruption ranks increase a creatures Legacy Value by 1
for each rank of corruption.
Corruption Arc Rank

Required Progress Points

10

20

30

40

50

Light Corruption
Light corrupted creatures undergo plainly obvious changes.
Their skin begins sparkling with the cosmos. The eyes and inside
of the mouth will begin glowing. As the corruption progresses
with each Rank, they end up looking like a shimmering celestial
being, constantly radiant.

Corruption Arc

1) +5 Light skill, +1 Light spell, +10 Health regeneration


per phase, Immunity to Celestial damage
2) +20 PRO (Shadow), +5 Light Skill
3) +5 Light skill, +1 Light spell, +10 Health regeneration
per phase
4) +20 PRO (Shadow), +5 Light Skill
5) +5 Light skill, +1 Light spell, +10 Health regeneration
per phase

Dark Corruption
Creatures corrupted by the Dark Legacy will slowly appear
more and more lifeless. The Corrupteds flesh will take on a
grayish pallor, appearing rotten and decayed. As the corruption
increases, skin may become brittle and split, and shadows may
constantly surround them.

Corruption Arc

1) +5 Dark skill, +1 Dark spell, see in total darkness

2) +20 PRO (Light), +5 Dark skill, Immunity to Shadow damage


3) +5 Dark skill, +1 Dark spell, Immunity to Curse damage
4) + 20 PRO (Light) +5 Dark skill
5) +5 Dark skill, +1 Dark spell, successful strikes restore
Health equal to damage dealt, up to 30

Calling Corruption

Elements Corruption

Creatures corrupted by the Calling Legacy will act


erratically, seeming to change their mind on a whim, as though
something was inside their head instructing them on what to do.
Some will more readily display the natural side of the Calling,
sprouting leaves or branches from their skin or hair.
Physical displays are less common or uniform for entities
corrupted by Calling. Their appearance will change in accordance
with the type of magic they are wielding, but will always exhibit
some evidence of there being an alien presence within them.

Creatures corrupted by the Elements Legacy will exhibit


persistent emanations of elemental power. Changes such as eyes
crackling with electricity, or flesh becoming hardened are classic
and obvious signs of such a corruption. An Elements Nexus will
spawn as a specific element and not change during its lifetime.
Visual characteristics of a creature corrupted with Elements
Legacy depends entirely on their arcs element.
Fire: Skin will take on the look of molten rock, and fire will
frequently erupt from eyes or mouth. At high levels of Corruption,
the entire body may be engulfed in constant flame.
Air: Lightning will periodically coarse over the corrupted
body. At high levels of Corruption, lightning may fork off from
the body in random directions.
Earth: The body will shift into stone much like an Ashik. At
high levels of Corruption the creature may leave a trail of earth
or pebbles as they move.
Water: The Corrupted will appear slick with sea-water and
leave wet trails. At high levels of Corruption, certain appendages
may shift in and out of a watery state.

Corruption Arc

1) +1 Calling Spell, +10 Calling Skill, +5 RES (All),


Immunity to Poison
2) +1 Calling Spell, +3 Magic Skill
3) +10 Calling Skill, +5 RES (All), Immunity to Mind
Effects
4) +2 Calling Spells, +3 Magic Skill
5) +10 Calling Skill, +5 RES (All), Immunity to Illusory
Effects

Change Corruption
Change Legacy causes the corrupted creature to become
physically unstable. This will cause their bodies to randomly
take on deformities. Some of these changes will remain stable,
while others will constantly change, appearing and leaving just as
quickly. Sometimes these Corrupted will visually distort, taking
on a fuzzy appearance, as if their existence in space or time were
in question.

Corruption Arc

1) +5 One physical attribute, +50 Health


2) +5 ARM (All), +8 Change Skill, +1 Change spell
3) +5 One physical attribute, +50 Health
4) +5 ARM (All), +8 Change Skill, +1 Change spell
5) +5 One physical attribute, +50 Health

Corruption Arc

1) +10 damage (CE*) to all strikes, Deal +10 damage


(CE) to attacker when struck, Immunity to (CE)
2) +10 damage (CE) to all strikes, +8 Elements skill, +1
Elements spell
3) +10 damage (CE) to all strikes, Deal +10 damage (CE)
to attacker when struck
4) +10 damage (CE) to all strikes, +8 Elements skill, +1
Elements spell
5) +10 damage (CE) to all strikes, Deal +10 damage (CE)
to attacker when struck
*Chosen Element
Earth will add additional Impact damage
Air will add additional Electricity damage
Water will add additional Cold damage
Fire will add additional Fire damage

Guardian Kreesh

Claiming a Nexus

A Nexus can cause any number of corrupted creatures,


but regardless of its Rank, only one Kreesh can ever be created
at a time. The first creature to become corrupted by a Nexus is
selected to become that Nexus guardian Kreesh.
This single creature gains 10 Progress Points per day, and
may now accept Progress Points beyond the Nexus normal limit,
eventually evolving into an actual Kreesh.
Once this creature reaches Rank 5 Corruption, spending
one additional day within the Nexus influence will turn it into a
Kreesh of that Nexus Legacy type.
The specific Kreesh is dictated by the Nexus, and does
not changethus a specific Nexus will always create the same
Guardian Kreesh. Should the selected creature die before
completing their transformation into a Kreesh, the Nexus will
choose another creature closest in Corruption Rank to become
its guardian.
The Guardian Kreesh and its Nexus are inexorably linked.
So long as the Nexus exists, a Guardian Kreesh can also exist. If
the current Guardian Kreesh dies, eventually a new corrupted
creature will be selected to replace it.
Should any Legacy bearer enter into the Nexus area of
influence, the Guardian Kreesh will immediately be aware of
it, regardless of distance. The Guardian Kreesh will defend the
Nexus to the death, fully aware that even if its body dies, the
Nexus will ensure it returns. Should the Nexus be destroyed, the
Guardian Kreesh will survive, but will have no means of returning
if killed.
While Kreesh feel the same pull to their Nexus as other
corrupted creatures, they also hold an even stronger urge. Kreesh
no longer receive Corruption Ranks from a Nexus and so can only
satisfy their need for power by reabsorbing Legacy. Some Kreesh
are violent monsters while others plot and scheme, but the end
desire is always the same: find and destroy Legacy bearers and
consume their power.

In order to permanently destroy a Nexus, its heart must


be consumed. The focal point of a Nexus Legacy power, the
heart, typically takes the shape of a glowing orb. The heart of a
Nexus will be centrally located and in open space; resting on a
surface or hovering in mid air. Much like absorbing Legacy from
Kreesh, Corrupted, or other bearers, the act of claiming a Nexus
is actually a simple one, and this ability is instinctually known to
all Legacy bearers. It requires a Legacy bearer to spend 10 phases
concentrating on nothing but claiming the Nexus while standing
at its heart. Of course, finding a Nexus heart, getting past the
creatures it has corrupted, and defeating its Guardian Kreesh may
be anything but simple.
Once claimed, the Nexus will disperse and it will grant
Progress Points to all Legacy bearers within 3m of its heart. Each
Legacy bearer in this area will also gain Energy from the Nexus.
Nexus
Rank

Progress Points Rewarded*

Energy Rewarded*

25

25

50

50

75

75

100

100

150

150

*All rewards are divided equally amongst all Legacy


bearers present at the heart at the time it is claimed.

Makora Materials
Makora materials may be found anywhere within the range
of influence of a Nexus, and there is no reliable way to predict
which natural materials will be transformed.
The varied natural environments surrounding Nexi and the
randomness of Makora production make the amount of Makora
that can be found in a Nexus influence fluctuate, but the below
chart can serve as a general guide.
Nexus Rank

Total Pieces*

10

15

20

25

*Does not include Makora hides gained from corrupted


creatures.

Creature Size Rules

Evasion Modifier

Fighting against creatures of a different size presents a


few unique details. The size of a creature determines its ability
to strike creatures of differing size. All bonuses and penalties are
based on the relative difference in sizes.
Simply put, it is harder for a creature to hit a target that
is smaller than they are. The chart below lists the bonus (or
penalty) a creature receives when attacking an opponent of a
different size. Note that these bonuses are applied only while in
melee combat and do not apply to Defensive ATs.
Once the gap between sizes grows too large (more than
two size categories), melee combat is no longer contested using
the usual Melee AT versus Defensive AT method (see Giant
Combat.)

Beyond making it easier to hit with a ranged weapon,


larger creatures also receive an Evasion penalty based on their
relative size to the attacker.
As with the Melee AT chart, this chart is from the attackers
perspective. Find your size in the left column, then the size of
the creature you are attacking. The modifier will apply to the
targeted creatures Evasion Score.
For example, when a medium-sized creature attacks a
Colossal creature, the Colossal creature suffers a -40 penalty to
its Evasion.

Ranged Difficulty Modifier

Size also determines how many creatures may engage it


simultaneously, as per the chart below.

Engagement Limits

The size of a target also alters how difficult it is to hit with


a ranged attack. This number is added or subtracted from the
weapons base difficulty at all ranges.
Size Category
Ranged Difficulty
Tiny +10
Small +5
Medium
+0
Large
-2
Huge
-5
Giant -10
Colossal
-30

Size

Max # Of Medium Creatures Engaged

Tiny

Small

Medium

Large

Huge

10

Giant

20

Colossal

50

Melee Combat Modifiers vs Creatures of Differing Sizes


Tiny

Tiny

Small

Medium

Large

Huge

Giant

Colossal

+5

+10

n/a*

n/a*

n/a*

n/a*

Small

-5

+5

+10

n/a*

n/a*

n/a*

Medium

-10

-5

+5

+10

n/a*

n/a*

Large

n/a*

-10

-5

+5

+15

n/a*

Huge

n/a*

n/a*

-10

-5

+10

+30

Giant

n/a*

n/a*

n/a*

-15

-10

+20

Colossal

n/a*

n/a*

n/a*

n/a*

-30

-20

*At this size difference, creatures instead use the Giant Sized combat rules rather than receiving a penalty/bonus to their ATs.
Evasion Modifiers vs Creatures of Differing Sizes
Tiny

Tiny

Small

Medium

Large

Huge

Giant

Colossal

-5

-10

-15

-25

-30

-50

Small

+5

-5

-10

-15

-25

-45

Medium

+10

+5

-5

-10

-20

-40

Large

+15

+10

+5

-5

-15

-35

Huge

+20

+15

+10

+5

-10

-30

Giant

+30

+25

+20

+15

+10

-20

Colossal

+50

+45

+40

+35

+30

+20

Changing Size
If a character changes size, he gains a bonus or penalty
to STR. In the chart at the bottom of the page, find your size in
the left column, then find the size you are changing to across
the top, and the modifier will added or subtracted to your STR
score. For example, a medium-sized creature who becomes huge
gains a +10 to STR.

Fighting Giant-Sized Creatures


Creatures that are 3 size categories or larger than their
opponents (Giant and Colossal creatures for the mortal races)
operate under special rules when engaging in combat.

Engaging a Giant-Sized Creature


You may engage and disengage from a creature of this size
freely and without penalty. Being Engaged does not require CAP
to be accrued against the target. Grappling such a creature is used
to hold on to the target, but does not restrict them in any way.

Attacking a Giant-Sized Creature


When attacking, characters make a standard Melee Combat
AT as normal. The creature makes a Defensive AT using only their
Evasion, adjusted by the Evasion modifier listed in the chart on
the previous page. Generally, such large creatures will not be
able to avoid attacks from smaller creatures due to their size. This
penalty is applied before determining whether a creature matches
the Speed rating of a ranged weapon. Creatures that are 3 size
categories or larger than their opponents do not incur multiple
opponent penalties when defending against those creatures.

CAP Usage is Limited


It is impossible for medium or smaller creatures to fully
utilize their combat skills to gain advantage against creatures of
this size, and as such, they are limited in how much CAP they
can gain on any single melee or ranged attack AT. ATs against
creatures three sizes larger may only generate up to 10 CAP, and
ATs against creatures four or more sizes larger may only generate
up to 5 CAP. Any excess CAP that would normally be generated
by these ATs is lost. CAP may be accrued across multiple phases
and spent as normal.

Defending Against a Giant-Sized Creature


Creatures three or more sizes larger than their opponents
are too large to engage a smaller target directly. Instead, their
attacks are treated as Ranged attack, representing them reaching
out to swipe at their target. Those attacks will also have a small
AoE range, hitting adjacent targets to the original. Evasion is used
as normal to oppose these ranged attacks, following standard
Ranged Combat rules. Taking into account the Evasion bonuses
for being a smaller creature, their Evasion Defensive AT should
always apply, as the Speed rating on a giant-sized attack should
never exceed this bonus.
Creature Cards for Giant and Colossal sized creatures will
already be converted to ranged attacks for ease of use to the
Dreamweaver. Threat rating is included should the creature
attack something of similar size and engage in normal melee.
Threat does not apply to the ranged attack. Should you need to
convert a different creature to Giant Size Ranged Attack rules,
use the following templates:

Creatures 3 Sizes Above

1) Remove Threat
2) Add range of 5m
3) AoE of 2m
4) Difficulty of 0
5) Speed of 10
6) Damage and CAP Adjustment Remains the Same
May Add:
(10c) Special Adjustment: Tossed
All creatures of Large size or smaller are thrown back 10m.

Creatures 4 Sizes Above or more

1) Remove Threat
2) Add range of 10m
3) AoE of 5m
4) Difficulty of 0
5) Speed of 5
6) Damage and CAP Adjustment Remains the Same
May Add:
(10c) Special Adjustment: Tossed
All creatures of Huge size or smaller are thrown back 10m.

Strength Modification by Size


Tiny

Small

Medium

Large

Huge

Giant

Colossal

Tiny

+5

+10

+15

+20

+30

+50

Small

-5

+5

+10

+15

+25

+45

Medium

-10

-5

+5

+10

+20

+40

Large

-15

-10

-5

+5

+15

+35

Huge

-20

-15

-10

-5

+10

+30

Giant

-30

-25

-20

-15

-10

+20

Colossal

50

-45

-40

-35

-30

-20

Optional Rule: Group Combat


Some combat situations in Laruna are too large to be
resolved on a person-by-person basis. This set of alternate rules
should help assist making combat that involves multiple parties
run smoother. Rather than having each participant in a battle roll
their own ATs and track Health and CAP, multiple participants
can be placed into a group and have a Leader assigned.
The Leader of that group will make all of the ATs and track
all of the Health, Stamina, Mana, and CAP for the entire group.
In turn, the group provides bonuses to that leaders statistics,
representing the support they are providing them in battle.
Note that this method of group combat also eliminates the
impact of multiple opponent penalties, and is best used when
quick action is more desirable than an accurate portrayal of group
combat.
The bonuses a group provides to its leader is based off of
the amount of people in the group. The numbers listed below are
for the general purpose of smaller group battles. What constitutes
a small, medium, or large group is relative and can change based
on the overall circumstances of the battle. For example, a group
of 5 mercenaries in a skirmish of 50 people may be a small group,
but it would require hundreds of participants to create a small
group when two armies are fighting.

10

Small (5-10)

Medium (11-20)

Large (21-40)

+200 Health

+400 Health

+800 Health

+10 Threat

+15 Threat

+25 Threat

+25 Damage

+50 Damage

+100 Damage

Note that these numbers may change depending on the


actual makeup of the group. For example, while the numbers
above would be suitable when fighting against a group of bandits,
a group of Hellions would be much stronger.
It is up to the Dreamweavers discretion when it would be
wise to create a group of such strong monsters versus using
traditional combat rules.
A good rule of thumb would be to use these group rules
when dealing with a split party, or where the results of the group
combat arent in question, but only how much resources the
battle may take.

Damaging a Group
A groups bonus Health being depleted represents enough
of that groups participants being defeated or fleeing, thus
reducing the size of the group.
In other words, once 400 damage has been done to a Large
group, it is reduced in size to a Medium Group. A Medium group
is reduced to a Small group once an additional 200 damage was
dealt.
Finally, a Small group losing 100 Health would reduce it to
three or four people, after which they can be treated as individual
combatants.

Creatures

There are a multitude of different creatures inhabiting


Laruna, as well as those who come from other worlds. They are
divided into different types for reference. While not all types have
specific traits or rules of their own, some spells or abilities may
affect specific creature types.

Fae

Beasts

Elementals

Beasts are creatures who act on instinct. They have limited


levels of Intellect, and generally cannot be persuaded from their
actions. They understand little other than hunger, pain, and
fear. Most wild animals in Laruna would be considered beasts,
although creatures of unnatural origin may be considered beasts
as well if they exhibit the same basic behaviours.

Humanoids

Humanoid creatures represent anything that walks on two


legs and has at least a semblance of intelligence. The five mortal
races are humanoid, as well as creatures such as trolls, giants,
and takar.

Undead

Undead are animated creatures, returned to life through


Dark magic. Undead do not need to breathe, eat, drink, or sleep
and they are immune to poison, disease, bleeds, fear, and mind
effects. Healing effects will instead deal celestial damage. Finally,
undead do not suffer Wound Penalties.

A secretive people with a long history, interactions with


Fae can be strange and often times unpredictable. While many
of the mortal races may have their own idea of what the Fae are
truly about, they are just as varied as any other race.

Elementals are creatures made purely of the elements or


nature. They are immune to poison, disease, bleeds, fear, and
mind effects. Like undead, they do not need to breathe, eat,
drink, or sleep.

Outsider

Outsiders are creatures not native to Laruna. They


generally need to be summoned, or placed into Laruna through
mystical means. They can have a variety of unusual traits not
seen in normal creatures.

Legacy Value
Each creature has a Legacy Value, which is an estimation
of the amount of Legacy Ranks a group of players should have
to face it in battle. For example, a creature with a Legacy Value
of 12 would be an appropriate challenge for four Rank 3 Legacy
bearers, or two of Rank 6. The Legacy Value should serve only
as a guide, as specific abilities, protections, and resistances may
make a particular creature more or less challenging.

Spirits

Spirits are essentially a sub-category of Undead, and


certain abilities or spells may specifically affect them.

Dragons

A rare sight, Dragons can trace their lineage to before the


Great War. While once revered for their strength, for most of
Laruna, Dragons have become no more than mystery and myth.

11

LV 13

Carrion worm
Huge Undead
STR

20

Health

400

AGI

Stamina

200

END

18

Mana

50

INT

Reaction

22

PER

Evasion

22

CHM

Base Move

15

8/5/0

Melee Combat

11

Protection
(Curse, Death, Shadow )

35

Natural Weapons

11

Protection
(All Other)

15

Armor

Maw

Type: Melee
AT: STR + Natural Weapons (42)
Threat: 8
Damage: STR +15 (Piercing)
(1c) Damage Adjustment: +5 Piercing
(3c) Weapon Adjustment: Bleed (5)
(10c) Special Adjustment: Consume
Target takes 50 Piercing damage and becomes trapped in the worms
mouth, taking all physical ATs at a -10 penalty until released. Dealing 50
Health damage to the mouth will cause the target to be released.

Final Gift

Resistance
(Dark)

40

Resistance
(All Other)

15

Upon death, the carrion worms


innards erupt, causing all
creatures within 10m to be
afflicted by disease (5).

Burrower

The carrion worm may dig through


the earth at its base movement
speed. Any creature passing
through a tunnel created by the
carrion worm accrues Disease (1)
each phase they remain inside.

Description

Combat

A carrion worm is a huge, undead monstrosity used as


a siege weapon by the Undead Legion. It reaches nearly 7m in
height, and can be twice that in length. Possessing surprisingly
quick reflexes for creatures of such size, they are a frightening
sight to behold, and a fortified armys worst nightmare.

In direct combat, carrion worms will use their giant maw to


bite down on enemies and tear them apart with reckless abandon.
Once destroyed, the resulting expulsion of rotting material is
enough to cause sickness in nearby mortals.

Habitat
Huge and powerful, carrion worms are the battering rams
of the Undead Legion. When not devouring troops on the front
line, carrion worms can burrow under the defenses of the enemy,
providing a tunnel for other troops, and wreaking havoc behind
enemy lines.

12

This huge, disgusting worm is deceptively fast for its size.

Additional Info
The residue left in tunnels created by the carrion worms is
enough to make any average mortal wretch. In most cases, this
means the tunnels are effectively one way, as the defenders
cannot bear to pass back through by normal means.

Description
A Celestial Guardian is a lesser servant of the Young Gods
above. While impossible for the gods themselves to interact with
the denizens of Laruna, certain extensions of their power, such
as guardians, can circumvent this restriction, particularly through
the use of Calling magic.
The guardian is a regal warrior clad in full plate mail,
and wields a large two-handed sword. Underneath its helmet,
this heavenly creature is a thing of absolute beauty, possessing
ideal characteristics of whichever race it chooses to embody, and
stands a full meter taller than the average human.

Habitat
Belonging to the domain of the gods above, the guardian
inhabits a realm mostly unknown to the mortal races. Appearing
in Laruna is only due to special circumstance, whether from the
call of a powerful mage, or in times of dire need. Sending proxy
warriors to Laruna can have severe repercussions within the gods
realm, and so they are often dispatched only as a last resort.

Combat
The guardian wields a magical two-handed sword,
exceeding the capabilities of a normal weapon. Its plate
mail armor is also magically enhanced, providing additional
protection. Highly resistant to magic and effects, the guardian is
a pillar of strength in battle, waving down foes with a swing of
its sword and protecting or healing wounded allies.

Additional Info
The guardian loses its natural ability to fly when in
Laruna, possessing only translucent vestigial wings which can
be displayed proudly in a flash of light as an IFU action.

Celestial Guardian
Large Outsider
STR

18

Health

300

AGI

10

Stamina

200

END

13

Mana

200

INT

10

Reaction

22

PER

12

Evasion

22

CHM

15

Base Move

10

20/28/26

Magic

12

Protection
(Celestial)

50

Light

10

Protection
(All Other)

20

Melee Combat

15

Resistance
(Light, Dark)

40

2H Slashing

15

Armor

Resistance
(All Other)

10

Known Spells
Heal, Remove Poison, Protect

LV 26

A mighty being fallen from the heavens, this warrior is both fearsome in
combat and a versatile healer.

Magical Claymore

Type: Melee
AT: STR + 2h Slashing (48)
Threat: 9
Damage: STR +14 (Slashing)
(1c) Damage Adjustment: +4 Slashing
(5c) Weapon Adjustment: Bleed (4)
(18c) Weapon Adjustment: Amputate
(25c) Weapon Adjustment: Decapitate

Mental Immunity

Immune to mind control effects.

Indomitable

Suffers no wound penalties.

Truesight (Passive)

As per Base Success of the Truesight spell. The Guardian has an Ability
Score of 50 for the purposes of piercing invisibility and illusion effects.

13

Description

Combat

The Compost Minion is a smaller (but no less disgusting)


version of its master, the Khilthresh.

Compost Minions aggressively engage enemies, battering


them with powerful fists, giving no thought to their own safety.

Habitat
Compost Minions are not found naturally in Laruna,
and will only appear when summoned by the Calling Kreesh
Khilthresh.

LV 20

Compost Minion
Medium Elemental
STR

16

Health

200

This smaller version of the Khilthresh slides towards you angrily.

AGI

Stamina

150

Dirt Fist

END

12

Mana

INT

Reaction

14

Type: Melee
AT: STR + Natural Weapons (28)
Threat: 2
Damage: STR +12 (Impact)

PER

Evasion

14

(1c) Damage Adjustment: +4 Impact

CHM

Base Move

10/9/5

Melee Combat

Armor
Protection

(Fire)

14

-10

Protection
(All Other)

10

Resistance
(All)

20

Natural Weapons

Steady

The minion cannot be knocked


prone or moved by any form of
physical or magical means. Any
spell or ability attempting to do so
will automatically fail.

Filthy

All creatures that strike or are


struck by the minion suffer disease
(1) per strike.

LV 12

Death Willow
Large Elemental
STR

16

Health

300

AGI

Stamina

300

END

20

Mana

70

INT

Reaction

12

PER

Evasion

12

CHM

Base Move

10/18/12

Melee Combat

10

Protection
(Fire)

Natural Weapons

10

Protection
(All Other)

10

Resistance
(All)

20

Armor

This predatory creature lies in wait, ready to ambush passing victims.

Lash

Type: Melee
AT: STR + Natural Weapons (36)
Threat: 5
Damage: STR +12 (Piercing)
(1c) Damage Adjustment: +4 Piercing
(3c) Weapon Adjustment: Bleed (5)
(8c) Weapon Adjustment: Death Grip
Victim becomes grappled, taking 30 Piercing damage and receiving a -8
penalty to all ATs each phase until the grapple is broken.

Germinate

If left with a corpse entangled in its branches for 72 hours, a young Death
Willow will spawn from the carcass, devouring it shortly after arrival.

Grasp

Leaving a grapple causes the blood drinking vines of the Death Willow to
make deep tears in a victims flesh, causing Bleed (5).

Description
From a distance, the Death Willow will pass for an ordinary
tree found in Larunas landscape. Upon closer inspection, the
branches and vines that grow from its trunk will have thin bloodred veins and small retractable, thorn-like protrusions. Several
glowing eyes open from the top of its mass, almost giving it the
appearance of a mortal face.

Habitat
The Death Willow prefers to find a seldom traveled place
where it can wait for lone pedestrians to scoop up into its death
grip. Off beaten roads and groves make excellent hunting spots
for these creatures who require no formal abode, instead sitting
patiently for days awaiting its next meal.

Combat
When provoked or resisted by a meal, the Death Willow
will lash out in an attempt to Death Grip a target, slowly draining
its blood until it goes lifeless. Due to their slow movement, they
are rarely aggressive towards creatures not immediately in reach
and almost never give any kind of chase.

15

Demons
Description
Demons share precious little with one another in terms
of physical appearance. They come in many different sizes, and
have various different structures. Whether they are shaped to
serve a specific role in their home realm is unknown, but the most
common similarity between the many different breeds of demon
is their affinity for fire and darkness.

Habitat
Demons, as they are called by Larunian mortals, hail
from a terrible realm of shadow and flame. This place is one of
unspeakable evil where the souls of mortals serve as playthings
and currency among a host of mighty and savage monsters. If
there is true social order of any kind, it is unknown to mortals.

Combat
Specific capabilities and tactics will vary substantially
between demons. With such a hostile native realm, all demons
have experience utilizing their strengths, thus should be
considered practiced combatants and dangerous foes.

Additional Info
As the subjects of much speculation, demons of more
intelligent stock have been known to manipulate mortals.
They will use a mortals preconceived notions to lead them
into aiding the demon in whatever endeavor its after. This can
result in weaker demons completely intimidating mortals by
misrepresenting their own power, or more powerful demons
gaining significant allies with promises they have no intention
(or ability) to keep.

LV 3

Dreg

Medium Demon
STR

Health

200

AGI

11

Stamina

85

END

Mana

70

INT

Reaction

17

PER

Evasion

17

CHM

Base Move

11

8/5/5

Melee Combat

Protection
(Fire, Shadow)

50

Natural Weapons

Protection
(All)

10

Magic

Resistance
(All)

15

Elements

Armor

16

This multi-limbed demon wants to rip you to pieces.

Claws

Type: Melee
AT: AGI + Natural Weapons (29)
Threat: 3
Damage: STR + 12 (Slashing)
(1c) Damage Adjustment: +4 Slasing
(5c) Weapon Adjustment: Bleed (4)
Known Spells
Burn, Circle of Fire

LV 15

Hellion
Large Demon
STR

19

Health

400

AGI

18

Stamina

150

END

15

Mana

120

INT

Reaction

30

PER

12

Evasion

30

CHM

Base Move

18

16/14/14

Melee Combat

14

Protection
(Fire, Shadow)

100

Dual Shortswords

14

Protection
(All)

20

Magic

12

Resistance
(Elements)

30

Elements

10

(1c) Damage Adjustment: +4 Fire


(5c) Weapon Adjustment: Ignite
Target burns for 30 Damage (Fire) per phase for 3 phases. Does not
stack.
(BS + 1c) Off-Hand Strike
Deals STR + 14 (Shadow) instead, and all further CAP spent deals +4
Shadow.
(BS + 6c) Alternate Strike: Smother
Target is engulfed for 30 Damage (Shadow) per phase, and suffers a -3 to
PER for 3 phases. Does not stack.

Resistance
(All)

35

Dark

Known Spells
Burn, Circle of Fire, Cripple, Damnation, Shadow Bolt

Armor

The Hellion moves towards you with blinding speed.

Dual Shadow and Flame Swords (Magical)


Type: Melee
AT: STR + Dual Shortswords (46)
Threat: 10
Damage: STR + 14 (Fire)

LV 8

Marauder
Medium Demon
STR

14

Health

300

AGI

15

Stamina

110

END

11

Mana

85

INT

Reaction

23

PER

Evasion

23

CHM

Base Move

15

12/10/10

Melee Combat

11

Protection
(Fire, Shadow)

75

2 Handed Piercing

11

Protection
(All Other)

15

Magic

10

Armor

Resistance
(Elements)

40

Resistance
(All Other)

25

Elements

The Marauder swoops down from its perch to attack.

Fire Spear (Magical)


Type: Melee
AT: STR + Two Handed Piercing (37)
Threat: 7
Damage: STR +14 (Slashing)
(1c) Damage Adjustment: +4 Slashing
(5c) Weapon Adjustment: Bleed
(5c) Weapon Adjustment: Ignite
Target burns for 20 Damage (Fire) per phase for 3 phases. Does not
stack.

Flight

The Marauder flies at base movement speed.

Known Spells
Burn, Circle of Fire

17

LV 30

Pit Lord
Huge Demon
STR

25

Health

500

AGI

16

Stamina

250

END

18

Mana

200

INT

12

Reaction

31

PER

15

Evasion

31

CHM

Base Move

16

22/18/18

Melee Combat

18

Protection
(Fire, Shadow)

100

Natural Weapons

18

Protection
(All)

30

Magic

14

Resistance
(Elements, Dark)

75

Elements

13

Resistance
(All)

50

Dark

11

Armor

18

The Pit Lord looks at you like the buzzing of flies.

Flame Claw

Type: Melee
AT: STR + Natural Weapons (61)
Threat: 8
Damage: STR + 20 (Slashing)
(1c) Damage Adjustment: +5 Slashing
(5c) Weapon Adjustment: Ignite
Target burns for 50 Damage (Fire) per phase for 3 phases. Does not
stack.
Known Spells
Burn, Circle of Fire, Cripple, Damnation, Shadow Bolt, Weakness

Expulsion

Once per phase as an IU action costing 25 Stamina, the Pit Lord


may release a massive burst of shadow or flame energy, dealing
75 Damage (Shadow or Fire) to all enemies within 50m.

LV 28

Drake
Huge Dragon
STR

21

Health

300

Even the youngest of dragons exhibits immense power.

AGI

14

Stamina

200

Fire Breath

END

13

Mana

120

INT

Reaction

28

PER

14

Evasion

30

CHM

Base Move

14

20/20/20

Melee Combat

13

Base Success: All creatures up to 6m in front of the drake suffer 25


Damage (Fire). Victims may take an Evasion AT to reduce the damage by
the ATR.

Protection
(Fire)

50

Natural Weapons

13

(1c) Damage Adjustment: +1 Fire

Protection
(All Other)

15

Magic

Resistance
(Elements)

40

Elements

Type: Melee
AT: STR + Natural Weapons (47)
Threat: 6
Damage: STR +15 (Slashing)

Resistance
(All Other)

10

Armor

Known Spells
Arcane Blast, Circle of Fire

Type: Magic
AT: STR + Natural Weapons (47)
Cost: 25 Stamina
Range: 6m
Duration: Instant

Claws

(1c) Damage Adjustment: +5 Slashing


(3c) Weapon Adjustment: Bleed (8)

Bite

Limited Flight

The creature may fly at its base movement.

Type: Melee
AT: STR + Natural Weapons (47)
Threat: 5
Damage: STR +15 (Slashing)
(1c) Damage Adjustment: +6 Piercing
(3c) Weapon Adjustment: Grapple & Bleed (8)

Description

Additional Info

A drake is a very young dragon, reaching this size shortly


after hatching. Even in its infancy, this dragon is a powerful
beast, able to survive on its own and terrorize lesser creatures.
It stands 6m high, with large, curved wings, and is covered in
armored scales.

Dragons have few attachments, and will leave their young


to fend for themselves not long after hatching. Most drakes do
survive however, as the raw power of a dragon cannot be denied.
Those who reach adolescence and become Young Dragons
will have no doubt amassed a great deal of wealth and power
in the form of material possessions and servants, having a lair
stronghold and a number of other creatures who pay them
tribute.

Habitat
Drakes can often be found attempting to carve out a small
territory for its own, whether a patch of forest, plains, cliff face,
or ruins. They can be vulnerable to swarms of lesser creatures,
but ultimately dragons are territorial apex predators, and few of
Larunas creatures pose any sort of threat.

Combat
A drake will attack its enemies intelligently, using claws,
breath, or magic, depending on the foe. When confronting a
dangerous enemy, it will soften them up using magic and often
unleash its fiery breath as they approach.

19

LV 25

Elementals
Description

Combat

Elementals are concentrated essences of nature, summoned


and held together by various magics. Within the call of the caster
is the subconscious desire for something familiar, and thus most
often these loose elements take a vaguely humanoid shape once
appearing in Laruna.

These powerhouses will make use of their control over a


particular element, overwhelming lesser enemies with barrages
of earth, air, and water, or burning enemies alive with fire.

Habitat

Elementals of this size are immune to mundane weaponry.


Only magically enhanced weapons such as those that are Makorainfused are able to deal damage to their form. Magic, of course,
is always effective when dealing with such creatures.

Additional Info

Elementals do not exist naturally in Laruna and are only


the result of a magical spell or higher power.

LV 25

AIR ELEMENTAL
Large Elemental
STR

Health

300

AGI

22

Stamina

200

END

12

Mana

150

INT

Reaction

34

PER

12

Evasion

34

CHM

Base Move

22

Armor

n/a

Melee Combat

12

Protection
(All)

15

Natural Weapons

12

Resistance
(All)

15

Magic

Elements

Enhanced Flight

Flies at double base movement


speed.

20

Known Spells
Gust, Shock

A creature borne of pure Air, this elemental looks like a mini-cyclone,


throwing debris as it moves.

Gale

Type: Magic, Elements, Air


AT: AGI + Natural Weapons (46)
Cost: 25 Stamina
Range: 10m
Duration: Instant
Base Success: The target takes 10 Damage (Impact). In addition, they
are knocked back 10m. The target takes a STR AT to reduce the distance
knocked back by the ATR (in meters).
(1c) Range Adjustment: +1m
(1c) Weapon Adjustment: +1 Impact

Elemental Immunity

This creature is immune to all


Electricity damage and Air type
spell effects.

Air Attuned

Upon an Air spell base success, this


creature gains +5 CAP to spend.

LV 25

Earth ELEMENTAL
Large Elemental
STR

21

Health

300

AGI

Stamina

200

END

15

Mana

100

INT

Reaction

19

PER

10

Evasion

19

CHM

Base Move

22/30/30

Melee Combat

12

Base Success: The target takes 25 Damage (Impact). Targets may take
an Evasion AT to reduce the damage by their ATR.

Protection
(All)

10

Natural Weapons

12

(1c) Range Adjustment: +1m


(1c) Weapon Adjustment: +1 Impact

Resistance
(All)

15

Magic

Elements

Armor

Earthbound

This creature is immune to


knockdown and knockback
effects.

This amalgamation of living rocks and earth is better left undisturbed.

Boulder Throw

Type: Magic, Elements, Earth


AT: STR + Natural Weapons (43)
Cost: 25 Stamina
Range: 10m
Duration: Instant

Earth Strike

Type: Melee
AT: STR + Natural Weapons (43)
Threat: 3
Damage: STR +12 (Impact)

Known Spells
Barrage, Harden

(1c) Damage Adjustment: +4 Impact


(3c) Special Adjustment: Rocked
Target is dazed, taking a -3 to all ATs for 2 phases. Does not stack.

Earth Attuned

Upon an Earth spell Base Success, this creature gains +5 CAP to


spend.

LV 25

Fire ELEMENTAL
Large Elemental
STR

15

Health

300

AGI

15

Stamina

200

END

12

Mana

100

INT

Reaction

27

PER

12

Evasion

27

CHM

Base Move

22

15/15/15

Melee Combat

12

Natural Weapons

12

Armor
Protection
(Cold)

A creature borne of pure fire, this elemental leaves charred destruction in its
wake.

Flame Strike
Type: Melee
AT: STR + Natural Weapons (39)
Threat: 4
Damage: STR +12 (Fire)
(1c) Damage Adjustment: +4 Fire
(3c) Special Adjustment: Ablaze
Target is set ablaze for 2 phases causing them to suffer 15 + INT damage
(Fire) per phase. Does not stack.

Fire Immunity

Protection
(All Other)

15

Magic

Resistance
(All)

15

Elements

Known Spells
Burn, Circle of Fire

This creature is immune to all Fire


damage and effects.

Burning Aura

This creature deals 30 + INT


Damage (Fire) per phase to all
enemies within 5m.

Fire Attuned

Upon a Fire spell Base Success,


this creature gains +5 CAP to
spend.

Water Vulnerability

This creature may not take a RES


AT against Water type spells.

21

LV 25

Water ELEMENTAL
Water Elemental
STR

13

Health

300

AGI

18

Stamina

200

Geyser

Type: Magic, Elements, Water


AT: AGI + Natural Weapons (42)
Cost: 25 Stamina
Range: 15m
Duration: Instant

END

12

Mana

100

INT

Reaction

29

PER

11

Evasion

29

CHM

Base Move

16

15/15/15

Melee Combat

12

Base Success: The target takes 10 Damage (Impact). In addition, they


are knocked 2m into the air, disengaging them from combat. Upon
landing, they are considered prone.

Protection
(Fire)

Natural Weapons

12

(1c) Range Adjustment: +1m


(1c) Weapon Adjustment: +1 Impact

Protection
(All)

15

Magic

Freezing Water Strike

Resistance
(All)

15

Elements

Armor

Known Spells
Ice Shield, Water Walking

Water Attuned

Upon an Earth spell Base


Success, this creature gains +5
CAP to spend.

22

This mass of rough swirling water takes a somewhat humanoid shape.

Elemental Immunity
This creature is immune to all
Cold damage and Water type
spell effects.

Type: Melee
AT: AGI + Natural Weapons (42)
Threat: 3
Damage: STR +12 (Cold)

(1c) Damage Adjustment: +4 Cold


(3c) Special Adjustment: Chill
Target is slowed, moving at movement speed for 3 phases. Does not
stack.

Suffocate

Any creature grappled by the Water elemental is considered underwater


for the purposes of breathing.

LV 8

Forest Chitterer
Large Insect
STR

13

Health

210

The Chitterer is a large insectoid predator native to the forests of Laruna.

AGI

14

Stamina

100

Bite

END

10

Mana

55

INT

Reaction

22

PER

Evasion

22

Type: Melee
AT: AGI + Natural Weapons (32)
Threat: 3
Damage: STR +6 (Piercing)

CHM

Base Move

14

5/12/12

Melee Combat

Protection
(All)

10

Natural Weapons

Resistance
(All)

20

Armor

Foreleg Strike

Type: Melee
AT: AGI + Natural Weapons (32)
Threat: 6
Damage: STR +12 (Piercing)

(1c) Damage Adjustment: +3 Piercing


(5c) Weapon Adjustment: Proboscis
Target is considered grappled, suffers a -5 Wound Penalty, and loses 20
Health per phase until the Proboscis is severed by dealing 50 damage to
it. Once severed, half of this damage is subtracted from the
Chitterers Health total. The Chitterer may continue to attack while
feeding through the proboscis
(12c) Weapon Adjustment: Rear Proboscis
The Chitterer swivels its abdomen towards the target, burrowing its
proboscis into the flesh and injecting eggs into the victim. See Additional
Info for details.

(1c) Damage Adjustment: +4 Piercing


(3c) Weapon Adjustment: Bleed (4)

Combat

Description
These grotesque looking creatures, loosely resembling
giant ants, can take down a man with a single bite. Beware when
they swarm as they will cut through prey like a hungry buzzsaw.
Using their jagged pincers, they deal serious damage to
the flesh of prey and can begin draining their blood using a long
flexible proboscis.

Habitat
Chitterers usually carve out burrows in loose soil, preferring
the damp and soft earth of forest or jungle. They can also be
found inhabiting caves or other naturally formed cavernous
structures suitable for protection from the elements. These bugs
have made homes all across the land of Laruna and date back as
far as the first age.

Chitterers use their large, spiked forelegs to assault an


enemy, and whenever possible will attempt to bite down with
their mandibles, inserting their proboscis into the victim to feed
on their insides. This particular attack causes an incredible
amount of pain, and severing the proboscis is the only known
way of escape.

Additional Info
The Chitterer has a second proboscis protruding from its
rear, which it can use to inject eggs into a body for incubation. If
the target is alive when this happens, they will be considered to
have Disease (5) for 5 days, after which the young will violently
erupt from the individual, dealing 50 Health damage and causing
Bleed (10).
The young Chitterers pose no real threat to a grown
member of the mortal races, however a small animal or toddler
could fall victim to their stings.
This effect can be removed by a Cleanse Disease spell if the
disease damage is brought to 0 before the insects hatch.

23

LV 8

Ghoul

Medium Undead
12

Health

180

AGI

Stamina

100

END

Mana

50

INT

Reaction

15

PER

Evasion

15

Type: Melee
AT: STR + Brawling (32)
Threat: 1
Damage: STR + 6 (Slashing)

CHM

Base Move

(1c) Damage Adjustment: +2 Slashing

12/14/14

Melee Combat

11

Protection
(Shadow,Curse, Death)

25

Brawling

Protection
(All Other)

10

Armor

Resistance
(Dark)
Resistance
(All Other)

30
15

Description
Ghouls are re-animated corpses, twisted by dark magic.
They exist in a partial state of decay, spreading filth and disease
to anything they touch. They are gifted with sharp claws and
ever-glowing red eyes which let them see clearly in the dark.
The enchantment that binds them is but a simple one for the
Deathlords of Silthis, and as such these ghouls serve as the bulk
of the Undead Legions forces.

Habitat
Ghouls and skeletons are the front line troops for the
Undead Legion. Reports from the Barabas tribes mention waves
upon waves of these creatures assaulting towns and cities in their
lost territories. Although the approaching horde appears to have
ceased for the time being, the remaining people of Silthis count
the days before the Legion resumes its conquest.

Combat
Ghouls attempt to slash victims with their bare hands,
clawing and grappling when possible. The rotting flesh of the
ghoul spreads filth and disease to all enemies. Many ghouls are
outfitted with basic chainmail armor to extend their lives on the
battlefield.

24

This walking corpse is much more powerful than its skeleton counterparts,
having been granted stronger gifts from its creator.

STR

Claws

Plague Spreader

Upon any successful Base Strike, the victim receives Disease (1). This
effect stacks.

Red Sight

This creature can see in total darkness.

Description

Additional Info

Griffins are large feathered birds, often sought out as


mount for the mortal races. Their feathers come in a wide
variety of color patterns, although most have a natural brown
hue. Having large round eyes, they possess excellent vision, and
use it accordingly when hunting for prey.

Training a griffin to be a suitable mount is a particularly


difficult task, even for the experienced. Adult griffins are too
wild and developed in their instincts to be tamed, thus capturing
an egg or baby griffin is the most successful, albeit dangerous,
method.

Habitat

Mount Stats

Griffins nest in high altitude areas such as cliff faces and


mountain peaks. Some can occasionally be found at the tops
of thick forest trees. They consume any prey smaller than
themselves, choosing to hunt from the skies, and swoop down
upon their victims using their superior vision and speed, much
like a hawk. Livestock, fish, and small mammals are all fair game
when it comes to hunting and feeding their young.

Combat
Wild griffins do not often engage in hunting those of the
mortal races, considering them a threat too risky to be dealt with.
They have been known to attack when other sources of food are
not available or their young is threatened, however.
When attacking, the griffin will attempt to incapacitate
their enemies with their claws before carrying them (or pieces
thereof) back to the nest. For particularly large or dangerous foes,
it is not uncommon for the male and female of the nest to work
in tandem in order to take down the prey. A griffin will normally
flee when encountering a humanoid, but will fight to the death
when cornered or protecting its young.

Disobedience: 30
Threat Bonus: 4
Evasion Score: 28
Health: 250
Stamina: 150
Canter Speed: 18 km/h
Canter Cost: 25 Stamina/hour
Gallop Speed: 50 km/h
Gallop Cost: 50 Stamina/h
Movement Speed in Phase: 15*
*The griffin may fly at 1/2 speed while mounted.

LV 11

Griffin
Large Beast
STR

12

Health

250

AGI

15

Stamina

150

END

12

Mana

65

INT

Reaction

28

PER

13

Evasion

28

CHM

Base Move

15

8/8/8

Melee Combat

Protection
(All)

Natural Weapons

Resistance
(All)

Armor

This large feathered bird resides wherever there may be peaks and plateaus,
nesting at high altitudes.

Rake

The creature must be above its target to use this attack. This brings the
creature to melee range.
Type: Ranged
Range: 5-10m/11-20m/21-30m
Difficulty: 0/10/15
AT: AGI + Natural Weapons (32)
Damage: STR + 10 (Slashing)
Speed: 13
(1c) Damage Adjustment: +2 Slashing

Peck

Enhanced Flight

Flies at double base movement speed.

Type: Melee
AT: AGI + Natural Weapons (32)
Threat: 2
Damage: STR +8 (Piercing)
(1c) Damage Adjustment: +3 Piercing

25

LV 1

Gromit
Small Fae
STR

Health

150

AGI

Stamina

75

END

Mana

65

INT

Reaction

12

PER

Evasion

12

CHM

Base Move

5/5/5

Melee Combat

1 Handed Impact

Armor
Protection
(All)
Resistance
(All)

Ranged Combat

Description
For as elegant and beautiful as the Fae of Moolsheel are,
a gromit is every bit as revolting. Their green skin frequently
possesses a putrid pallor, giving a persistent sickly appearance.
Long, lithe limbs attach awkwardly to a soft, plump torso. Their
mouths house jagged teeth and the foulness of their breath is
only matched by the rancid smell of their skin. Fortunately, their
natural stink is only detectable when within a meter of their
body.

Habitat
Unlike their kin, gromits are quite adept at living in the
world away from Moolsheel. Their hideous appearance earns
them the scorn of their own kin, a sort of damnation to most
fae. This forces them to seek out places where their angst and
vindictive behaviors can go without opposition.
Marshes, city ruins, or even plagued forest make excellent
homes for a gromit who can hunt how they see fit as well as treat
trespassers as they like. Due to a general lack of intellect, gromits
can often be manipulated by outsiders.

Combat
Crude and aggressive, gromits will grab easily accessible
weapons and attack with reasonable efficacy. Due to their weak
minds, they will normally apply precious little strategy, instead
hoping to rely on their substantial natural strength and quickness
to overpower an opponent.

26

A disgusting green-skinned creature, usually taking residence in abandoned


cities or marshes.

Club

Type: Melee
AT: STR + 1H Impact (20)
Threat: 2
Damage: STR +3 (Impact)
(1c) Damage Adjustment: +2 Impact
(30c) Special Adjustment: Knockout CT (20%)

Poison & Disease Immunity

Due to their horrendous living conditions for millennia, gromits have


developed immunity to both poison and disease effects.

Description
The harpy can be considered equal parts beautiful, deadly,
and frightening. Forced to exist as a cross between a bird of prey
and youthful woman, these creatures use their alluring looks and
sensual voice to lure victims in for the kill.

Habitat
Harpies make their home in various forests and rocky
outcroppings across Laruna. They gather together in small bands,
led by the eldest or most capable member.

Combat
A band of harpies will attempt to throw their opponents
off balance with Gust spells and Screeches before finishing the
assault with their sharp talons.

Additional Info
Harpies will not hesitate to ambush misguided victims.
Using their powerful voice, they will often project a distant call
for help just out of view of a would be hero, only to dive down
from a hidden perch amongst the trees to assault them.

LV 6

Harpy

Medium Humanoid
STR

Health

150

AGI

13

Stamina

100

END

Mana

100

INT

Reaction

20

PER

Evasion

20

CHM

Base Move

13

5/5/5

Melee Combat

Armor
Protection
(All)

Natural Weapons

Resistance
(All)

Magic

Elements

Known Spells
Gust

Flight

Flies at base movement speed.

A twisted, flying witch who enjoys the screams of her victims.

Claws

Type: Melee
AT: AGI + Natural Weapons (29)
Threat: 4
Damage: STR +8 (Slashing)
(1c) Damage Adjustment: +3 Slashing
(3c) Weapon Adjustment: Bleed (2)

Screech

The creature must be above its target to use this attack. This brings the
creature to melee range.
Type: Magic, Elements, Air
AT: AGI + Natural Weapons (29)
Cost: 20 Stamina
Range: 5m
Duration: Instant
Base Success: All enemies up to 5m in front of the Harpy are blasted by
sonic energy, taking 15 damage (Sonic). Targets may roll an Evasion AT
to reduce the damage by the result.

(1c) Damage Adjustment: +1 Sonic

27

Description
The imp is the weakest in a caste of demons hailing from
the depths of hell. Measuring 50 cm tall on average, they are
regularly bullied and commanded to perform menial tasks for
the Red Legion. Known as tiny devils with sharp attitudes, imps
have been forced to serve many masters and are quick to let you
know they are tired of it.

Habitat
Imps are not native to Laruna, but are summoned in by
mages to perform tasks or assist with magic rituals.
In its home dimension, the imp is nothing more than a
petty slave, spawned into the unfortunate position of eternal
subservience to the greater demon lords.

Combat
Imps are not capable combatants, and will attempt to scare
opponents away with flame or flee to the skies when possible.

Additional Info
While a harsh home environment has warped their
personality and attitude, many imps are secretly elated when
given the opportunity to assist a mage of Laruna, even if their
snarky quips indicate otherwise.

LV 1

Imp

Tiny Demon
STR

Health

100

AGI

Stamina

75

END

Mana

80

INT

Reaction

17

PER

Evasion

17

CHM

Base Move

Armor

Melee Combat

Protection
(Fire)

15

Magic

Protection
(All Other)

Elements

Resistance
(All)

Skullduggery

10

Stealth

Survival

Known Spells
Burn

28

An imp poses no physical threat, but does have some limited magic at its
disposal.

Elemental Blast

Once per phase, the Imp may shoot a bolt of elemental energy at a target.
The Imp may choose Fire, Cold, Electricity, or Arcane at the time of use.
Type: Magic, Elements, Random
AT: INT + Elements (12)
Cost: 10 Stamina
Range: 10m
Duration: Instant
Base Success: The target takes 5 Damage (Chosen).
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 (Chosen)

Flight

Flies at base movement speed.

LV 19

Manticore
Large Beast

This large, ferocious beast has the head of a twisted lion, the wings of a
dragon, and the tail of a scorpion.

STR

16

Health

250

AGI

16

Stamina

200

END

12

Mana

65

INT

Reaction

28

PER

12

Evasion

28

Type: Melee
AT: STR +Natural Weapons (44)
Threat: 5
Damage: STR + 12 (Slashing)

CHM

Base Move

16

(1c) Damage Adjustment: +4 Slashing


(4c) Weapon Adjustment: Bleed (4)

15/15/15

Melee Combat

14

Protection
(All)

15

Natural Weapons

14

Resistance
(All)

15

Armor

Flight

Flies at base movement


speed.

Poison Immunity

Claws

Tail Strike

Type: Melee
AT: STR + Natural Weapons (44)
Threat: 5
Damage: STR + 10 (Piercing)
(1c) Damage Adjustment: +3 Piercing
(5c)Weapon Adjustment: Poison (10) for 10 phases. Does not stack.

This creature is immune to all


poison damage.

Description

Combat

One of the Elder Gods more unusual creations, the


manticore is a mixture of several different creatures. A lion,
dragon, and scorpion melded into one, this deadly creature stalks
its foes from the air, swooping down to disable and consume
them.

Unless facing an obviously weaker opponent, the manticore


will start with a tail strike, injecting a powerful venom that is
alone enough to incapacitate many of its victims. They will often
take to the skies as their enemy weakens, finally streaking down
with a claw strike to finish them off.

Habitat

Additional Info

Manticores can be found stalking most dry and rocky


regions of Laruna. They are known to travel and hunt in prides,
with the alpha male and his mates receiving first pick of any
defeated prey.

Manticores possess a limited intelligence, allowing them to


communicate amongst themselves with a language of hisses and
roars. Some have even been known to understand the common
tongue of other races, although they have difficulty replicating it.

29

LV 9

Moosh
Large Beast
STR

15

Health

230

Beware of Moosh!

AGI

Stamina

150

Moosh Fist

END

13

Mana

55

INT

Reaction

12

PER

Evasion

12

CHM

Base Move

(1c) Damage Adjustment: +5 Impact


(12c) Weapon Adjustment: Crush & Grapple

12/12/12

Melee Combat

10

Moosh Bite

Protection
(All)

Natural Weapons

10

Resistance
(All)

Survival

12

Stealth

12

Armor

Type: Melee
AT: STR + Natural Weapons (35)
Threat: 4
Damage: STR +14 (Impact)

Type: Melee
AT: STR + Natural Weapons (35)
Threat: 3
Damage: STR +15 (Piercing)
(1c) Damage Adjustment: +5 Piercing
(4c) Weapon Adjustment: Bleed (5)

Moosh Grip

The Moosh gains a +5 AT bonus to any grappling attempts made.

Description
A moosh is an extremely stocky
bipedal beast standing between
2.5-3m tall. Its soft appearance
and small eyes portray an
innocent look, but as any
experienced adventurer can
attest, they can be rather
aggressive and dangerous
foes.
Moosh
possess
extremely large and powerful
arms and surprisingly thick
hides, making them adept at
close quarter confrontations.
Their skin and fur has
adapted to the color of local
surroundings over time,
allowing them to blend in
with ease.

Habitat
Moosh can be
found all across Laruna
in a multitude of
environments. They are
carnivorous hunters, using their ability to blend in to surprise
their prey.
They spend most of their time stationary, curling into a
round shape, causing onlookers to mistake them for boulders,
snow drifts, sand dunes and other natural terrain. It is not
unheard of for there to be more than one moosh in a small area,
sharing their kills among each other.

30

Combat
Moosh will lie in
wait for a passing creature
before springing to life to
smash them with their
giant fists. When given
the opportunity, they
will latch on to their
opponent, grasping a
limb until the creature
has died or the mooshs
hand is severed. Its
small mouth opens into
a surprisingly large maw
filled with deadly teeth,
and it will gladly bite
down on a grappled target
to further injure them.

Additional Info
A mooshs color and
pattern is based on the location
where it has evolved. Moosh living in the Frozen Lands will
naturally be almost entirely white in color, while those inhabiting
deserts will have a light brown color, matching the sand. A word
of advice to travelers passing through a rocky outcropping or
mountainous regionscheck those boulders carefully before you
decide to lean up against one to rest.

Description
Small, flat creatures, the Sand Manta is typically half a
meter wide and lays burrowed in the sands. It will, along with
several of its kind, stay close to the surface and at times of strong
wind, curve its body to catch wind drifts.
It will catch prey with its large sharp protrusions, tearing
a small bit of flesh off mid flight, before landing to burrow once
more into the sand. Despite its appearance, the long sharp tail
of the Sand Manta is not poisonous.

Habitat
Found exclusively in desert regions, the Sand Manta will
remain part of a swarm. Loathe to crawl any significant length,
the swarm will generally go wherever the winds take them, so
long as there are the soft sands of the desert for them to burrow
in.

Combat
Alone, the Sand Manta runs a risk of causing a bad gash,
but in a group, they could pick a person apart. So long as the
winds are blowing, the Sand Mantas will continuously dive at a
target though the air.

Sand Manta Swarm


Medium Swarm
STR

Health

300

AGI

10

Stamina

75

END

Mana

55

INT

Reaction

16

PER

Evasion

16

CHM

Base Move

10

Armor

Melee Combat

Protection
(All)

Resistance
(All)

Natural Weapons

Erratic Movements
All Melee ATs made by and
against this creature are
considered Instant actions.

LV 3

These carnivorous desert creatures swarm towards you, carried by the

Swarm Bite

Type: Special Melee


AT: AGI + Natural Weapons (22)
Threat: 4
Damage: STR +12 (Slashing)
(1c) Damage Adjustment: +4 Slashing
(3c) Weapon Adjustment: Bleed (3)

Assisted Flight

Incapable of flying on its own, the Sand Manta uses its flat body to
catch wind gusts and ride them towards potential prey.

Exposure

A swarm of Sand Mantas can be very efficient at finding weakness


in armor. When attacking, it ignores up to 10 ARM.

31

Description
When a mortal dies, their soul may remain trapped in
Laruna, corrupted by an errant wisp of dark magic on its way
to the clouds, or tormented by a sense of such deep regret or
wrongful death that it remains bound to the earth by negative
emotions. Whichever the case, their spirit becomes a shade,
retaining only a loose semblance of its former self, and an
irresistible desire lash out at the living.

Habitat
Shades can be found anywhere, most commonly in
areas of concentrated negative emotions, such as graveyards,
mausoleums, or old battlefields.

Combat
A shades primary attack is Wither, using it freely when
threatened or commanded to do so.

Additional Info
A shades primary attack is Wither, using it freely when
threatened or commanded to do so.

LV 12

Shade

Medium Undead Spirit


STR

Health

120

AGI

Stamina

80

END

Mana

100

INT

Reaction

12

PER

Evasion

12

CHM

Base Move

Armor

n/a

Melee Combat

10

Protection
(All)

10

Natural Weapons

10

Resistance
(All)

A tormented soul of the deceased whose spirit never made it into the
heavens.

Wither

As an Instant action once per phase, the spirit


strikes the soul of a target within melee range, dealing
unpreventable Health, Stamina, and Mana loss on a successful
AT. Targets may only use Evasion as a Defensive AT.
Type: Special Melee
AT: AGI + Natural Weapons (26)
Threat: 1
Duration: Instant
Damage: INT + 10 (Health, Stamina, Mana)
(1c) Damage Adjustment: +1 Health/Stamina/Mana Loss

Incorporeal

May pass through solid objects freely. May not physically interact with
anything in the material world. The creature may only be harmed by
magical weapons, effects or other incorporeal
creatures.

Possess

As an IU action, the spirit may enter the body of a creature, forcing the target to
abandon their action for the phase. This dispels the spirit for 1 hour. The target
may still take Defensive ATs this phase. Legacy bearing creatures may take a
contested LR vs the shades PER AT to resist this effect.

32

Description
Shade lords are high ranking undead fiends, swirling with
dark magic and elevated far beyond a simple spirit that once
yearned for its former life. Indeed, shade lords carry with them
an intimate knowledge of death, seeking to drain the souls of
the living and introduce them to the torment that awaits them
in the afterlife.

Habitat
Precious few shade lords exist outside of being summoned
in specific instances to powerful mages. Those that do inhabit the
Frozen Lands are given the task of leading the Undead Legions
vanguard in their ever persistent march forward to secure new
territories.

Combat
These terrifying spirits are always found with a contingent
of lesser undead, particularly other shades. Confronting them
requires expert precision and strategy, as experienced warriors
know that simply being touched by them can spell certain death.

LV 18

Shade lord
Medium Undead Spirit
STR

Health

250

AGI

12

Stamina

150

END

12

Mana

100

INT

10

Reaction

24

PER

12

Evasion

24

CHM

Base Move

12

Armor

n/a

Melee Combat

15

Protection
(All)

15

Natural Weapons

15

Resistance
(All)

25

Magic

10

Dark

10

Known Spells
Damnation, Undead Minion

Possess

As an IU action, the spirit may enter the body of a creature, forcing the
target to abandon their action for the phase. This dispels the spirit for 1
hour. The target may still take Defensive ATs this phase. Legacy bearing
creatures may take a contested LR vs the shades PER AT to resist this
effect.

A powerful undead spirit, given command of lesser souls to assault the


enemy.

Wither

As an Instant action once per phase, the spirit


strikes the soul of a target within melee range, dealing
unpreventable Health, Stamina, and Mana loss on a successful
AT. Targets may only use Evasion as a Defensive AT.
Type: Special Melee
AT: AGI + Natural Weapons (42)
Threat: 1
Duration: Instant
Damage: INT + 10 (Health, Stamina, Mana)
(1c) Damage Adjustment: +1 Health/Stamina/Mana Loss

Death Touch

When successfully struck by Wither, the target gains a Death Counter. Upon
reaching 4 Death Counters, the target dies. If the deceased target was a
Legacy Bearer, they lose 1 Legacy Rank.

Incorporeal

May pass through solid objects freely. May not physically interact with
anything in the material world. The creature may only be harmed by
magical weapons, effects or other incorporeal
creatures.

Frightful Aura

All non-Legacy bearing creatures attempting to get closer than 20m must
succeed in a contested STR AT or be unable to approach further for the phase.
Legacy bearing creatures may take a contested LR vs STR AT instead. In addition, all skeletons within 20m receive +2 AGI and +25 Health. This effect does
not stack.

33

LV 1

Skeleton
Medium Undead
STR

Health

100

AGI

Stamina

75

END

Mana

50

INT

Reaction

10

PER

Evasion

10

CHM

Base Move

12/14/14

Melee Combat

Protection
(Shadow, Curse)

30

1-Handed Piercing

Protection
(All)

Ranged Combat

Resistance
(All)

Bows

Armor

A simple reanimated skeleton, with no mind of its own.

sHortsword

AT: STR + 1-Handed Piercing (18)


Threat: 4
Damage: STR +6 (Piercing)
(1c) Damage Adjustment: +3 Piercing
(5c) Weapon Adjustment: Bleed (3)

sHortbow

AT: AGI + Bows (10)


Range: 0-25m/26m-75m/76m-200m
Damage: 15 (Piercing)
Speed: 25
(1c) Damage Adjustment: +1 Piercing

Description
Skeletons serve as the most basic foot soldier of the
undead, whether part of the Undead Legion in the Frozen Lands,
or as a simple manservant to a greater power. Reanimated
skeletons come in all shapes and sizes, based on the corpse used
for its creation. A skeleton could be found carrying a variety of
possessions depending on the status of its former life, although
most will have rotted or rusted away.

Habitat
Skeletons are unnatural creatures and do not exist on
their own accord. Dark magics keep them animated, and they
are almost always bound to a specific creator. Possessing no real
intelligence, skeletons will follow the commands of their master
with unwavering devotion, although anything more than simple
task is usually beyond their capability.

Combat
Skeletons are relentless in combat and will assault their
targets as commanded, until unable to physically do so. A single
skeleton is rarely dangerous to a Legacy bearer, however groups
of them can easily overwhelm even a practiced combatant.

34

LV 12

Skeleton Lord
Medium Undead
STR

10

Health

250

AGI

Stamina

100

END

10

Mana

80

INT

Reaction

15

PER

Evasion

15

CHM

Base Move

18/26/24

Melee Combat

15

Protection
(Shadow, Curse)

30

1-Handed Slashing

15

Protection
(All)

10

Magic

Resistance
(All)

20

Dark

Armor

Known Spells
Undead Minion

Heater Shield
Block: 6
Cover: +12

Clad in full plate armor, the Skeleton Lord attacks with its longsword,
attempting to kill any hostile targets nearby.

Longsword

Type: Melee
AT: STR + 1-Handed Slashing (40)
Threat: 5
Damage: STR +9 (Slashing)
(1c) Damage Adjustment: +3 Slashing
(5c) Weapon Adjustment: Bleed (3)
(24c) Weapon Adjustment: Amputate
(30c) Weapon Adjustment: Decapitate

Death Command

As an Instant action, the Skeleton Lord may take an AT


using its STRx2 to take command of all non-Legacy bearing undead
of lesser LV within 20m. The difficulty of this AT is set by the ATR
of the ability used to create or control those undead. Regardless of
success, it may not be used on the same target more than once.

Frightful Aura

All non-Legacy bearing creatures attempting to get closer than 20m must
succeed in a contested STR AT or be unable to approach further for the phase.
Legacy bearing creatures may take a contested LR vs STR AT instead. In addition, all skeletons within 20m receive +2 STR and +25 Health. This effect does
not stack.

Skeleton Lord
The Skeleton Lord is a powerful undead, bound with
exceptional Dark magic. Used to lead squads of lesser undead,
this fearsome creature is a force to be reckoned with on the
battlefield. Skeleton lords are always well armed and armored,
and their wicked gaze makes most mortal men tremble. In
addition, one of the more terrifying gifts of the magic surrounding
them gives them the ability to speak in a deep, menacing tone.

Habitat
Like their lesser counterparts, Skeleton Lords do not exist
of their own accord and are instead created for the sole purpose
of following their masters commands. These skeletons have been
greatly enhanced however, and possess an intelligence on par
with a clever member of the mortal races. Many small domains
in the Frozen Lands are headed by Skeleton Lords, who are given
the task of either protecting or expanding their region.

Combat
The Skeleton Lord is a brutal opponent and will not
hesitate to march into battle when needed. It is almost always
found with groups of lesser undead, gladly sending
them out to soften up the enemy before engaging.
Its Frightful Aura will keep weaklings at bay,
although it may choose to chase them
down and dispatch
them as they attempt
to flee. Strategy and
tactics are not beyond the
scope of this undead, and those who have
ruled their domains in the Frozen Lands for some
time may have acquired a great deal of this knowledge.

35

Description

Combat

These hypnotically colorful animals use their long limbs


and aerodynamic design to zip across open fields with ease. Their
long, hooked claws allow them to hang on and bring down much
larger prey and their powerful hind quarters and small arrow
shaped heads are protected by hardened carapace scales. Their
long muscled tails assist with balance and two ultra sensitive
antenna allow them to sense vibrations in the air, enabling them
to ensure their traveled path is of the least resistance. These
creatures are particularly dangerous to solo travelers or small
caravans, and will not hesitate to attack a member of the mortal
races when hungry.

Ravagers gather in small packs and are clever hunters,


ambushing prey from tall grass and heavily wooded areas. The
fastest of them will guide their prey toward the largest of the
group.
The Ravagers high speed make them extremely capable
in battle, especially against larger, lumbering foes. Though they
can rake flesh with their hook shaped claws, their most potent
weapon is their poisonous saliva which can corrode both flesh
and armor. Since their mandibles are not particularly powerful,
their saliva is used to break down the hides of their meals.

Habitat
Sprinting ravagers often live in packs on the plains of
Ranath, dwelling in the forest North of South Brunwich or West
of Vale. Some Ravagers have also been known to live in shallow
caves amongst the hills of Whitestone, coming down into the
plains to hunt. Ravagers can also be found in the grasslands of
Epilesis, where wild mantu are their favorite prey.

LV 2

Sprinting Ravager
Large Beast
STR

Health

150

This lithe, quick beast is capable of extreme top speeds across open plains.

AGI

15

Stamina

90

Hooked Claws

END

Mana

60

INT

Reaction

24

PER

Evasion

26

CHM

Base Move

25

10/12/12

Melee Combat

Protection
(All)

Natural Weapons

Resistance
(All)

Armor

36

Type: Melee
AT: AGI + Natural Weapons (31)
Threat: 4
Damage: STR + 10 (Slashing)
(1c) Damage Adjustment: +3 Slashing
(5c) Weapon Adjustment: Bleed (3)

Poison Bite

Type: Melee
AT: AGI + Natural Weapons (31)
Threat: 2
Damage: STR + 6 (Piercing)
(1c) Damage Adjustment: +2 Slashing
(3c) Weapon Adjustment: Poison (6) for 5 phases
(3c) Weapon Adjustment: Corrosion
Targets ARM (All) is reduced by 20 for 3 phases. Does not stack. This
can bring ARM below 0 and affects unarmored targets.

Description
A sprite is one of the smaller members of Fae society,
exceptionally lithe and naturally beautiful. They are playful
and active, possessing vibrantly colored wings and a
pleasant disposition.

Habitat
This small faerie scout is usually posted at the
edge of forests that require Fae protection. Though
they consider all forested land their home, they
predominately make residence in the outermost
regions of Moolsheels territory, often near small
lakes or pools. Here, vegetation is plentiful and
provides for what little dietary needs they possess.
With ample supplies at hand, they choose to
reside in places that are aesthetically pleasing or
provide ample opportunity to meet new travelers.

Additional Info
Forest travellers take varied
impressions from their meetings with sprites.
Their diminutive size and unearthly beauty
often beguile travellers, and the sprites prefer
it that way. The Fae court depends upon their
charming, unaggressive nature to be an early
detection network for trouble. Many foolish
excursions into the Fae kingdom have met ruin
after a foolhardy trespasser casually let slip their
intentions. Because of this obligation, other fae are forbidden
from harming or interfering with the sprites, a courtesy
they accept graciously. They live peaceful, charmed lives
i n an otherwise dangerous kingdom.

Combat
Sprites are mobile and quick, making them ideal forest
scouts. Although agile, their frailty keeps them from engaging
opponents except in emergencies, choosing to fall back and alert
their camp or village rather than stand toe to toe. An entangle
spell can be used to keep enemies at a safe distance, giving just
enough time to retreat.

LV 1

Sprite
Small Fae
STR

Health

150

AGI

Stamina

80

END

Mana

100

INT

Reaction

17

PER

Evasion

17

CHM

Base Move

5/5/5

Melee Combat

Protection
(All)

1 Handed Piercing

Resistance
(All)

Ranged Combat

Magic

Slings

Calling

Skullduggery

Survival

Stealth

Armor

Tracking

Known Spells
Entangle

A Sprite will prefer to escape and alert others before engaging, but if
cornered, will fight back with her daggers or sling.

Dagger

Type: Melee
AT: AGI + 1H Piercing (19)
Threat: 1
Damage: STR + 3 (Piercing)
(1c) Damage Adjustment: +1 Piercing
(3c) Weapon Adjustment: Bleed (1)

Sling

Type: Ranged
AT: AGI + Slings (21)
Range: 0-25m/26m-75m/76m-200m
Damage: 15 (Impact)
Speed: 25
(1c) Damage Adjustment: +1 Impact

Flight

Flies at base movement speed.

Forest Sense

This creature gains +4 to Tracking and Stealth ATs when in their home
forest.

37

Description
Tall, lean, and graceful, the Stormriders are a breed of Fae
held in the highest esteem both in the Fae Court and the world
at large.
They have an elegant and beautiful stature while coursing
with the power of the storm. Electricity will frequently drift across
their skin, giving them a luminous and foreboding appearance.

Habitat
Stormriders live charmed existences. They are born with
powerful gifts, respected or feared by everyone in the Fae Court,
and count the Queen among their number, giving them even
more clout than the already lofty position of Honor Guard
bestows on them.
Due to this, they exclusively make residence in the central
portion of the fae kingdom. Though the Queen rarely leaves
the protection of the area, stormriders do scour the kingdom
performing hunts for various enemies or patrolling for potential
trouble.

Combat
Cunning and powerful, Stormriders will assail opponents
with a well balanced attack of martial skill and mobility. Using
Bolt to constantly reposition, the Stormrider will find safe
moments to unleash its lightning attacks on enemies that can
not easily be overpowered with their weaponry.

LV 18

Stormrider
Medium Fae
STR

Health

275

AGI

Stamina

135

END

Mana

100

INT

Reaction

17

PER

Evasion

17

CHM

Base Move

7/9/7

Melee Combat

16

15

2-Handed Piercing

14

Armor
Protection
(All)
Resistance
(All)

Known Spells
Shock, Gust

38

The Fae Queens honor guard.

Shockspear

Type: Melee
AT: STR + 2-Handed Piercing (37)
Threat: 8
Damage: STR + 15 (Electricity)
(1c) Damage Adjustment: +5 Electricity
(5c) Weapon Adjustment: Discharge
Target is stunned and may only take Defensive ATs until the end of the
phase.

Storms Fury

Storm Lords

30

Magic

12

Elements

Deals 25 Damage (Electricity)


to any enemy within 5m at
the start of each phase.

Immune to electricity damage


and Air type spells.

Bolt

As an IU action once per phase costing 10 Stamina, the Stormrider may teleport
up to 5m away as a bolt of lightning, reforming at her destination.

LV 2

Takar

Medium Humanoid
STR

Health

150

AGI

Stamina

90

END

Mana

75

INT

Reaction

14

PER

Evasion

14

CHM

Base Move

5/5/5

Melee Combat

12

Protection
(All)

2H Piercing

12

Resistance
(All)

Armor

Survival

Swimming

The only thing worse than this fish-like creatures stench is the large spear
it carries.

Spear

Type: Melee
AT: STR + Piercing (31)
Threat: 7
Damage: STR + 12 (Piercing)
(1c) Damage Adjustment: +4 Piercing
(1c) Weapon Adjustment: Bleed (4)

Waterborn

The takars gills and fins allow them to breathe underwater and gain
a +20 bonus to any Swimming ATs. In addition, takar must submerge
themselves in water for at least one hour a day to nourish their skin. For
each day spent without doing so, they lose 1 END. Upon reaching 0 END,
they will die of dehydration. Submerging for 1 hour will restore any END
lost in this way.

Description

Habitat

Takar are a humanoid race of marine dwellers, resembling


a bipedal shark. Having both legs and fins, they are equally
suited for travel in the water and on land.

The Takar live in underwater cities throughout the ocean of


Laruna, although the ferocity in which they defend their territory
has prevented accurate recording of just where they are and how
deep these cities go.
Rumors of sprawling metropolises which rival the capital
cities of above water kingdoms do exist, but thus far none have
been officially recorded by any credible scholars.
It is not uncommon to find small encampments of Takar
stationed on coastlines, particularly in areas lacking frequent
travel such as the Fields of Nevelon or Autumn Dale. It is
proposed that these encampments are simple scouting parties,
there for exploration or acquisition of resources rarely found in
the ocean.

Combat
On land, Takar fight like any member of the mortal races,
wielding various weapons, and wearing armor equivalent to
leather. When out-matched, they will return to the water and
flee. If the opportunity presents itself, they will grab on to their
opponent and drag them down to the depths to drown them.

Additional Info
The Takari Empire remains a mystery to land dwelling
mortals. Those interested in the Takar have pieced together
small bits of their nearly unintelligible language from captives,
combined with statues and altars found in destroyed Takari
camps to conclude one major facet of their society reverence of
a god called Kadune. While it does not belong to the recognized
pantheon of gods in Larunian society, some claim that there may
be something more lurking deep in the depths of the ocean that
the Takar have decided to worship.

39

Description
These nocturnal beasts are the thing of nightmares. Known
to be purposed as stealthy scouts and hunters by the Mesmulot,
the terror bat is a formidable, man-sized creature that lives in
colonies beneath the surface of Laruna. Its razor sharp claws and
jagged fangs are its core weapons against prey which usually
consists of livestock and poorly armed villagers.
The Terror Bats leathery wings grant it flight while its
large ears and milky white eyes allow it to hunt by moonlight.
Its most feared talent is its echolocation, which enables the terror
bat to track and kill prey in the pitch black dark.

When pressed, they will flail and bite wildly to distract or


injure their opponent before taking to the skies to either retreat
or set up another covert dive-bomb from the shadows. Once
grappled with a target, the terror bat is capable of flying away
with those of medium size or smaller at its normal movement
speed.

Habitat
Terror bats have been known to dwell in utter darkness
beneath the lands of Mesadrin and the Dark Forest, only surfacing
to hunt or do the bidding of the Mesmulot who often enslave
them.
Terror bats are sometimes solitary though they usually
thrive in colonies consisting of ten to fifteen bats.

Combat
Terror bats descend upon prey from the air, sinking their
sharpened claws into flesh to prevent escape and then latch on
to draw blood with their fanged maws.

LV 5

Terror Bat
Medium Beast
STR

11

Health

200

AGI

12

Stamina

80

END

Mana

65

INT

Reaction

19

PER

12

Evasion

19

CHM

Base Move

12

4/6/6

Melee Combat

12

Protection
(Dark)

20

Natural Weapons

12

Protection
(All Other)

Resistance
(Dark)

25

Resistance
(All Other)

Armor

Flight

This creature may fly at its


base movement speed.

Echolocation

This creature can see in total darkness.

A ferocious blood sucking hunter that dwells in the cold, dark subterranean
of Laruna.

Claws

Type: Melee
AT: AGI + Natural Weapons (36)
Threat: 4
Damage: STR +9 (Slashing)
(1c) Damage Adjustment: +3 Slashing
(3c) Weapon Adjustment: Bleed (3)
(5c) Weapon Adjustment: Grapple

Bite

Type: Melee
AT: AGI + Natural Weapons (36)
Threat: 2
Damage: STR +10 (Piercing)
(1c) Damage Adjustment: +4 Piercing
(3c) Weapon Adjustment: Bleed (4)

Dive Bomb

The creature must be above its target to use this attack. This brings the
creature to melee range.
Type: Ranged
Range: 5-10m/11-20m
Difficulty: 0/10
AT: AGI + Natural Weapons (36)
Damage: STR + 10 (Slashing)
Speed: 12
(1c) Damage Adjustment: +2 Slashing

40

Description
These large and muscular creatures make for an imposing
sight. Standing 4m tall and powerfully built, a single troll is
enough to terrorize a village and decimate their livestock. They
are often clad in various animal skins, and carry weapons the size
of tree trunks. Their desires and motivations are as simple as their
intellectthey want a lot of delicious food and shiny treasure.

Habitat
Trolls are not very social creatures, most choosing to live
solitary lives. Their greedy nature and low intellect lends to
this, as they have little desire to split any spoils from pillaging
with other trolls. They can be found all across Laruna, taking up
residence wherever there is opportunity for food and plunder.
It is not completely unheard of for small bands of trolls to
work together in order to sack a larger target, but these groups
tend to inevitably fall apart as greed and arrogance get the better
of them.

Combat
Due to a trolls great resilience and strength combined with
a weak mind, they are normally found wading headlong into
battle, expecting little resistance from any mortals other than
Legacy bearers. They are particularly brave when they decide fire
is not readily available to their opponents. The trolls great size
and strength make ideal use of its maul to pummel its enemies.
It may use the Maul with one hand.

LV 18

Troll

Large Humanoid
STR

19

Health

300

AGI

Stamina

200

END

15

Mana

65

INT

Reaction

13

PER

Evasion

13

CHM

Base Move

10

15/15/15

Melee Combat

12

Protection
(All)

15

2H Impact

12

Resistance
(All)

20

Armor

This powerful creature stands roughly 4m in height and has a taste for
cattle.

Maul

Type: Melee
AT: STR + 2 Handed Impact (43)
Threat: 7
Damage: STR +15 (Impact)
(1c) Damage Adjustment: +5 Impact
(14c) Weapon Adjustment: Crush
(20c) Weapon Adjustment: Knockout CT (75%)

Monstrous Regeneration

The troll regenerates 30 Health at the start of every phase. This Health
restoration will close wounds and grow back lost limbs.

Kill It With Fire

When the troll is brought to 0 Health, it will regenerate as normal at the


start of next phase, unless the damage that brought it to 0 Health was Fire
damage.

41

Undead Cannibal
Medium Undead
STR

Health

120

AGI

Stamina

80

END

Mana

INT

Reaction

12

PER

Evasion

12

CHM

Base Move

Armor

Melee Combat

Protection
(All)

Resistance
(All)

Description
Mortals who have the misfortune of being killed by the
Soulbenders Expulsion Legacy Virtue are transformed into this
twisted creature.

Combat
While nothing more than mindless husks, Undead
Cannibals do retain the combat skills they had in life. Unless the
Undying Special Adjustment was purchased at the time Expulsion
was cast, the Undead Cannibal will fall limp and lifeless after 5
phases.
Particularly strong Soulbenders are also able to give
Undead Cannibals basic commands, although its instinctual
hunger for flesh remains its strongest motivator.

42

This walking corpse hungers for the flesh of nearby mortals.

*The Undead Cannibal wields the armor and weapons it was


wearing upon death, and retains its skill ratings. It is unable to
cast magic.

Hungry

Upon killing another creature or coming across a corpse, the


Undead Cannibal will stop and consume its flesh, ignoring all else until
finished.

LV 10

Violence Reaver
Huge Outsider
STR

20

Health

200

AGI

10

Stamina

200

END

20

Mana

80

INT

Reaction

22

PER

12

Evasion

30

CHM

Base Move

10

15/15/15

Melee Combat

10

Armor
Protection
(Celestial)

-10

Natural Weapons

10

Protection
(All Other)

10

Resistance
(Dark)

30

Resistance
(All Other)

Fear Immunity

This creature is immune to Fear type spells and effects.

An evil shadow creature spawned from another world, the violence reaver
attacks its target mercilessly until defeated.

Claws

Type: Melee
AT: STR + Natural Weapons (40)
Threat: 4
Damage: STR + 9 (Slashing)
(1c) Damage Adjustment: +3 Slashing
(5c) Weapon Adjustment: Bleed (3)

Bite

Type: Melee
AT: STR + Natural Weapons (40)
Threat: 2
Damage: STR +12 (Piercing)
(1c) Damage Adjustment: +4 Piercing
(3c) Weapon Adjustment: Grapple & Bleed (4)

Shadow Absorption

All Shadow type damage received is


absorbed and converted to Health.
Maximum Health cannot be exceeded in
this way.

Indomitable
This creature suffers no
wound penalties.

Description

Combat

The violence reaver appears as a giant, bestial dog made


of pure shadow. It is unnaturally quick and strong for its size,
capable of tearing through flesh with ease.

The violence reaver will strike out at its opponents with


claw and bite attacks. It is fearless, leaping into combat to
relentlessly assault its target. It feels no pain or fear and will not
let up until completely destroyed.

Habitat
This creature hails from a world much simpler than Laruna,
where dreams and nightmares take physical form, and magic is
a rare thing all but unknown to most mortals.
In Laruna, old wives tales speak of those cursed by
the gods, forced to suffer nightmares so disturbing that they
eventually become real.

Additional Info
Although made of shadow, it is very much a solid creature.
This allows it to be injured by mundane weaponry, as bits of its
shadowy essence are sheared away upon being struck.

43

LV 14

Werebeast
Large Beast
STR

13

Health

200

AGI

11

Stamina

150

END

12

Mana

60

INT

Reaction

24

PER

13

Evasion

24

CHM

Base Move

16

10/10/10

Melee Combat

14

Protection
(All)

10

Natural Weapons

11

Resistance
(All)

Survival

Tracking

Armor

Fear Immunity

The Werebeast is immune to Fear type spells and effects.

A once normal creature corrupted by moonlight.

Claws

Type: Melee
AT: STR + Natural Weapons (38)
Threat: 4
Damage: STR +12 (Slashing)
(1c) Damage Adjustment: +4 Slashing
(5c) Weapon Adjustment: Bleed (4)

Bite

Type: Melee
AT: STR + Natural Weapons (38)
Threat: 1
Damage: STR +15 (Piercing)
(1c) Damage Adjustment: +5 Piercing
(3c) Weapon Adjustment: Grapple & Bleed (5)

Full Moon Fervor

With a full moon in view, the Werebeast


gains +5 STR, +5 AGI, and 75 temporary
Health.

Relentless Pursuit

The Werebeast has a powerful


olfactory sense and will not
stop chasing its enemies until
they are over 1KM away.

Description
The werebeast is a creature long out of touch with its
humanity. Whether cursed by powerful magic or victim
of a gods punishment, it is now slave to instinct,
desiring only to eat, sleep, and hunt. Some claim that
werebeasts were once normal mortals while others say
they are a species of violent creature that makes its home
in the Dark Forest. In either case, the average mortal steers
clear of areas known to these beasts, lest they become a
Werebeasts next meal.

Habitat
Werebeasts tend to inhabit various forests throughout
Laruna, finding ample creatures to hunt for food, and little
threat from others.

Combat
Armed with powerful claws and teeth, the
werebeast is a vicious opponent who seeks to tear
apart and devour its prey.

Additional Info
Dependant on the nature of each
werebeasts affliction, it is possible that
the creature is still a mortal, transforming
only at night during the full moon.
As they are slowly overcome by the
magics that twist their souls,
they become increasingly
animalistic and may retain
their beastly
shape permanently. Once
completely subsumed, the creature reverts to pure instinct,
seeking shelter in a forest or other outdoor area, forced to live
the rest of its life as a vicious predator.

44

LV 15

Whiptail Hawk
Large Beast
STR

14

Health

300

AGI

12

Stamina

200

END

10

Mana

60

INT

Reaction

23

PER

11

Evasion

23

CHM

Base Move

12

12/15/10

Melee Combat

13

Protection
(All)

10

Natural Weapons

13

Resistance
(All)

12

Armor

Flight

This creature may fly at its


base movement speed.

Gore

Type: Melee
AT: STR + Natural Weapons (40)
Threat: 5
Damage: STR +15 (Piercing)
(1c) Damage Adjustment: +5 Piercing
(3c) Weapon Adjustment: Bleed (5)

The whiptail hawk swings its tail back and forth in anticipation.

Whiptail Dive

The creature must be above its target to use this attack. This brings the
creature to melee range.
Type: Ranged
Range: 5-10m/11-20m
Difficulty: 15/25
AT: AGI + Natural Weapons (38)
Damage: STR + 21 (Piercing)
Speed: 11
(1c) Damage Adjustment: +3 Piercing

Tail Lash
Type: Melee
AT: AGI + Natural Weapons (38)
Threat: 5
Damage: STR +18 (Piercing)
(1c) Damage Adjustment: +6 Piercing
(3c) Weapon Adjustment: Bleed (6)
(8c) Weapon Adjustment: Buzzsaw
Victim takes 50 Slashing damage and takes a CT, losing the listed limb:
0-25% Hand
26-50% Foot
51-70% Tail or wing*
71-85% Arm at elbow
86-100% Leg at knee
*Reroll if not applicable.

45

LV 3

Wild Mantu
Large Beast
STR

18

Health

200

AGI

Stamina

100

END

20

Mana

55

INT

Reaction

11

PER

Evasion

15

CHM

Base Move

10

8/8/8

Melee Combat

Protection
(All)

Natural Weapons

Resistance
(All)

Armor

Although commonly used as beasts of burden, an untamed mantu is still a


dangerous creature.

Gore

Type: Melee
AT: STR +Natural Weapons (28)
Threat: 4
Damage: STR + 9 (Impact)
(1c) Damage Adjustment: +3 Impact

Charge

Cannot be used if engaged in melee. The Mantu charges


from a distance, viciously goring its target.

Type: Ranged
AT: STR + Natural Weapons (28)
Range: 3-10m
Difficulty: 0
Speed: 10
Base Success: The target takes STR Damage (Piercing) and is knocked
backwards 3m.
(1c) Damage Adjustment: +2 Piercing

Description

Combat

Mantu are large beasts of burden commonly used to


transport goods. Native to the eastern side of the Tyris Tol Gry,
Garaith have tamed these beasts long ago to be used as mounts.
Their stocky build makes them excellent for carrying large
amounts of weight without suffering much fatigue. Much like
horses, mantu come in a wide variety of colors, including dark
blues and greens.

When threatened, larger mantus of the herd will form a


circle, protecting the small and elderly within. When found in
smaller groups or alone, the mantu will charge to initiate combat,
and attempt gore the enemy into submission with their horns.

Habitat
Wild mantu travel in herds, and graze many of the
grassland areas between the cities of DarcoGaraith and Epilesis.
Traders have introduced them to the western lands, although the
only significant populations roam the Fields of Nevelon.

Additional Info
Bull mantus grow spectacularly large horns, and the
dragonmen put them to use. Mantu horn drinking cups,
decorations, and weapons are all common sights in Garaith cities.
Skilled horn carvers are a sought after commodity, and afforded
a great deal of respect.

Mount Stats
Disobedience: 20
Threat Bonus: 2
Evasion Score: 15
Health: 200
Stamina: 100
Canter Speed: 12 km/h
Canter Cost: 15 Stamina/hour
Gallop Speed: 32 km/h
Gallop Cost: 100 Stamina/h
Movement Speed in Phase: 10

46

Description

Combat

These tiny spirits are considered remnants of Sadreens


presence on Laruna from before the Great War. Peaceful and
friendly, wisps will attempt to assist or guide those who are
lost, providing some small comfort and a sense of hope to the
crestfallen.

Wisps abhor combat, choosing to flee or simply vanish


should it arise in their presence. It is speculated that the negative
energy and anger causes them some form of pain, although those
summoned through magics are bound to endure the events and
assist their caster. If the wisp is forced to do combat or has
decided to attack for whatever reason, it will assail its enemies
with Starlight, using Starburst to scare them off.

Habitat
Wisps can be called forth through the power of Light
magic, although it is recorded that they may be found throughout
sanctified places in Laruna. Chapels, forests, graveyards, and
even swamps claim to have sightings of the mysterious creatures,
but it is unknown just when or why they appear.

WISP

Additional Info
While the creature may not speak, it can make simple
buzzing and whistling sounds in order to communicate.

LV 2

Tiny Light Spirit


STR

Health

75

AGI

12

Stamina

80

END

Mana

120

INT

Reaction

17

PER

Evasion

25

CHM

Base Move

25

n/a

Magic

Armor
Protection
(All)

10

Resistance
(Light)

60

Resistance
(All Other)

Light

A small orb of glowing Light, the Wisp darts erratically, never stopping to
rest.

Incorporeal

May pass through solid objects freely. May not physically interact
with anything in the material world. The creature may only be
harmed by magical weapons, effects or other incorporeal
creatures.

Celestial Immunity

This creature is immune to all Celestial damage.

Enhanced Starlight

Known Spells
Heal, Illuminate, Protect,
Starlight

This wisp creature gains +10 to Starlight ATs when casting upon a
hostile target.

Flight

Flies at base movement speed.

47

The Mortal Races


While no average mortal could stand against a Legacy
bearer on the battlefield, it would be foolish to assume they pose
no danger. Even the strongest of Legacy bearers requires sleep
and can find themselves victim to a poisoned dagger in the back
as they do so. Magical orders consisting of hundreds of mages
could work rituals to bypass a Legacy bearers Resistance, even
if for a moment. But dealing damage isnt the only way a normal
mortal can seek to hurt a Legacy bearer.

48

Legacy bearers also require resources, political allies, and


access to travel routes, all of which may be in the hands of others.
A Legacy bearer who tries to solve all of their issues through brute
force application of their Legacy will eventually find themselves
homeless, friendless, and on the run. And even if that Legacy
bearer could destroy an entire kingdoms army, there are bound
to be some Legacy bearers who have it in their own interest to
make sure that doesnt happen.
Here are some sample non-Legacy bearing character type
that may be found in Laruna.

Bandits are often found in small groups, attempting to


make a living by ambushing traders and their caravans. Any city
of significant size is also bound to have its fair share of these
thugs who torment the unprepared populace.

Human Bandit
Medium Humanoid
STR

Health

100

AGI

Stamina

80

END

Mana

75

INT

Reaction

15

PER

Evasion

15

CHM

Base Move

7/9/7

Melee Combat

12

Protection
(All)

1 Handed Piercing

Protection
(Mind)

20

Skullduggery

10

Resistance
(All)

Stealth

Survival

Social

Riding

Intimidation

Tracking

Armor

This disheveled vagabond looks you up and down for valuables.

Short Sword

Type: Melee
AT: STR + 1H Piercing - Hindrance (23)
Threat: 4
Damage: STR + 6 (Piercing)
(1c) Damage Adjustment: +2 Piercing
(3c) Weapon Adjustment: Bleed (2)

Blessing of Madruk

Immune to hostile Mind or Fear effects.

49

Whether working for the Mesadrin Empire or freely selling


their services, mesmulot assassins are a dangerous lot. They
use their speed and agility to remain hidden and escape a kill
unnoticed. Those who have committed a great offense or have
threatened the mesmulot empire have need to watch their back,
in case a dagger should be headed for it.

Mesmulot Assassin
Medium Humanoid
STR

Health

150

AGI

Stamina

80

The mesmulots glowing eyes are the only thing you can identify.

Dagger

Type: Melee
AT: AGI + 1H Piercing (25)
Threat: 4
Damage: STR + 6 (Piercing)

END

Mana

75

INT

Reaction

16

PER

Evasion

26

CHM

Base Move

5/5/5

Melee Combat

10

Protection/
Resistance (All)

1 Handed Piercing

Skullduggery

10

Brawling

Stealth

10

Ranged Combat

10

Survival

10

Bows

(Requires target to be grappled)


Type: Melee
AT: AGI + Brawling (23)
Threat: 0
Damage: STR +3 (Piercing)

Tracking

Magic

(1c) Damage Adjustment: 1 Piercing

When wielding a one-handed piercing weapon against a target wearing


armor, any strike landed using Attack Priority (minor) inflicts +20
damage and causes Bleed (2).

Armor

Known Spells
Cripple

Dark

(1c) Damage Adjustment: +2 Piercing


(3c) Weapon Adjustment: Bleed (2)

Shortbow

AT: AGI + Bows (25)


Range: 0-25m/26m-75m/76m-200m
Damage: 15 (Piercing)
Speed: 25
(1c) Damage Adjustment: +1 Piercing

Bite

Technique: Weak Point

House Olissa

50

Garaith Warlord
Medium Humanoid
STR

11

Health

100

AGI

Stamina

80

END

Mana

75

INT

Reaction

10

PER

Evasion

10

CHM

Base Move

23/31/29

Melee Combat

13

Protection/
Resistance (All)

Natural Weapons

10

Social

2H Slashing

Diplomacy

Survival

Intimidation

Leadership

Armor

This garaith commands respect from those around him.

Greataxe

Type: Melee
AT: STR + 2H Slashing - Hindrance (26)
Threat: 7
Damage: STR + 15 (Slashing)
(1c) Damage Adjustment: +5 Slashing
(5c) Weapon Adjustment: Bleed (5)
(14c) Damage Adjustment: Amputate
(20c) Weapon Adjustment: Decapitate

Claws

Type: Melee
AT: STR + Natural Weapons - Hindrance (28)
Threat: 2
Damage: STR + 6 (Slashing)
(1c) Damage Adjustment: +2 Slashing

Bite

Fire Breath

Type: Magic
AT: Natural Weapons - Hindrance (17)
Cost: 10 Stamina
Range: 2m
Duration: Instant

(Requires target to be grappled)


Type: Melee
AT: AGI + Brawling (23)
Threat: 0
Damage: STR +6 (Piercing)
(1c) Damage Adjustment: +2 Piercing

Base Success: Targets caught in the blast take 20 Damage (Fire).


Targets may take an Evasion AT to reduce the damage by the ATR.
(1c) Damage Adjustment: +1 Fire

At the head of every garaith clan is a warlord. He is their


leader, and they look to him for strength and guidance. Garaith
warlords tend to be aggressive and quick to action, as living in
garaith society has ingrained such since birth. Progressing to the
head of a clan assures that this warrior has seen a great deal of
conflict, and has come out on top.

51

Few subjects fascinate the mortal mind like the arcane.


Having studied in selective academies, the human mage is
capable of bizarre and fantastic feats out of reach for a mundane
mortal. Offering their council for political and educational needs,
the mage is equally likely to be seen in a throne room as they
are amidst a battle.

Human Mage
Medium Humanoid
STR

Health

100

AGI

Stamina

75

END

Mana

95

INT

Reaction

13

PER

Evasion

13

CHM

Base Move

5/12/5

Melee Combat

Protection/
Resistance (All)

2 Handed Impact

Academics

10

Magic

12

Kingdoms

Light

Languages

Calling

Religions

Change

Elements

Armor

52

The mage looks aged beyond his years, a sign of countless hours
toiling over magical tomes.

Enchanted Staff (+7 Slashing ARM )


Type: Melee
AT: STR + 2H Impact (14)
Threat: 2
Damage: STR + 3 (Impact)

(1c) Damage Adjustment: +1 Impact


(3c) Weapon Adjustment: Knockout (CT 15%)

Blessing of Vayne

Once per day, this human may enter an Enlightened State, gaining +4
INT, PER and 30 temporary Mana for 5 phases. While in this state they
may understand or speak any language.

Known Spells
Illuminate,
Blink, Identify
Whisper, Rune of Possession
Arcane Blast, Burn, Harden, Imbue

Far from the obligations of Epilesis, capable Descendant


warriors offer their cunning and expertise to the highest buyer.
No longer a part of their heralded kingdom, they draw hefty fees
by offering unusual talents and respectable dedication to their
contracted cause.

Descendant Sellsword
Medium Humanoid
STR

Health

100

AGI

Stamina

80

END

Mana

95

INT

Reaction

11

PER

Evasion

11

CHM

Base Move

12/14/14

Melee Combat

11

Protection/
Resistance (All)

2 Handed Slashing

Academics

Brawling

Armor

Kingdoms

Survival

Languages

Tracking

Religions

Magic

Change

Known Spells
Night Vision, Speed

Looking past his serious demeanor, you sense a great deal of sincerity from this warrior.

Claymore

Type: Melee
AT: STR + 2H Slashing - Hindrance (26)
Threat: 6
Damage: STR + 12 (Slashing)
(1c) Damage Adjustment: +4 Slashing
(5c) Weapon Adjustment: Bleed (4)
(18c) Weapon Adjustment: Amputate
(25c) Weapon Adjustment: Decapitate

Flight

This descendant may move through the air at its normal movement
speed. Flying in this way costs 5 Stamina per phase.

53

Ashik Soothsayer
Medium Humanoid
STR

Health

100

AGI

Stamina

75

END

Mana

90

INT

Reaction

13

PER

Evasion

13

CHM

Base Move

15/15/15

Melee Combat

Protection/
Resistance (All)

2 Handed Impact

Academics

Magic

10

Kingdoms

Calling

Armor

The Ashik Soothsayer gauges your intentions warily.

Flail

Type: Melee
AT: STR + 1H Impact (21)
Threat: 5
Damage: STR + 9 (Impact)
(1c) Damage Adjustment: +3 Impact
(24c) Weapon Adjustment: Crush
(30c) Weapon Adjustment: Knockout (CT 75%)

Known Spells
Heal, Protect, Remove Poison, Sanctify
Charm, Command, Entangle

Sapphire Gems

This Ashik may release a stored prism charge to restore 20 Mana.


Ashik Lore

Religions

Light

Communing with the earth, recounting their traditions,


and guiding their young are all common obligations of the Ashik
Soothsayer. They learn magics to help preserve the sanctity of
their homelands and pass their significant knowledge base onto
others of their kind so the Ashik can endure the hardships of
the future.

54

Kreesh
Kreesh are the final evolution of a fully corrupted creature.
All Kreesh have specific abilities and behaviors, however there are
some common traits shared among them. Kreesh are immune to
all mind effects, fear, and suffer no Wound Penalties.
As mentioned in Dreamscape: Laruna, Kreesh are designed
to be the boss monsters of Laruna. They can be used as an
extremely difficult combat challenge for the playgroup, and are
great plot devices for a story. Most Kreesh will require specific
planning to handle the confrontation, so players who rush
headlong into battle might find themselves quickly overwhelmed
by a clever Dreamweaver.
Tier 3 Kreesh are specifically end game creatures and
plot devices, and should require the players to come up with a
sufficient plan to thwart an enemy capable of destroying cities.
They may need an entire kingdoms help, or a full cabal of mages
to perform a weakening ritual, or to scour the land in order
to find the one magical item which could strike a killing blow.
Whatever the case, they are not to be taken lightly.
Kreeshs CAP adjustments are broken down into large, easy
to use numbers for ease of selection during gameplay, although
experienced Dreamweavers will have a pre-designated plan
before the action starts.
Keep in mind their strengths and weaknesses, and make
sure to choose one appropriately styled for the story you are
telling.
Kreesh should always serve as the centerpiece or climax
of a Laruna story.

55

Exterminatus Phenomenon
LV 45 Huge Light Kreesh (T1)

Description

Combat

Its physical representation is a thick, white, gaseous cloud


speckled with glowing wisps. The wisps remain suspended in the
gas-body, occasionally sparkling with bright light.

The Phenomenon does not fight, instead attempting to


garner enough power to be able to dispatch mortals and Legacy
bearers with its Enlightening Dispersal. It will wage a battle of
attrition, dealing enough damage to an enemy to chase it away,
and attempting to keep a Herald active at all times so it may be
reborn.

Legend
In the early years of Ranaths existence, many settlements
suffered from mass disappearances. People in large numbers
would vanish and before any governing body could be alerted to
the source of the problem, a whole village would be gone.
Those sent to investigate would find no physical remains,
just an empty settlement with no sign of the living occupants.
After persistent investigation, many scholars became alerted
to the presence of strange luminous spirits that would act as a
precursor to the vanishing people.
Though no solution was ever discovered, the problem was
called the Exterminatus Phenomenon; an uncanny occurrence
where people are culled for no known reason amidst the mystery
of bright lights.

STR

Health

400

AGI

Stamina

n/a

END

20

Mana

INT

Reaction

12

PER

12

Evasion

CHM

Base Move

Armor

Protection

(All)

Resistance
(All)

56

20
100

Behaviors
It is unknown whether the Exterminatus Phenomenon is
actually a sentient being. The words of its heralds attribute divine
motive to its actions, but the only thing clear is that like other
Kreesh, it will seek out Legacy bearers when it can find them,
consuming hundreds of people along the way.
It will begin by absorbing the spirits of the nearest
townsfolk, moving from village to village, growing in power as
it goes. It will always cease movement just far enough from a
town to be safe, while allowing its Heralds the opportunity to
convince other mortals to step into its mass.

A gaseous mass filled with glowing lights, this accursed creation leaves
spirits in its wake.

Enhanced Incorporeal

The Phenomenon cannot be injured by physical weapons, making it


immune to Slashing, Piercing, and Impact damage.

Life Sense

In addition to Legacy bearers, the


Phenomenon can sense all mortal
life within 5km of its position,
allowing it to choose a suitable
Herald.

Eternal

If there is a Herald of Light active


when the Phenomenon is
destroyed, it will be reborn,
bursting forth from the nearest
Herald. This kills the Herald.

Stationary

The Phenomenon seldom moves from its position, instead relying on


its Heralds to bring others towards it. When it no longer senses mortals
within 5km, it will scan the minds of its Heralds, and begin to move
toward a known population center

Legacy Abilities
Consumption

The Exterminatus Phenomenon absorbs nearby Recollection


Spirits, gaining a permanent increase in power. There must be at
least 100 spirits present for this to function.
Type: Legacy
AT: LV + INT (45)
Cost: None
Range: Special
Duration: Permanent
Base Success: 100 Recollection Spirits within the
Phenomenons mass are absorbed, granting +100 Health, +10
Damage (Celestial) to Enlightening Dispersal, and allowing an
additional Herald of Light to be active at one time. These bonuses
are permanent, allowing the Phenomenon to grow indefinitely.

Enlightening Dispersal

The Phenomenon fills a mortal with celestial energy,


destroying the targets body and leaving a Recollection Spirit
behind.
Type: Legacy
AT: LV + INT (45)
Cost: None
Range: 50m
Duration: Instant

Herald of Light

A piece of the Phenomenons celestial power is instilled in


a target, making them their herald.
Type: Legacy
AT: LV + INT (45)
Cost: None
Range: 5km
Duration: Permanent
Base Success: The target mortal becomes a Herald of
Light. Does not affect Legacy bearers.
The Herald of Light is a servant to the Exterminatus
Phenomenon, and its sole purpose is to spread the belief that
meeting the light is the only way to be saved. The Herald will
spread its message throughout towns and villages, getting as
many of the populace as possible to head to the Phenomenon
and Step into the light. There may only be one active Herald
at any time.
(25c) Special Adjustment: Demagogue
The Herald gains +5 CHM
(25c) Special Adjustment: Miracle Worker
The Herald is granted the Heal and Cure Poison spells, and
may cast these using an Ability Score of 25, regardless of
his statistics. He will use these as tactics to coerce citizens
in believing his message.

Base Success: The target mortal is overwhelmed with


Light energy, taking 100 Damage (Celestial). If the mortal is
killed, a Recollection Spirit exits the body, joining the mass of
the Phenomenon. This ability may target non-mortals, but does
not create a Recollection Spirit if they are killed.

57

The Korax
LV 60 Large Light Kreesh (T2)

Description

Combat

The identity of the Korax is a mystery, as it has never


been seen without its otherworldly armor armor which is is
exquisitely crafted and glows with Light energy. Covered from
head to toe, this plated creature fights with unyielding stamina
and cuts down its enemies with a celestial glaive.

When preparing for combat, the Korax will activate its


Scintillating Defenses to ensure it is well protected against a
varied assault. It will use Light Blast to soften up nearby enemies
and finish them off with its glaive or repeated blasts. When in
danger from spell casters, the Korax will activate Starforged
Armor in an attempt to stifle incoming damage and return some
back to them. The Korax may attempt to heal itself with magic
as a last resort.

Legend
In the later parts of the Great War, titan infighting bred
powerful hostilities. In order to keep safe from possible betrayal,
the titan Basheth employed a mighty guardian from a foreign
realm. This guardian, Korax, feared nothing and would stand
vigil over Basheth at all times. Any who threatened the titan
found that Korax was not only a frightening foe, he was also
extraordinarily talented at staying unharmed.

STR

17

Health

350

AGI

Stamina

250

END

15

Mana

200

INT

Reaction

18

PER

10

Evasion

40

CHM

15

Base Move

30/30/20

Magic

50

Light

20

Melee Combat

16

Armor
Protection

(Light, Dark)

Protection
(All Other)

58

Resistance
(Light, Dark)

40

Resistance
(All Other)

25

Glaives

Known Spells
Heal

10

Behaviors
In Koraxs twisted mind, Legacy is the last remaining trace
of his former charge. Taking all the Legacy he can find is an
undeniable obsession. He hopes to grow in power to someday
restore his former ward to life, so he no longer lives with the
shame of failure.

A one time champion of the titan Basheth, Korax is a stout combatant, who
was said to be nearly unkillable in battle.

Radiant Glaive
Type: Melee
AT: STR + Glaives (43)
Threat: 6
Damage: STR + 15 (Celestial)
(1c) Damage Adjustment: +5 Celestial

Unbreakable

The Koraxs armor cannot be


damaged or destroyed by any
means.

Pristine

The Korax is immune to poison


and disease.

Inner Furnace

If Korax is reduced to 0 Stamina, he immediately restores 100 Stamina.

Legacy Abilities
Light Blast

Korax unleashes a brilliant flash of light and heat from


within its body, hitting all enemies up to 20m away.
Type: Legacy
AT: LV + END (75)
Cost: 50 stamina, 25 mana
Range: 20m
Duration: Instant
Base Success: All enemies within 20m suffer 50 damage
(Celestial). In addition, they are blinded, suffering -4 to all ATs
for 3 phases. Does not stack.
(50c) Special Adjustment: Flashburn
Targets struck by Light Blast suffer -20 PRO (Celestial) for
the duration. Does not stack
(50c) Special Adjustment: Heat Disruption
Targets struck by Light Blast also lose 15 Stamina and
15 Mana

Starforged Armor

Infusing its inner power into specially crafted armor, the


Korax is able to gain strong protection from magical damage.
Type: Legacy
AT: LV + END (75)
Cost: 50 mana
Range: Self
Duration: 1 phase
Base Success: All incoming magical damage is halved,
before Protection.
(25c) Duration Adjustment: +1 phase
(50c) Special Adjustment: Impenetrable
The Korax gains +25 RES (All) for the duration
(50c) Special Adjustment: Reflection
Single target damage prevented by Starforged Armor is
reflected back at the caster

Scintillating Defenses

The Korax activates complex magics within its armor,


attuning it to incoming damage.
Type: Legacy
AT: LV + END (75)
Cost: 50 stamina
Range: Self
Duration: 10 phases
Base Success: Any damage source that inflicts more than
20 damage triggers Scintillating Defenses, causing the Korax to
gain either +50 ARM or +50 PRO against the specific damage
type inflicted. This bonus lasts until the end of the following
phase. Only one bonus will be active at any time.
(25c) Special Adjustment: Influx
Any source of damage that would be completely mitigated
by Scintillating Defenses bonus instead restores an
equivalent amount of mana to the Korax
(50c) Special Adjustment: Sensitivity Scaling
Any damage source over 10 now triggers Scintillating
Defenses.
(50c) Special Adjustment: Emergency Measures
+50 ARM or PRO gained
(75c) Special Adjustment: Defender of Titans
Two bonuses may be active at any one time, and the
Korax chooses which one to replace when struck by a
new damage type

59

Voxin, The Starbeast


LV 100 Giant Light Kreesh

Description

Combat

A creature made of cosmic energy, the Starbeast is an


enormous quadruped. Gaining its power by feeding off of the
suns and stars of space, the Starbeasts skin is transparent,
allowing those who gaze upon it to see the cosmos it so ruthlessly
feeds on. Its head is protected by a large, nearly impenetrable
bone protrusion that extends in a narrow strip down the spine.
The tail bears huge luminescent orbs that are organically grown.
This giant beast stands 10m tall and is over 12m in length from
head to hindquarters, with its tail adding another 12m.

Any enemy not of substantial size or power will be utterly


ignored. The Starbeast will typically use its Cosmic Orbs ability to
drain enemy resources, followed by Cosmic Rain to cause terrible
widespread destruction.
Should any further resistance be expected, it will wade into
battle with its excessive size and strength. If pressed by a worthy
foe, it will use Skyfall to deal tremendous damage or reposition,
even devouring Cosmic Orbs to regenerate Health and Mana.

Legend

Behaviors

The mightiest of Starcallersthose who have experienced


the cosmic secrets of spacehave documented with fear and
trepidation the presence of a monstrous beast, neither Titan nor
Dragon. Born from a dying sun in the void of space, the Starbeast
wields unfathomable celestial power, devouring cosmic energy
and unleashing it in a wrathful assault on any who would trespass
in its domain. Concentrated Legacy energy has brought this
creature to Laruna, although in a significantly muted capacity.

Contrary to the chaos it creates on the battlefield, the


Starbeast is a brilliant, sentient entity. Though it cannot speak,
it can allow any sentient being to telepathically understand its
desires, and it will use this ability to coerce others into defending
the Nexus heart it is bound to. Ultimately, like all Kreesh, it
possesses an uncontrollable need for Legacy, but it will utilize
deceptively clever tactics in its hunt should the brute force of its
power not suffice.

A ferocious quadrupedal beast rippling with muscle. Its skin appears celestial
in nature like the Starcaller, with various constellations and heavenly bodies
moving about. Its long tail sprouts unusual protrusions around the end,
which seem to radiate Light magic.

STR

34

Health

650

AGI

22

Stamina

300

END

12

Mana

300

INT

18

Reaction

46

PER

24

Evasion

46

CHM

10

Base Move

22

30/30/30

Magic

15

60/60/60

Light

15

Base Success: All creatures within a 2m wide are struck by the


Starbeastss claw, suffering STR + 18 Damage (Slashing).

100/50

Melee Combat

12

(1c) Damage Adjustment: +6 Slashing


(10c) Special Adjustment: Tossed
All creatures of Large size or smaller are thrown back 10m.

30

Natural Weapons

10

Armor
Armor

(Head & Spine)

Protection

(Celestial/Shadow)

Protection

(All Other)

Resistance
(Light/Dark)
Resistance
(All Other)

60

(T3)

Giant Claw Swipe

Type: Ranged
(Threat: 6)
Range: 5m
Difficulty: 0
AT: STR + Natural Weapons (56)
Speed: 10

One With The Cosmos

100/50
50

Known Spells
All Light Spells

Instead of casting a spell normally, the Starbeast may tap into its
connection with the cosmos to will a desired effect into existence.
By paying double the normal mana cost of a spell, the Starbeast may
cast the spell as an IF action and this does not prevent the Starbeast from
using a Legacy ability in the same phase.

Of

all the Titans created by the


young Gods, Solarian was
most unusual.
He is historically regarded as the most devoted not to his makers, but rather to the Elder God and
his vision. Though accounts of his methods are conflicted, many ancient texts passed down by the oldest
Descendants tell of Solarians near obsession with the Elder Gods genius. Often he grew distracted from
the war with the Skylords, much to chagrin of his siblings. Instead Solarian looked past Laruna, his makers,
and their will, seeking truth in the cosmos. He believed that there, in the brilliance of the stars, in the
patterns they created, hid a great truth ignored by his kin.
He was made of the Light and thus felt compelled to understand. So did he bend his mighty
Argasheel towards mastering the stars. Occasionally he would lend his bizarre expertise to the titans,
shocking the Skylords with what he could do, but the fervor to win the war simply was not there. He
did not share his kins need for dominance and so after much effort, slipped from the Dreamcatcher and
escaped Laruna.
There among the stars, in the void between lights, he spent a time marveling the wonder of what
the Elder God had done. Witnessing the greatness of Laruna from afar, as well as its small presence amidst
the eternity of space, he felt he had at last become one with the cosmos.
Something stirred in the void however, disrupting his exaltation.
The accounting of the battle is written in the stars. Their war shifted moons, splintered planets.
Countless stars were shattered into dust. When at last the creature devoured Solarians heart, it became
more than any star, brighter than any sun.
Today they call it Voxin, the Starbeast. It had lurked there since time immemorial and cared not for
Solarian, the Elder Gods vision, or a speck of dirt now called Laruna, drifting in the ocean of darkness.
Amidst the stars, it stands alone, consuming one light after another. What few mortals know of its
existence tremble at the thought that someday on Larunas surface, a Nexus may be born with a small
piece of Voxins power at its heart.

On

that day, any who carry


the light of Legacy with
them will despair, for who could
succeed where Solarian had failed?

61

Legacy Abilities
Cosmic Orbs

Lashing its tail, Voxin unleashes the attached glowing orbs,


spreading them over an area. The nearby land and creatures are
leeched of Stamina and Mana as the life essence is drained from
them. After several phases the orbs may be consumed, refueling
Voxins mind and body.
Type: Legacy
AT: LV + INT (103)
Cost: 25 mana
Range: 50m
Duration: Special
Base Success: Three cosmic orbs are released towards
three different points within range. They will remain at the
targeted location, becoming stationary, immovable, indestructible
entities. Any hostile creature within 100m of an orb at the
beginning of the next 3 phases loses 25 Mana and 15 Stamina.
A creature cannot be drained by more than one orb in the
same phase. Cosmic Orbs will drain for a duration of 3 phases,
and once complete become Loaded, remaining in place for one
hour.
The Starbeast may consume a Loaded orb by taking an IU
action to eat it, which instantly regenerates up to 50 lost Health,
Stamina, and Mana. Only one orb may be consumed per phase.
Once Cosmic Orbs is cast, it may not be used again until the
remaining orbs are eaten or their duration expires.
(50c) Strength Adjustment: +25 Health restored per orb
(50c) Strength Adjustment: +25 Mana restored per orb
(50c) Duration Adjustment: Cosmic Orbs drain for an
additional 2 phases before becoming Loaded
(50c) Special Adjustment: Cosmic Might
The Starbeast Gains +15 STR for 3 phases after
consumption of an orb. Does not stack
(50c) Special Adjustment: Cosmic Power
The Starbeast gains immunity to a single chosen damage
type for the phase following consumption of an orb
(100c) Special Adjustment: Devourer of Worlds
The Starbeast no longer needs to eat Cosmic Orbs. Instead
a Loaded orb can be absorbed from any distance as an IFU
action. Once all three orbs are absorbed, the Starbeast is
restored to full Health, Stamina and Mana, and gains a
+25 bonus to its Light Magic skill for 3 phases

62

Cosmic Rain

Lifting its head upward, the Starbeast roars, spewing forth


a stream of cosmic energy towards the heavens. Star splinters,
comets, and meteors periodically fall from the sky, raining down
on nearby enemies.
Type: Legacy
AT: LV + INT (103)
Cost: 50 mana
Range: 100m
Duration: 2 phases
Base Success: Each phase, two meteors streak down from
the heavens, striking targets of the Starbeasts choosing. Any
target struck by a meteor takes 60 damage (Impact). Targets may
roll an Evasion AT to reduce the damage by the ATR. The meteor
then explodes, dealing 60 damage (Celestial) to all targets within
15m of impact.

(50c) Damage Adjustment: +30 Impact per meteor


(50c) Damage Adjustment: +30 Celestial per meteor explosion
(50c) Duration Adjustment: +1 phase
(50c) Special Adjustment: Starshards
Starshards now fall along with the meteors, blanketing the
area with cosmic energy. All hostile targets within 100m of
the Starbeast suffer -25 Protection (Celestial) for 3 phases.
This effect does not stack
(50c) Special Adjustment: Comet
One meteor is replaced by a Comet, which instead deals
100 damage (Impact) and causes massive tremors, forcing
any standing creature within 10m of impact to win an AGI
AT vs a 50 difficulty or be knocked prone

Star Strike

Voxin turns its body into pure light for a moment, beaming
up from a dangerous situation to meteor back down for massive
damage. This ability causes a brief state of weakness.
Type: Legacy
AT: LV + INT (103)
Cost: 150 mana
Range: 100m
Duration: Instant
Base Success: The Starbeasts body flashes upward
towards the sky and immediately comes crashing down at a
target, inflicting 100 damage (Impact), 50 damage (Fire) and 50
damage (Celestial). For the following two phases, the Starbeasts
ARM, PRO and RES ratings are halved.

(50c) Damage Adjustment: +50 Impact


(50c) Damage Adjustment: +25 Fire
(50c) Damage Adjustment: +25 Celestial
(50c) Special Adjustment: Nova
Celestial power erupts from the point of impact
in a quick, violent flash, dealing 50 damage
(Celestial) to all creatures within 100m
(100c) Special Adjustment: Supernova
As per Nova, instead dealing 150 Damage
(Celestial) and now affecting inanimate
objects. Additionally, creatures suffer
from Solar Burn which gives a -25
ARM (All) penalty and -25
PRO (All) penalty for 3 phases.
Does not stack

63

Kilthresh

LV 40 Large Calling Kreesh (t1)

Description

Combat

The Khilthresh is a giant mound of soiled earth that takes


a vaguely humanoid form, leaving trails of compost and insects
wherever it goes. Its body is only loosely held together, allowing it
to extend its limbs when attacking, striking targets at a distance.

Depending on their physical strength and resilience, the


Khilthresh will aggressively engage enemies, battering them
with powerful fists. When outnumbered or faced with an equally
dangerous foe, it will summon Compost Minions, then use
Hungry Swarm to weaken them.

Legend
The druids of Faranok were vigilant in their efforts to stop
any form of magic or behavior that lead to defiling Larunas
wildlife. The Khilthresh was a driving motivator in this endeavor.
Said to be the product of twisted individuals using magic
to command nature, their malignant desires and crude methods
caused unstable manifestations. Many such individuals were
killed by a Khilthresh before becoming aware of their folly. To
this day, the druids preach not to meddle with Larunas wild and
they point to the Khilthresh for validation.

For the most part, the Khilthresh is a solitary creature.


Were it not for the Legacy corruption, this creature would avoid
confrontation with the mortal races. Unfortunately the need for
Legacy will drive this abomination to assault traveling groups in
the hopes of finding a Legacy bearer.

STR

20

Health

500

This foul smelling creature stares at you blankly with two pinpoint eyes.

AGI

Stamina

200

Dirt Fist

END

14

Mana

100

INT

Reaction

16

Type: Melee
AT: STR + Natural Weapons (36)
Threat: 2
Damage: STR +15 (Impact)

PER

Evasion

16

(1c) Damage Adjustment: +5 Impact

CHM

Base Move

Extended Fist

20/18/10

Melee Combat

-10

Natural Weapons

Armor
Protection

(Fire)

64

Behaviors

Protection
(All Other)

15

Resistance
(Calling)

40

Resistance
(All Other)

20

Type: Ranged
Range: 2-5m
Difficulty: 0
AT: STR + Natural Weapons (36)
Damage: STR + 6 (Impact)
Speed: 8
(1c) Damage Adjustment: +2 Impact
(5c) Special Adjustment: Swat
Any flying target is struck towards the ground, dealing extra Impact
damage equal to the Kilthreshs STR. May only be purchased once per AT.

Steady

The Khilthresh cannot be knocked prone or moved by any form of


physical or magical means. Any spell or ability attempting to do so will
automatically fail.

Legacy Abilities
Compost Minions

A strange vibration emits from the Khilthresh, the sound


calling compost minions to emerge from the earth nearby.
Type: Legacy
AT: LV+ INT (45)
Cost: 30 Mana
Range: 10m
Duration: 10 phases
Base Success: 3 Compost Minions arise from the ground
to assist the Khilthresh.
(25c) Strength Adjustment: +1 Minion

Hungry Swarm

The Khilthresh unleashes a cloud of flesh devouring insects


that shred enemies to death with countless tiny bites.
Type: Legacy
AT: LV + INT (45)
Cost: 50 Stamina
Range: 20m
Duration: Instant

Base Success: All targets within 20m take 50 Damage


(Slashing).
(10c) Range Adjustment: +10m
(10c) Damage Adjustment: +10 Slashing
(30c) Special Adjustment: Burrow
Many insects embed in the targets flesh causing damage dealt
by Hungry Swarm to reduce their total Health by the damage
done. This reduction can not be removed until all of the insects
are cut from the body. Removing the insects requires a Persistent
AT using Medicine (AGI) against a Difficulty of 20. Each CAP
earned inflicts 1 Damage (Slashing) but also restores maximum
Health by one.

Rumble

The Khilthresh shakes the ground around itself violently,


tossing enemies down.
Type: Legacy
AT: LV + INT (45)
Cost: 20 Stamina
Range: 10m
Duration: Instant
Base Success: All creatures within 10m of the Khilthresh
must make a successful Reaction AT (Difficulty 15) or be knocked
prone.
(2c) Range Adjustment: +1m
(4c) Strength Adjustment: +1 Difficulty
(25c) Special Adjustment: Injury to Insult
Creatures who fail their Reaction AT take 20 unavoidable
Health damage

65

envoy
of
madness
LV 60 M
C
K
edium

Description
A faceless hunter appearing as a tall
humanoid, typically draped in filthy robes
and carrying a gnarled staff.

Legend
The fallen kingdom of Turiton is
spoken of as a warning to the dangers of
both strangers and unknown powers.
Written accounts speak of a mysterious
visitor who paid visit to each of the
kingdoms holdings.
One by one, each settlement was
overrun with rampant violence as the natives
fell upon one another, tearing each other apart
as animals do. The widespread madness was
first attributed to contagion, but at each place
did the Envoy arrive, spreading the wisdom
of its master Labode. Whatever this wisdom
was, it was clear the minds of mortal men and
women could not bear it. Turiton was shattered
from within and it didnt seem to bother the
Envoy.

Combat
The Envoy is not physically dangerous
in its own right, but it is extremely resilient and wields
powerful mind magic. It will use its powers of mind
control to send nearby creatures and mortals against its
enemies.

Behaviors
Madness is the touch of Labode and the Envoy wishes
for it to spread far and wide. It will seek places with large
populations to sow chaos by shattering as many mortal minds
as possible. Ultimately, it hopes doing so will propagate
further spread of such behavior organically, not to mention
expose plenty of Legacy bearers along the way.

66

alling

reesh (t2)

Legacy Abilities
Living Nightmare

The Envoy becomes a nightmarish creature in the minds


of his targets, giving the appearance of invulnerability to several
effects.
Type: Legacy
AT: LV+ INT (88)
Cost: 50 Mana
Range: Self
Duration: 5 phases

Overlord

The Envoy of Madness exerts his powerful mental influence


to puppet multiple non-Legacy bearing targets at once, turning
them into complete slaves.
Type: Legacy
AT: LV + INT (88)
Cost: 40 Mana
Range: 20m
Duration: 2 phases

Base Success: Choose 3 damage types. The Envoy has all


damage of those types reduced to a maximum of 10 from any
single source (after Protection and Armor).
Opponents damaging the Envoy with those types will
perceive the Envoy as unaffected by the damage. Re-casting this
ability will replace any existing Living Nightmare effects.
(10c) Duration Adjustment: +1 phase
(25c) Special Adjustment: Lasting Impression
Living Nightmare now causes an attacker whose damage is
mitigated by its effect to suffer momentary hallucinations.
These hallucinations cause the target to suffer a -6 to all
Defensive ATs until the end of the following phase
(75c) Special Adjustment: True Nightmare
Damage from the chosen types is reduced to 1

Base Success: All non-Legacy bearing creatures within


range become controlled by the Envoy of Madness for the
duration.
(10c) Range Adjustment: +10m
(10c) Duration Adjustment: +1 phase

Psychic Backlash (Passive)

Anyone within 100m who takes an aggressive action


against the Envoy is immediately assaulted with horrific images
of the doom it will bring, causing them to hold back their actions.
Effect: Any creature taking a hostile action against the
Envoy loses all CAP beyond Base Success. Base Successes may
not be converted to CAP and carried over into subsequent phases,
and magic spells Alternate Base Successes may not be purchased.

A eerie, but powerful messenger of Labode.

STR

Health

250

AGI

Stamina

100

END

Mana

500

INT

28

Reaction

19

Type: Melee
AT: STR + Staves (19)
Threat: 2
Damage: STR +15 (Mind)

PER

14

Evasion

19

(1c) Damage Adjustment: +5 Mind

CHM

12

Base Move

5/5/5

Melee Combat

100

Staves

10

Magic

14

60/50

Calling

10

30

Dark

Armor
Protection

(Mind, Curse)

Protection
(All Other)
Resistance
(Calling/Dark)
Resistance
(All Other)

Known Spells
Charm, Command, Rune of Possession, Whisper, Frighten, Haunting

Staff

Telepath

The Envoy does not speak, but may mentally communicate with any
living creature within line of sight.

Penetrating Thoughts
The Envoy of Madness ignores up
to 40 PRO (Mind) and 40 Resist
(Calling).

Indomitable Mind

The Envoy of Madness is immune


to all Mind, Curse, and Fear
effects, and their damage.

Psionic Master

The Envoy of Madness may cast a Mind type spell as an IF action once
each phase. This cast can be used in addition to normal spell or Legacy
ability use.

67

The LV
Horned
Horror
85 C
C
K
olossal

reesh (t3)

Description

Combat

Axitath is a terrifying sight to behold. Dwarfing all but the


largest of creatures that call Laruna home, the Horned Horrors
size isnt its only intimidating feature. Its strange makeup and
fierce malevolence make it plainly obvious that Axiath is not of
this world, and the one he is from must be most terrible indeed.

Axitaths greatest limitation is its supreme arrogance. It


will use its power sparingly, assuming any enemy that faces it to
be beneath its concern. Using its impressive physical power and
Lava Splash will be first, followed by Call of the Master if the
forces before it are large or significant. Once an enemy proves to
be resilient or a threat, Axitath will use Hell Dimension to gain
a position of strength.

Legend
Long have mortals let their curiosity drive them to learn
things they should not, or can not, understand. One such thing
is a hellish dimension where souls are persecuted, bartered, and
sold like currency among demonic natives.
Among those who lord over this dimension is Axitath, an
inconceivably powerful demonic entity that has been called upon
by the most foolish of Larunas magic users. Within select circles,
it is believed that if a soul of significant value can be offered, the
mighty Axitath will rise from its realm and claim it, bestowing
favor on those who offered it.

STR

40

Health

700

AGI

10

Stamina

300

END

25

Mana

300

INT

17

Reaction

24

PER

14

Evasion

24

CHM

19

Base Move

10

40/25/22

Melee Combat

14

Protection
(Mind, Fire)

100

Natural Weapons

10

Protection
(Shadow, Curse )

100

Resistance
(Calling)

100

30

Resistance
(All Other)

35

Armor

Protection
(All Other)

68

alling

Behaviors
Axitath has little use for the inhabitants of Laruna, seeing
them as nothing more than an irritation. Legacy is all that matters
and the Horned Horror will search far and wide for Legacy bearers
to devour. The constant hunt will put pressure on the powers of
Laruna to deal with the threat, as Axitath will annihilate anything
and anyone in his pursuit, stopping for nothing. His assault will
not end until it is forced to do so.

A mighty demon who cuts a portion of the world away into its own
dimension.

Giant Claw Swipe

(Threat: 6)
Type: Ranged
Range: 10m
Difficulty: 0
AT: STR + Natural Weapons (64)
Speed: 5
Base Success: All creatures within a 2m wide are struck by the
Horned Horrors claw, suffering STR + 18 Damage (Slashing).
(1c) Damage Adjustment: +6 Slashing
(10c) Special Adjustment: Tossed
All creatures of Large size or smaller are thrown back 10m.

Abyssal Lord

While in his home dimension, the Horned Horror regenerates 25 Health


and Stamina per phase.

There is a realm where the forsaken go.


A place of torment and horror,
where those souls who claimed
no god of their own are banished
to. They weep amidst shadow and
flame, their despair a nectar to
the realms demonic masters.
Many believe no such realm could
exist while the Young Gods lived,
but they are wrong. Rules are
rules, and the unclaimed souls
are free to be preyed upon by the
demons who hunger for them.
Many souls have passed into this
realm to endure unimaginable
suffering for an eternity. No mortal could hope to peer into such a
place and leave their mind, body
and soul intact, but one soul is the
subject of several legends. Tucked
away in black tomes, forgotten or
forbidden, they speak of a soul so
angry, so loathsome and so powerful, that it would not be held by
this den of damnation.

The Prisoner, as they have been


called, languished only a short
while before their power did the
unthinkable. Breaking the
shadow, the Prisoner carved a
hole in the realm of shadow and
flame, stepping from one dimension to another, leaving a trail of
dead demons in its wake.
Free of the eternal purgatory, the
Prisoner sought refuge in a beautiful place where it could forge
a new destiny. So far from its
former captors, the Prisoner could
not hear the realm of shadow
and flame shake. Countless souls
cried out in pain as a beast unlike
any other rose from the deepest
recesses of the darkest shadows.
The demonic natives cheered
and the souls wept as Axitath,
the Horned Horror leapt from
between worlds to reclaim a lost
prisoner.

A beautiful place was visited by


a monster not meant for other
realms. Its presence brought shadow and flame, destruction and
chaos. The Prisoner would not go
back willingly but found it could
no longer escape. Axitath roared,
a sound of power incarnate.
Legions of the damned obeyed its
command and seized the Prisoner.
When the Horned Horror arrived,
a beautiful place was shelter for
a wayward soulfull of promise
and hope. When Axitath left, a
beautiful place was no more. Only
scorched earth, broken bodies and
eerie silence remained. Where
there was beauty, there was now
only ruin.
No soul escapes Axitath. No world
is safe, no prisoner free. Let it be
known that the only fate worse
than dwelling in a realm of
shadow and flame

is to be returned to it as Axitaths prize.

69

Legacy Abilities
Call of the Master

The Horned Horror tears open the fabric of Laruna,


summoning lesser demons in to cause chaos.
Type: Legacy
AT: LV + INT (102)
Cost: 30 mana
Range: 100m
Duration: Instant
Base Success: Several portals open within range, causing
5 Dregs to come through into the area.
(25c) Special Adjustment: Lieutenants
Two Marauders spawn
(50c) Special Adjustment: General
A Hellion spawns
(50c) Special Adjustment: Horde
5 additional Dregs spawn
(75c) Special Adjustment: Right Hand
A Pit Lord spawns

Hell Dimension

The call of an Abyssal Lord cannot be refused by any except


the gods themselves. By unleashing an unfathomable amount of
Legacy power, the Horned Horror pulls itself and all creatures
nearby into its home dimension, leaving Laruna a distant memory.
Type: Legacy
AT: LV + INT (102)
Cost: 25 mana
Range: 100m
Duration: 5 phases
Base Success: All creatures within 100m are shifted into
the Horned Horrors home dimension.
This foreign world looks like what most would consider a
real life hell. Seas of molten lava stretch out into the distance.
Platforms of charred rock dot the area, serving as the only safe
ground to stand upon. Atop the platforms stand various minor
demons, some worshiping at decrepit obelisks, while others are
hunched over eating the corpses of unknown dead. Twisted
creatures with black leathery wings and deep red skin fly through
the skies, curiously stalking the new arrivals. The air is almost
unbearably hot, causing each breath to be taken with extreme
difficulty. The Horned Horror stands at the center of this nightmare,
preparing to devour the souls of those who challenge him.
Effects: Each phase, all foreign creatures lose 10 Stamina
and take 50 Damage (Fire) due to the extreme environment.
(25c) Special Adjustment: Stay and Play
+2 phases to duration
(50c) Special Adjustment: Hells Fury
+25 Damage (Fire) and +10 Stamina lost per phase
(50c) Special Adjustment: Abyssal Call
1 Marauder per affected creature flies down to assault their
opponent. This demon will not leave its target until destroyed
(100c) Special Adjustment: Curse of Shadow and Flame
All spells and Legacy abilities cost twice their normal amount

70

Lava Shower

The Horned Horror lets loose a deep bellowing laugh as


portals to its hellish dimension open up in the area. Lava bursts
forth, covering the area and devastating the surroundings.
Type: Legacy
AT: LV + INT (102)
Cost: 50 mana
Range: 50m
Duration: Instant
Base Success: Several geysers of molten lava erupt in the
area, spraying all creatures within 50m of the Horned Horror.
Each creature takes 75 Damage (Fire).
If this ability is used when in the Horned Horrors
dimension, the existing lava pools begin to bubble up and burst
forth, causing all targets to take an additional 25 Damage (Fire),
and requiring them to take a Reaction AT (Difficulty 15) or lose
their footing, causing part of the body to enter the lava, losing a
limb of the Dreamweavers choice.
(25c) Special Adjustment: Lava Pools
The lava remains in the area, forming small pools. All
future Evasion ATs for creatures in the area are made at
a -15 penalty
(25c) Special Adjustment: Hells Fury
Range increased to 100m
(50c) Special Adjustment: Fires of Legacy
Damage from Lava Shower ignores Fire immunities (such
as Fire Elemental traits or an Invulnerable spell) and
ignores the first 25 points of a targets Protection
(75c) Special Adjustment: Hellfire
Additional portals open, causing +75 Damage (Fire), or
if in the Horned Horrors dimension, +100 Damage (Fire)

71

Dark Harvester
LV 50 Medium Dark Kreesh (T1)

STR

12

Health

300

AGI

18

Stamina

150

END

Mana

100

INT

Reaction

30

PER

12

Evasion

30

CHM

Base Move

18

10/15/8

Melee Combat

10

25

1 Handed Slashing

10

Armor
Protection

(All)

Resistance
(Dark)
Resistance

(Elements, Light)

Resistance
(All Other)

100
50
30

A nocturnal winged hunter that feasts upon souls.

Reaping Blade

Type: Melee
AT: AGI + 1 Handed Slashing (38)
Threat: 5
Damage: STR + 12 (Slashing)
(1c) Damage Adjustment: +3 Slashing
(5c) Weapon Adjustment: Bleed (5)

Silent Killer

The Harvester is completely silent while moving or flying,


allowing for devastating opening attacks. The first attack
made against a target who can not detect the Dark Harvester
is treated as being made against an unaware target.

Shadow Blend

The Dark Harvester is considered Invisible (ATR 50) when in areas of


low-lighting, such as moonlight or dark rooms. Engaging in melee combat
suspends this effect.

Flight

The Harvester flies at base movement speed.

72

Description
The Dark Harvester is an expert assassin of shadow that
can give even the most skilled Shadowmancers pause. This
silent, aerial killer tracks targets with ease, viciously wounding
them before finishing them off at its leisure. Although not overly
resilient, the tools at its disposal make the Harvester extremely
difficult to catch. Its frightening appearance is that of a twisted
shadow demon, with sharp spikes covering its upper body and
wings as black as night.

Legend
Often mistaken as an angel of death, the Dark Harvester
was a wicked predator of unnatural origin. Fashioned to be an
envoy of the dark god Arlimans will, these hunters were crafted
with powerful ritual magic full of hatred and hunger. They
would prey upon chosen victims, swooping down on them under
the cover of darkness. Using their sharp, scythe-like weapons,
they would cleave a victims body open to release the soul for
consumption.

Combat
The Dark Harvester specializes in stealth, and will open up
on an unaware target with a Weeping Wounds infused strike. It
will continue to torment its enemies using its natural invisibility
to its advantage, and will use Shifting Shadow to move in and
out of combat when necessary.

Behaviors
The Dark Harvesters sole interest is in hunting prey. For
this creature, Legacy bearers are the dark gods assigned targets,
thus they are to be hunted exclusively. Most are clever enough
to pick and choose their opportunities carefully, never initiating
a hunt unless the circumstances favor doing so.

Legacy Abilities
Shifting Shadow

By briefly diffusing into a shadow, the Dark Harvester can


freely disengage from combat and rapidly relocate to a more
advantageous position.

(10c) Range Adjustment: +10m


(20c) Strength Adjustment: +10 Health restored
(50c) Special Adjustment: Assassin
If the Harvester is within melee range of a creature when
it reappears, it may take an Instant Melee AT against that
creature immediately, without incurring a multiple action
penalty
(50c) Special Adjustment: Remnant
Leaves a shadow behind in the users place, which
coalesces into a Violence Reaver at the beginning of next
phase
(50c) Special Adjustment: Hidden
The Stalker becomes cloaked by magical darkness,
becoming Invisible even in well lit areas until the
beginning of next phase

Weeping Wound

Ever unwilling to let prey escape, the Dark Harvester


delivers a cursed wound that resists any attempt to heal, as well
as leaving a trail of shadow-blood for them to follow.
Type: Legacy
AT: LV + AGI (68)
Cost: 20 Mana
Range: Self
Duration: Instant
Base Success: The next successful strike made by the Dark
Harvesters weapon deals damage as shadow. This wound will
not close or heal naturally and for the purpose of magical healing,
every 5 points of healing restores only 1 point of Health lost to
Weeping Wound. Until all of the damage inflicted by Weeping
Wound is healed, the target leaves a faint shadowy trail in the
form of shadow-blood. This trail is always visible to the Dark
Harvester and can easily be followed.
(50c) Special Adjustment: True Blood
While leaking shadow-blood the target also suffers Bleed
(5). This effect remains until Weeping Wounds damage
is fully healed
(50c) Special Adjustment: Wracking Pain
Unnatural pain causes the target to suffer a -4 WP until
the Weeping Wounds is fully healed

Type: Legacy
AT: LV + AGI (68)
Cost: 30 Stamina
Range: 10m
Duration: Instant
Base Success: The Harvester vanishes into shadow and
reappears up to 10m away, restoring up to 20 lost Health. This
will disengage from any existing Persistent actions.

73

Sanguineus Herald
LV 60 Medium Dark Kreesh (T2)

Description
The creature known as the Sanguineus Herald is a
monstrosity of blood and darkness. It has an unquenchable thirst,
endlessly preying upon victim after victim. This cloven hoofed
horror grows bone spines from its head, arms and back, using
them to fashion cursed spears. Once the spears have struck their
target, they continue to drink from them, feeding the Herald the
blood it so voraciously craves.

Legend
Hailing from an earlier age, the Herald once stalked the
land of Laruna while it was still fresh and undisturbed by the
mortal races. The Young God Arliman wished to see what lengths
a creature could be driven mad with desire, and so he created a
hunter with an insatiable desire for blood.
Finding that it would go to such extremes as to rip off its
own spines to throw at an enemy for a chance at blood, Arliman
reveled in this simple torment and considered the Herald a
smashing success, using it to consume the creations of his godly
brethren.

Combat
The Sanguineus Herald is a fierce combatant that quickly
mows down its opponents, using the destruction it leaves in its
wake to heal any wounds it may suffer. It will attempt to open
any fight by throwing a Bone Spear from as far as possible. This
allows the Herald to quickly get a Taste For Blood and chase
his opponents until he is in melee range. It will gladly throw
spears at separate targets, and leave them embedded if given
the opportunity. The Herald will not leave itself open to melee
combat empty-handed, making sure to form a new Bone Spear
after throwing one into the distance. If a quick burst of damage
is needed to weaken a foe, Bloodstream can be used.

Behaviors
The Heralds desire for blood is nearly as strong as its
desire to consume Legacy. In fact, butchering a number of
mortals and draining their blood can be enough to subdue the
need to consume Legacy for a short time.
This of course will lead to the Herald leaving a trail of
bodies when it is not actively attempting to consume a Legacy
bearer. In the end, the desire for Legacy will overcome, and the
Herald will do everything it can to track down and hunt the
nearest Legacy bearer it can find.

74

Legacy Abilities
Bloodstream

The Herald vomits a violent, caustic stream of hot blood


at the enemy.
Type: Legacy
AT: LV + END (72)
Cost: 50 Stamina
Range: 50m
Duration: Instant
Base Success: Target suffers 30 damage (Acid) and 30
damage (Curse). Target is also afflicted with disease (5).
(10c) Damage Adjustment: +5 Acid
(10c) Damage Adjustment: +5 Curse
(10c) Damage Adjustment: additional disease (2)
(30c) Special Adjustment: Susceptible
Target suffers -25 RES (Dark) and -10 PRO (Acid, Curse)
for 3 phases. Does not stack

Bone Spear

The Sanguineus Herald pulls a bone spine from its body


and elongates it into a spear. This process enables the
spear to drink deeply from the body of a target, feeding
its maker.

STR

Health

300

AGI

16

Stamina

300

END

12

Mana

INT

Reaction

26

PER

10

Evasion

26

CHM

Base Move

21

15/15/15

Melee Combat

15

2 Handed Piercing

15

Resistance
(Dark)

Ranged Combat

10

Resistance
(Light)

Thrown Weapons

10

Armor
Protection

(All)

Resistance
(All Other)

Blood Master

The Herald is immune to poison


and disease.

Type: Legacy
AT: LV + END (72)
Cost: 20 stamina
Range: Self
Duration: Instant
Base Success: Creates a Bone Spear for the user. Upon
any successful strike made with the Bone Spear, the Herald
may choose to release the spear and have it dig into the victims
body. Once burrowed, the Bone Spear will continually drain life,
transferring it to the Herald. At the start of each phase where
a Bone Spear is still lodged in the target, the target suffers 50
Damage (Curse) and the Herald restores up to the same amount
of lost Health. If the Bone Spear is removed by force from the
target, blood erupts from the wound dealing 50 Damage (Curse)
and giving the target Bleed (10). The Herald may only have 5
active spears at any time. Once per phase as an IFU action, the
Herald may have a spear to melt away, and immediately regrow
a bone spire.
(25c) Strength Adjustment: +5 Damage (Curse) to spear
strikes
(25c) Strength Adjustment: +5 Damage (Curse) dealt
and restored each phase embedded in target
(25c) Strength Adjustment: +5 Speed to spear
(25c) Special Adjustment: Dark Transfusion
Instead of restoring lost Health, a lodged bone spear
grants temporary Health to the Sanguineus Herald
A consummate bloodseeker, this hungry beast thrives off the lifeforce of
others.

Bone Spear

Type: Melee
AT: AGI + 2 Handed Piercing (46)
Threat: 6
Damage: STR +12 (Curse)
(1c) Damage Adjustment: +4 Curse
(3c) Damage Adjustment: Bleed (4)

Bone Spear (Throwing)

Type: Ranged
Range: 0-25m/26m-50m/51m-100m
Difficulty: 15/25/35
AT: AGI + Thrown Weapons (36)
Damage: 15 (Curse)
Speed: STR + 12 (21)

(1c) Damage Adjustment: +2 Curse


(3c) Damage Adjustment: Bleed (4)

Taste For Blood

The Sanguineus Herald is able to move at fast speeds when hunting


wounded prey. If a creature is bleeding within 100m, the Sanguineus
Herald moves at 40 movement when moving towards them.

75

Septon, The Spirit King


LV 85 Medium Dark Kreesh (T3)

Description

Combat

The Spirit King is exactly as its name impliesa spiritual


creature taking the image of a forgotten king. It is incorporeal
as all spirits are, and wears a golden armor and crown. It floats
about wielding a majestic staff which seems to grant it a great
deal of magical power.

Unable to be harmed by mundane means, Septon will often


fly directly into a group of enemies in order to use his Echo
Chamber-empowered staff on vulnerable targets.
If he encounters an enemy capable of attacking him, he
will use Exchange to move himself out of range and use Rebellion
to sow chaos on the battlefield. Given enough time, Septon will
eventually ravage the souls of those who oppose him, granting
him an army of his own to levy against his enemies.

Legend
When the Soulbender order had reached the height of its
dominance, several of its members made a dreadful mistake that
unleashed a foe they were woefully unprepared to deal with. One
by one the Spirit King hunted them to extinction. Many scholars
believe that the meddling done by the Soulbenders corrupted this
mighty being who once served the Wraithguard.
No longer bound by the duty of shepherding souls, the
Spirit King turned into a spiteful and vicious enemy of the mortal
races. Seeing them as fallible and dangerous to the well-being of
the universe, he sets to amass an army of spirits and lead them
to a day where the living are no more.

STR

12

Health

500

AGI

14

Stamina

250

END

18

Mana

400

INT

12

Reaction

37

PER

23

Evasion

42

CHM

12

Base Move

14

25/25/25

Melee Combat

14

25

Staves

14

Armor
Protection

(All)

76

Behaviors
Septon, as he was once called, is blinded with unrelenting
hate for the mortal races. His only desire is to see them all
reduced to nothing but their souls so they can see the error of
their arrogant, disruptive ways. Legacy is not meant for their
kind, and Septon actively works to destroy Legacy bearers when
he believes he will otherwise be unable to claim their Legacy for
his own.

A fallen Wraithguard who liberates souls.

Soulstaff

This attack is Instant and does not accrue CAP. Targets may
only use Evasion as a Defensive AT. Septon may swing twice in a
single phase, taking the normal multiple action penalties.
Type: Special Melee
AT: AGI + Staff (42)
Threat: 2
Damage: 15 (Curse)
(1c) Damage Adjustment: +5 Curse

Resistance
(Dark)

100

Magic

18

Resistance
(Light)

25

Dark

18

Resistance
(All Other)

50

Known Spells
All Dark Spells

Collector (Passive)

Mortals killed within 50m have their souls transformed


into shades in the service of Septon.

Incorporeal Body

Septon is completely immune to mundane weaponry and can only be


harmed by magical sources.

Flight

Septon flies at base movement speed.

Legacy Abilities
Echo Chamber

Septon empowers his staff, causing it to cut into the soul of


a mortal with a powerful magical strike. All mortals of the same
race within the area will suffer damage as if having been struck
by Echo Chamber as well.
Type: Legacy
AT: LV+ INT (97)
Cost: 50 Mana
Range: Self
Duration: 5 Phases
Base Success: Upon Septons next successful strike upon
a mortal, damage is dealt as normal, and half the damage is also
dealt to every mortal of the same race within 50m.
(25c) Special Adjustment: Soulburn
All targets affected by Echo Chamber lose 25 Mana
(25c) Special Adjustment: Impending Doom
Those who have felt the effects of Echo Chamber suffer
-20 Res (Dark) and -20 Pro (Curse) for the next 24 hours.
Does not stack
(50c) Special Adjustment: Transference
All affected targets of Echo Chamber immediately suffer
the effects of any Curse spell Septon has access to, using
an ATR of 60
(50c) Special Adjustment: Soul Cleave
All additional targets now take the same damage as the original

Exchange

A true master of souls and spirits, Exchange allows Septon


to trade places with any spirit or soul that serves him.
Type: Legacy
AT: LV + INT (97)
Cost: 50 Mana
Range: 100m
Duration: Instant
Base Success: Septon and a target soul under his control
instantly switch places. This process is fluid and does not alter
each participants position in any way upon arrival. Because of
this, any CAP accrued against one of the participants will instead
be applied to the other when they are replaced.
(75c) Special Adjustment: Deception
Though the switch occurs instantly, the physical image
of the two targets does not change for 3 phases, allowing
Septon to remain hidden

(75c) Special Adjustment: Merger


Instead of the targeted soul taking Septons former
position, the soul instead fuses to him. This added power
grants Septon +50 temporary Health, Stamina, and Mana
for 5 phases
(75c) Special Adjustment: SacrificeInstead of the
targeted soul taking Septons former position, the soul
shatters instead, releasing dark power for Septon to use.
Septon may choose to either restore up to 100 Health
or gain a +20 bonus on his next cast of a Dark spell
(75c) Special Adjustment: Duality
Instead of the targeted soul taking Septons former
position, the soul instead momentarily becomes Septon
as well. This allows Septon to effectively be in two places
at once on the next phase, enabling him to take completely
independent actions as if there were two of him. His
Health, Stamina, and Mana become a shared pool while
this is in effect

Rebellion

The Spirit King causes mortal souls revolt against their


bodies, sapping their owners of strength. This can lead to a soul
breaking completely free, leaving the body a hollow shell bound
to the Spirit King until the soul is returned.
Type: Legacy
AT: LV + INT (97)
Cost: 50 Mana
Range: 50m
Duration: 5 Phases
Base Success: Any member of the mortal races within
range becomes Torn, suffering -4 to all ATs, and loses 10 Stamina
and Mana each phase. Does not stack.
(25c) Special Adjustment: Assisted Release
The soul of a target suffering from Torn begs for release
and revolts against the body, causing a -10 penalty to all
defensive ATs for the duration
(25c) Special Adjustment: Wraithguard
Mortals who die while affected by Torn have their souls
transform into shades in service of the Spirit King for 24
hours
(50c) Special Adjustment: Explosion
Those reduced to zero Stamina and Mana by Torn can no
longer hold their soul within. The soul bursts out of the
fatigued body releasing a shockwave of dark energy. All
mortals within 10m suffer 100 Damage (Curse)
(100c) Special Adjustment: Enslavement
Those reduced to zero Stamina and Mana by Torn have
their soul torn away, losing possession of their body. The
mortal becomes completely enslaved to the Spirit King
until the Spirit King is destroyed. Legacy-bearing mortals
may take a LR AT (Difficulty 20) to resist this effect

77

78

Souls drift the sky


in long tangled pillows, awaiting their release from the Dreamcatcher. They ache for the embrace of the god they belong to, and the task of sorting those worthy of such embrace falls to the Wraithguard.

Chosen from among the most dangerous or despondent souls, the Wraithguard are given a new status. Shaped with
Argasheel into an entirely new soul, they possess powers beyond most mortals. Serving as guardians, they shepherd
souls into the afterlife and ensure they are not tampered with before they arrive at their proper destination. Among
their number are some of the most heralded and vilified mortals to ever be born on Laruna. What such service provides
themmercy, glory, justice, or purpose, no mortal may ever learn. This did not, however, stop one from trying.
During a time in Larunas history, Soulbenders held many people in a grip of fear. Their practices had earned a derogatory reputation and many were unwilling to deal with them unless forced to do so. Still there were various enemies
who possessed great power of their own who gave even Soulbenders pause. Frustrated by the endless stream of murder
that one such conflict forced upon them, Thaxis, a talented and accomplished Soulbender, proposed a solution.
With great effort and magical prowess, he and his kin would call forth a member of the Wraithguard and capture it.
Such a being could solve the Soulbenders relentless need for new souls. It would divulge what becomes of the souls
they reshape and how they could access the unending stream that the Wraithguard watches over. Should they be
successful, the Soulbenders could finally unlock secrets previously unknown by any mortal.
The plan initially went as designed. Through an elaborate ruse, Thaxis caught a Wraithguard and imprisoned the soul
within his own personal purgatory. There, as the soul languished in torment, did their plan go woefully awry.
The nameless Wraithguard was aghast at the duplicity. Not only had a mortal deceived him, they had also exposed an
appalling lapse in duties of the Wraithguard. The nameless one sat in fury, waiting for his brethren to come rescue him
and rectify this inconceivable affront to the natural order.
Time passed and no one came. The shocking realization that the Wraithguard was not only fallible, but also false with
their pledges of loyalty, shattered the mind of the nameless one. His outrage pushed him to ply his extraordinary abilities in new ways.
The other members of Thaxis order watched in confusion as a nameless soul carved its way out of his chest. This soul,
once a member of the mysterious Wraithguard, slaughtered the Soulbenders one by one. He reclaimed the countless
souls they had enslaved, and waged a long and horrific war against any living creatures walking the face of Laruna who
sought to do the same. Thousands died, kingdoms crumbled, and the order of the Soulbender was annihilated.
Know this, he is Wraithguard no more. Whatever name he once possessed has long been forgotten. This nameless soul
is not a prisoner. He his equal parts liberator and conqueror. His hatred for the living is surpassed only by his talent for
killing. Any soul not claimed by a god is his loyal and eternal subject, for he is their king. They serve by choice and they
serve well.

All hail the spirit King.


79

Nokolin

LV 40 Large Change Kreesh (T1)

Description

Combat

The Nokolin is a horror to behold. Constantly shifting its


fleshy mass into new and disgusting constructs, this creature
is perpetually wet. Slick with with a thin, viscous film created
while changing structure, the Nokolin is a mass of misshapen
appendages and misplaced maws.
Teeth and limbs protrude in awkward and inappropriate
ways, each grasping for the next piece of flesh to consume.

Instincts will drive the Nokolin to physical combat. Once


any harm is done, it will immediately attempt to use Minor
Evolution, improving for future violence.
Despite not having much between the ears, the Nokolin
will instinctively switch targets to learn new capabilities from
targets who it has not encountered before.

Legend
Before the Great War, the titan Abinora was fascinated by
the natives of Laruna. She sought to create a keeper who would
collect samples of their bodies and store the knowledge of their
creation.
To accomplish this feat, Abinora attempted to create an
adaptable hunter, a sort of apex predator, who would consume
new organic life and adapt its advantages to its own purposes.
She failed, instead creating an unstable mass of flesh that would
twist its form in hideous ways with the exclusive purpose of
devouring flesh.

STR

16

Health

500

The Nokolin wishes to devour you and steal your power.

AGI

Stamina

200

Bone Spike

END

14

Mana

INT

Reaction

12

PER

Evasion

12

CHM

Base Move

Armor

Melee Combat

12

20

Natural Weapons

12

Protection
(All)

80

Behaviors
Blinded by irrational hunger, the Nokolin will chase
uncorrupted flesh at every opportunity. Blissfully unaware of
strategy or reason, the creature will leverage its bizarre capacity
for violence against the nearest living creature with no regard
for its own safety or well being.

Resistance
(Change)

60

Resistance
(All Other)

25

Type: Melee
AT: STR + Natural Weapons (40)
Threat: 5
Damage: STR + 15 (Piercing)
(1c) Damage Adjustment: +5 Piercing
(3c) Weapon Adjustment: Bleed (5)

Hungry Mouths

Any target held in a grapple by the Nokolin during its turn will be
chewed upon by several mouths taking 50 damage (Slashing).

Many Appendages

The Nokolin ignores the first 10 points of multiple opponent penalties


when defending.

Legacy Abilities
Minor Evolution

The Nokolin is able to alter its form to gain either the physical
attribute of an enemy, their natural armor, or a trait.
Type: Legacy
AT: LV + INT (42)
Cost: 10 stamina
Range: Self
Duration: 1 Hour
Base Success: The Nokolin gains one of the following advantages
from an enemy it has dealt damage to:
Body Swap: Replace either the Nokolins STR, AGI or END with
the value of the enemies same attribute. Only one Body Swap may be in
effect at one time.
Hardening: Gain the same natural armor value of the enemy. Only
one Hardening may be in effect at one time.
Copy: Gain a trait the enemy possesses, this includes racial traits
and all relevant bonuses. Only one Copy may be in effect at a time.

Edged Bone

Type: Melee
Threat: 6
AT: Natural Weapons + STR (40)
Damage: STR + 15 (Slashing)
(1c) Damage Adjustment: +5 Slashing
(5c) Weapon Adjustment: Bleed (5)
(14c) Weapon Adjustment: Amputate
(20c) Weapon Adjustment: Decapitate

Hard Stump

Type: Melee
Threat: 4
AT: Natural Weapons + STR (40)
Damage: STR + 15 (Impact)
(1c) Damage Adjustment: +5 Impact
(16c) Weapon Adjustment: Crush
(22c) Weapon Adjustment: Knockout CT 75%

(10c) Duration Adjustment: +1 hour


(40c) Special Adjustment: Permanent Copy
The Minor Evolution: Copy becomes permanent. New uses of
Minor Evolution will not replace this effect. There is no limit to
the number of permanent Minor Evolutions the Nokolin may have

Reconstitute

Consumed flesh allows the Nokolin to restore damaged portions


of its body, and shift its mass into new configurations
Type: Legacy
AT: LV + INT (42)
Cost: 25 Stamina
Range: Self
Duration: Instant
Base Success: Restores up to 25 lost Health and shifts Bone Spike
into a weapon of the Nokolins choosing.
(25c) Strength Adjustment: Restores 50 Health
(46c) Special Adjustment: Multi-Armed and Dangerous
Until the Nokolin uses Reconstitute again, it is has access to two
of the listed weapons, and combines their threat when making
its Melee AT. When spending CAP, it may freely choose which
weapon it strikes with at no penalty.

Clutching Tendril

Type: Melee
Threat: 5
AT: Natural Weapons + STR (40)
Damage: STR + 10 (Impact)

(1c) Damage Adjustment: +3 Impact


(3c) Weapon Adjustment: Grapple
(10c) Weapon Adjustment: The Big Squeeze
Target is grappled and takes 25 unpreventable Health damage
as it is slowly crushed

81

Void Stalker
LV 60 Large Change Kreesh (T2)

Description

Combat

The Void Stalker is a heavily muscled humanoid creature


with huge bulbous eyes, a deep purple skin and no visible orifices.
It carries a large maul. It surveys the surroundings intently, but
attempts no form of interaction with other creatures unless
provoked.

The Void Stalker blinks about the battlefield, striking


its enemies ruthlessly. When threatened or bored, it will use
Timeless Battle to single out an opponent.

Legend

The Void Stalkers motivations are beyond the


understanding of Larunian mortals, but it is suspected to be
the agent of something even more powerfulan entity that is
charged with preventing travel between worlds. Finding itself in
this foreign land, the Stalker will pause its normal duties, and
curiously examine the world around him. It has no real means
of communication with mortals, but is assured to cause panic
in local populations. It will not actively attack those it comes
into contact with, unless they are hostile or carry the mark of
Legacy. The presence of Legacy will mark an enemy as having
the potential ability to travel between worlds, leading it to assault
them just as it would a trespasser.

Deep within the tomes of an ancient Gatekeeper text


there exists mention of a hunter who stalks the space between
realms. In this place, a strange creature known as the Void
Stalker challenges those who would attempt to travel beyond
their means.
For these travelers, there is no escape from this horror, as
time and space are bent to its will. Appearing from the nothing
of the void, the Stalker ambushes its prey and sends a lesson to
would be trespassersstay within your own realm or suffer the
consequences.

STR

14

Health

300

AGI

Stamina

200

END

20

Mana

150

INT

10

Reaction

19

PER

10

Evasion

19

CHM

Base Move

10/10/10

Melee Combat

14

50

Two-Handed
Impact

12

Armor
Protection

(Celestial)

Protection
(Shadow)

Protection
(All Other)

Resistance
(Change)

82

100

Magic

25

Change

100

Resistance
(All Other)

35

Behaviors

A strange outsider seemingly incapable of communication.

Large Maul

Type: Melee
AT: STR + 2H Impact (40)
Threat: 2
Damage: STR + 18 (Impact)
(1c) Damage Adjustment: +6 Impact
(14c) Weapon Adjustment: Crush
(20c) Weapon Adjustment: Knockout (CT 75%)

Bonded Weapon

The Void Stalker may recall its mace into its hand as an IFU action, once
per phase.
Known Spells
Backlash, Blink, Jumbled, Speed

Legacy Abilities
Blink Strike

The Void Stalker effortlessly moves through time and


space, combining its power of Change with its giant mace to
blink around combat and close the distance to its enemies.
Type: Legacy
AT: LV + INT (70)
Cost: 10 stamina
Range: 20m
Duration: Instant
Base Success: The Void Stalker teleports to a target within
range, entering melee range with them and immediately taking
a Melee AT. This AT does not receive a multiple action penalty.
Using this ability automatically disengages the Void Stalker with
any current opponents.

(25c) Special Adjustment: Surprise!


+10 to the Melee AT
(25c) Special Adjustment: Momentum
If a successful strike is made this phase, it deals +25
Damage (Impact)
(50c) Special Adjustment: Ebb and Flow
The Void Stalker may blink to two different targets within
range, making an Instant Melee AT against the first target,
and a Persistent AT against the second

Timeless Battle

With this ability, the Void Stalker is able to challenge a


single foe to one on one combat. The Void Stalker creates
a bubble around himself and a target, suspending time
for all who remain outside. Onlookers can only watch in
horror as their companion enters a deadly combat with
no escape.
Type: Legacy
AT: LV + INT (70)
Cost: 20 mana
Range: 2m
Duration: 3 phases

Base Success: A single target or Large size or smaller


within 2m is trapped inside a time bubble with the Void Stalker.
The time bubble is 5m around, completely invulnerable, and may
not be penetrated by any means. All other creatures within 2m of
the Void Stalker are pushed outside the bubble until this effect
ends. Any CAP accumulated against the Void Stalker by those
pushed away is lost. The Void Stalker may end this effect as an
IFU action.
(25c) Duration Adjustment: +1 phase
(25c) Special Adjustment: Ill Take You All On
One additional creature may be trapped inside. This
adjustment may be taken more than once
(25c) Special Adjustment: Time Freeze
Time comes to a halt outside the bubble. No actions may
be taken, however the magic of this ability allows those
nearby within line of sight to see the battle inside, as long
as they were facing its direction when frozen

83

Ishnira The Sculptor


LV 75 Medium Change Kreesh (T3)

Description

Combat

Those who have the privilege of seeing Ishinra in the flesh


are left awestruck by her beauty. Although she has the frame of
a slight woman, her visage is like nothing of this world.
With purplish tinted skin, brilliant golden eyes and a pair
of twisted horns, one could argue that she is more demon than
woman. Her presence exudes an aura of godliness like no other,
and creatures both great and small find themselves smitten
within moments.

Ishnira is not a physical combatant, and will instead direct


her entourage of creatures against her enemies. Should she be
confronted directly, she will wield impressive magical talent for
protection or to strike from a distance.

Legend
The Elder God is often given credit for every wondrous
creature that has ever lived in Laruna, but that credit may
not be entirely fair. A being of unknown origin is said to have
impressed Cardespawn with her uncanny talent for reshaping
living organisms. Ishnira was her name, and there are some who
believe it is she who made the Skylords mighty in battle, yet
graceful in flight and that she was why the titans so brilliantly
reflected their makers. Though no legitimate account exists in
any academy, small groups of scholars make reference to a long
forgotten cult who has devoted their efforts to hiding Ishnira from
history so that one day, when her vengeance is finally ready, the
worshipers of the Young Gods will have no idea what is befalling
them.
STR

Health

200

AGI

Stamina

75

END

Mana

500

Ishnira will remain hidden from public view, instead


choosing to surround herself with various twisted creations,
sending out a portion of them to capture Legacy bearing creatures
for her consumption.
Sightings of strange and disfigured beasts are an early
warning sign of her arrival, although by the time her presence is
realized, she will no doubt already have built a small entourage
of deadly creatures for a multitude of purposes. She is a brilliant
mind, and would not expose herself readily unless fully prepared
to enact her malevolent designs.

Ishniras radiant golden eyes seem to pierce your very soul.

Slap

INT

15

Reaction

27

PER

22

Evasion

27

Type: Melee
AT: STR + Brawling (9)
Threat: 0
Damage: STR + 1 (Stamina)

CHM

18

Base Move

(1c) Damage Adjustment: +1 Stamina

Armor

Melee Combat

100

Brawling

25

Magic

20

60

Change

20

Resistance
(Change)

100

Elements

16

Resistance
(All Other)

25

Light

15

Protection

(Mind, Curse)

Protection
(All Other)

Resistance
(Calling)

84

Behaviors

Mothers Love

Creatures affected by any of Ishniras Legacy abilities become hopelessly


warped by her influence. While not under actual mind control, they will
see Ishnira as their most beloved parent and work zealously to please her.
In addition, natural creatures of Laruna will never see Ishnira as a hostile
target, and will be calm in her presence.

Known Spells
All Change spells, All Elements spells, All Light Spells

When Laruna first filled the Dreamcatcher, the Young Gods


were not the only beings overwhelmed with admiration and envy.
There was another entity who felt such things, but swirling amidst
these sensations was a rippling hatred as well.
There are those who believe that in the beginning, the Elder God
was not alone. There existed a creature who had learned to shape creation
much as he did. They could malleate living forms in brilliant ways, so well
in fact, that even the Elder God enjoyed her company.
When the Young Gods set to the task of making children, they turned to
their elders companion for advice. Ishnira the Sculpter agreed to help them shape
their new creations and thus were the Titans born.
Despite it being the Young Gods power that gave these Titans life, Ishnira saw them as
her children. They were beautiful in their splendor and diversity. Nothing in creation had ever been
so gracefully made. They were a piece of art; her masterwork.
Following their creation, Ishniras pride over the Titans guided her to new and unprecedented hatreds. First she
learned to loathe the Skylords who dared to oppose them. Then she learned to hate the Young Gods who treated them as soldiers
rather than children. But none of this compared with the hatred she felt when her own companion rose from his slumber and loosed
a winged army upon her babies. The admiration and wonder for him that had so long filled her heart was replaced with abject horror
and furious rage.
Unable to oppose Cardespawn directly, Ishnira, with her broken heart, asked the Young Gods to repay their debt to her. She
wished for them to hide her from the Elder God. They agreed and placed her in the Dreamcatcher before they took the Bloodoath.
From within, safe from the intervention of Cardespawn or his get, she took to the abominable deed of exacting vengeance. The
many splendors of Laruna became her playthings. With unequaled skill, she reshaped one creature after another into warbeasts. They
became hideous abominations serving as both her personal army as well as a grotesque menagerie.
No subject did she favor as heavily as the Descendants of course. The dutiful children of the Elder God suffered uncanny
humiliations at the hands of the Sculpter. Whole families were woven together into hideous flesh sculptures suited more for inspiring
revulsion that performing in battle.
What became of Ishnira is a glaring historical oversight. No mention is found of her demise, no words about when her crusade
of mutilation and corruption had ended. Indeed, many fear the crusade has not ended at all.
There exists a creature who will not rest until the beauty of Laruna is reshaped into an effigy of the macabre.

She is Ishnira and we are all her


clay. May the gods have mercy on
our poor unfortunate souls.

85

Legacy Abilities
Favored Child

Places a mark of favor on a creature granting it powerful


weapons against Ishniras most hated enemies. Additionally,
damage suffered by the target of Favored Child restores mana
to Ishnira and empowers her spell casting. May be placed upon
a maximum of 3 creatures. Cannot be used on Legacy bearing
creatures.
Type: Legacy
AT: LR + INT (90)
Cost: 100 mana
Range: Touch
Duration: Permanent
Base Success: Creature gains the following three traits:
Hide Piercer: Ignores up to 20 ARM for all strikes.
Focused Mind: Ignores up to 3 multiple attacker penalties.
Essence Harvest: Gains 10 mana for each descendant
killed by damage they inflicted.
Ishnira receives a +10 bonus to her next AT to cast a spell
every time the creature is struck (non-stacking), and restores 1
Mana for every point of damage the creature suffers.

86

(20c) Strength Adjustment: Hide Piercer Ignores 1 additional armor

(20c) Strength Adjustment: Focused Mind Ignores 1


additional multiple attacker penalty
(20c) Strength Adjustment: Essence Harvest restores 5
additional Mana
(50c) Special Adjustment: Sunderer
The armor of a creature who is hit by a strike while Hide
Piercer is in effect has their armor permanently reduced
by 2. Worn armors are damaged or destroyed when their
ARM value is reduced to zero. Natural armors suffer
similar damage and are not restored until the damage is
healed with appropriate magic.
(50c) Special Adjustment: Linked Minds
Focused Mind also allows Ishnira to telepathically
communicate with the target over any distance.
Additionally, any damage suffered by Ishnira instantly
restores an equal amount of missing Health to the target.
(50c) Special Adjustment: Sacred Harvester
When a descendant is killed by this creature, it also
restores 25 Health, Stamina, and Mana to Ishnira

Mothers Counsel

Ishnira calls out the secret name of her minion, instilling it


with a piece of her love and essence. Cannot be used on Legacy
bearing creatures.
Type: Legacy
AT: LR + INT (90)
Cost: 50 mana
Range: 50m
Duration: 1 Hour
Base Success: The target creature is empowered with a
single magic skill of Ishniras choosing, as well as a single spell
she knows. This allows the target to use Ishniras Base and
Advanced skill to cast the spell. Ishnira will lose access to the
granted spell while Mothers Counsel is active.
(25c) Duration Adjustment: +24 Hours
(25c) Special Adjustment: Wisdom
Raises the INT of the creature by 5. This can not raise the
creatures INT score above Ishniras
(25c) Special Adjustment: Repertoire
Target of Mothers Counsel learns up to two additional spells
(50c) Special Adjustment: Mastery
A second Magic Advanced skill may be passed to the target
as well as an appropriate spell

Mutation

Ishnira distorts a creature in specific ways to make them


both more perverse and more efficient in battle. Cannot be used
on Legacy bearing creatures.
Type: Legacy
AT: LR + INT (90)
Cost: 50 mana
Range: Touch
Duration: Permanent
Base Success: The targets physical structure is warped
in cruel and advantageous ways. Bones will form protrusions,
mouths will distort into horrifying maws, even the size of
a creature can alter in meaningful ways from this distortion.
Regardless of the changes that take place, they are always profane
and leave the target creature horribly disfigured. Creature gains
enough mass to become one size category higher and gains +100
Health. A creature may not be the recipient of Mutation more
than once.

(25c) Strength Adjustment:+25 Health


(25c) Special Adjustment: Reconstruction
Creature gains 5 Attribute Points to be spent on physical
attributes
(25c) Special Adjustment: Armored
+20 ARM (All)
(50c) Special Adjustment: Appendages
May take one Free, Instant, Melee AT per phase, and
ignores the first 10 points of multiple opponent penalty
when defending
(50c) Special Adjustment: Wings
Creature gains Flight at base movement speed
(75c) Special Adjustment: Overgrown
Creature gains two Size categories. May not raise above
Colossal size

Remake

Reimagines a creature into another of similar Legacy Value.


Cannot be used on Legacy bearing creatures.
Type: Legacy
AT: LR + INT (90)
Cost: 50 mana
Range: Touch
Duration: Instant
Base Success: Target creature completely transforms into
a different creature with a difference of LV no more than 3. The
creatures original form may not change more than one size
category. Remake will not allow a creature to be transformed
into Corrupted entities or Kreesh.
(20c) Strength Adjustment: Increase maximum LV
difference by 1
(25c) Special Adjustment: Anew
The transformation completely restores the targets Health
to its maximum new value
(25c) Special Adjustment: Exit Strategy
The target may choose to return to its old form at any time
as an IFU action. This is a permanent change and restores
its Health to the new maximum value

87

Molten Megadon
LV 40 Huge Elements Kreesh (T1)

Description

Combat

The Megadon is a huge, boar-like creature standing 5m tall


at the shoulder. Its red skin pulsates with heat, scorching anyone
who approaches. Six unusually glowing eyes stare out from under
a bony ridge atop its skull as it decides whether or not you will
be its next meal.

The Megadon will readily charge into battle, biting at its


opponents and searing their flesh with its molten skin.

Legend
The great titan Rathgar was a master of beasts, wielding
his gift of the Calling with great ease. Surrounded by creatures
of all shapes and sizes, his contribution to the Great War cannot
be denied. Wading into battle with a host of summoned allies,
Rathgars draconic enemies were often caught off guard by the
array of unusual capabilities they possessed.
Of all those creatures that followed him, none was more
prized than the Megadon pup. His mighty call brought forth this
beast of earth and flame from deep below the surface of Laruna.
Its loyalty unwavering, the Megadon protected its master through
countless battles, scorched Rathgars enemies away, and helped
to hunt down rogue dragons who would think to plot against
him from the shadows.

88

Behaviors
Although now a masterless hunting dog, the Megadons
need for Legacy will trigger its hunting instincts, causing it to
track down Legacy bearers whose presence can be felt nearby.
Although it will bear no ill will to insignificant mortals, the
Megadon will not hesitate to attack any who show aggression,
and its searing flesh is enough to cause catastrophic damage
should it wander through a populated area. It will continue to
hunt down and consume bearers mindlessly until stopped.

STR

19

Health

300

AGI

Stamina

125

END

15

Mana

100

INT

Reaction

14

PER

Evasion

14

CHM

Base Move

70/70/70

Melee Combat

12

10

Natural Weapons

Armor
Protection

(Cold)

Protection

(Fire)

Protection
(All Other)

75

Resistance
(Elements)

25

Resistance
(All Other)

50

A large reptilian creature with searing stone for skin, practically immune to
physical strikes..

Bite

Type: Melee
AT: STR + Natural Weapons (39)
Threat: 6
Damage: STR +12 (Piercing)
(1c) Damage Adjustment: +5 Piercing
(3c) Weapon Adjustment: Grapple & Bleed (4)

Nose For Legacy

The Megadon is a practiced hunting dog, and can smell Legacy bearers
from double the normal distance. In addition, their presence cannot be
masked by any means.

Burning Aura

25

Extreme heat radiates from the Molten Megadon, dealing 30 damage


(Fire) to all creatures within 3m at the start of each phase.

Legacy Abilities
Slag

The Megadon shakes itself like a wet dog, spraying molten


lava over all creatures in range.
Type: Legacy
AT: LV + INT (43)
Cost: 30 mana
Range: 10m
Duration: Instant
Base Success: All creatures within 10m suffer 25 damage
(Fire) on impact, then suffer the same amount of damage (Fire)
at the start of the following phase. Victims make take an Evasion
AT to reduce the damage by the ATR. After using Slag, the Molten
Megadon may not use Slag again in the following two phases.
(1c) Damage Adjustment: +1 Fire
(5c) Special Adjustment: Excess
Slag is everywhere, causing -5 penalty to all Evasion ATs
for the remainder of this combat. This effect does not stack
(25c) Special Adjustment: Heat Burst
The Megadon spends energy to superheat its molten flesh,
adding 10 Damage (Fire) to this use of Slag, and causing
its Burning Aura to deal 10 Stamina damage (In addition
to the Fire damage) for the next two phases

89

Harpy Empress
LV 60 Large Elements Kreesh

Description

Combat

Possessing a humanoid frame, the Harpy Empress


demonstrates a mixture of mortal and bestial features. Her skin
a bone colored leather, her hands elongated and clawed, she is
an embodiment of her wickedness. Large maroon wings extend
from her back, almost twice the size of her body. Coiled horns
frame her head and a long whip-like tail dangles behind her. She
is larger than an average human, standing nearly 3m in height,
and her wings at full breadth extend to a wingspan of over 10m.

A natural leader, in any conflict the Empress will seek a


suitable application of Call of the Matriarch, giving her a number
of minions to coordinate. With minions in tow, she will skillfully
pick apart threats using Twister when outnumbered or out
matched. Using her flight to levy advantage over earthbound
enemies, she will Shriek them to further debilitate, closing in
to finish prey only once they are sufficiently weakenedunless
suitably provoked.

Legend

Behaviors

In ages long past, when the Skylords ruled Laruna, a


particularly savage dragon kept a bride like no other. She was
a creature of the winds, said to split her enemies apart with
her dreadful shrieks. When she angered, the skies grew violent,
and when she beckoned, all lesser creatures obeyed her cruel
commands. The fae knew her as the Harpy Empress, and long
did she reign.

Impulsive, cruel, and petty, the Harpy Empress will scour


areas near her Nexus frequently for Legacy to consume. True to
her reputation in recorded history, the Empress never lets an
affront go unpunished and holds grudges for an eternity. While
she is a skilled tactician, her rage and lack of self control are well
documented, making her a remorseless hunter, though this can
at times be used to punish her as well.

STR

14

Health

250

AGI

20

Stamina

200

END

15

Mana

200

INT

12

Reaction

30

PER

10

Evasion

30

CHM

17

Base Move

20

10/10/10

Magic

12

Protection
(Electricity)

50

Elements

12

Protection
(All Other)

15

Melee Combat

12

30/50

Natural Weapons

10

Armor

Resistance

(Light/Elements)

Resistance
(All Other)

90

(t2)

A large, wicked harpy queen that enslaves mortals to do her will and devastates enemies with aerial and sonic assaults.

Claws

Type: Melee
AT: AGI + Natural Weapons (42)
Threat: 4
Damage: STR +12 (Slashing)
(1c) Damage Adjustment: +4 Slashing
(5c) Weapon Adjustment: Bleed (5)
(May only be purchased once per strike.)

Enhanced Flight

10

Known Spells
Gust, Shock

This creature flies at 3x base movement speed.

Legacy Abilities
Call of the Matriarch

The call of this powerful Kreesh cannot


be resisted by mere mortals. All mortal victims
within range are turned into harpies under her
control for a time.
Type: Legacy
AT: LV + INT (72)
Cost: 40 mana
Range: 50m
Duration: 1 phase
Base Success: All non-Legacy bearing
creatures within range are morphed into
Harpies, and are completely under the control
of the Harpy Empress for the duration. This effect
persists beyond the Harpy Empress death. When
the effect fades, the victims revert to their normal
selves, albeit appropriately confused or scared.
(10c) Duration Adjustment: +1 phase
(40c) Special Adjustment: Empower Mind
All affected creatures gain +10 Magic skill
(40c) Special Adjustment: Empower Body
All affected creatures gain +10 Melee
Combat skill

Twister

The Harpy Empress


bats her wings repeatedly,
funneling air magic into a single
devastating twister.
Type: Legacy
AT: LV + INT (72)
Cost: 50 Stamina
Range: 60m
Duration: 10 phases
Base Success: A minitwister forms at a chosen point
within range. The twister destroys
everything in its path, tearing
through structures, tossing
creatures and debris through the
air. The base of the twister is 30m
wide and it travels in a random
direction at a speed of 10m per
phase. Any creature caught inside
suffers the effects of the Cyclone spell,
including creatures up to Giant size. The
user may have only one Twister active at
a time. The CAP adjustments listed below
replace any CAP adjustments listed for the
Cyclone spell.

Shriek

The Harpy Empress unleashes a


deafening screech, hitting all enemies up to 20m in
front of her with a sonic blast.
Type: Legacy
AT: LV + END (75)
Cost: 50 Stamina
Range: 20m AoE
Duration: Instant
Base Success: All enemies up to 20m in front of
the Empress are blasted by sonic energy, taking 20 damage
(Sonic). Targets may roll an Evasion AT to reduce the damage
by the ATR. In addition, all affected targets lose 1 CAP for every
10 Health lost from the disruption.

(25c) Damage Adjustment: +30 Initial Damage (Impact)


(25c) Size Adjustment: The twisters base becomes 60m wide.
(25c) Speed Adjustment: Travel speed increased to 20m per phase.

(75c) Special Adjustment: What Goes Up


Instead of being held in the air for a phase, targets take initial
damage and are thrust 20m into the air and let go. Victims
unable to slow their fall take 100 Damage (Impact) from the
drop. (Giant targets and smaller only).

(1c) Damage Adjustment: +1 Sonic

91

Kadune

LV 100 Colossal Elements Kreesh

Description

Combat

A massive creature, Kadune sports an unusual body


composition. Possessing a humanoid torso, arms, and a large
elongated head, the creature bears structural similarities with the
Garaith, but this is where the correlation ends. From the waist
down Kadune is a mass of tendrils, much like an octopus. Equally
bizarre are the huge, long tendrils that protrude from the beasts
back, which it uses to devastate coastlines with battering strikes.

Preferring to strike unaware and unprepared targets,


Kadune will cause mass chaos initially with Tidal Wave, to be
followed with Tremors. The disorientation that follows gives
Kadune time to Worship and summon water elementals with
magic.
From then on the minions will work to empower Kadune,
who will pummel any noteworthy opponent with tentacles. Some
of his minions will also drag nearby survivors into the water so
they can rise again as Takar.

Legend
The Takar have never swayed in their devotion to the
thing that the land-dwellers call Kadune. In the scant few Takari
scriptures that have been seized by mortals, tales of the Boiling
Beast are spoken. This mighty creature, who was so angry over
the defeat it suffered at the hands of the Young Gods children,
spent years unmoving, stewing in the deepest waters of the
ocean.
The Takar await the Sinking, the time when their
forgotten lord Kadune breaks the land of Laruna and drags the
mortal races into the deep. When Cardespawn and the Young
Gods weep as all they built becomes part of the Takari Empire,
only then will Kadune be sated.
STR

48

Health

800

AGI

Stamina

500

END

28

Mana

350

INT

Reaction

20

PER

15

Evasion

20

CHM

Base Move

25/25/25

Melee Combat

16

30

Natural Weapons

16

Armor
Protection

(All)

Resistance
(Elements)

100

Resistance
(Dark)

65

Resistance
(All Other)

40

Behaviors
Kadune bears an unabated hatred for the mortal races.
While his desire for Legacy takes precedent, he will do everything
possible to cause as much destruction and suffering for the mortal
races as possible. Crushing coastal settlements is always a prime
objective as it grants satisfaction as well as new bodies to fuel
his Takari army.

Kadune, the greatest monster to ever climb from the sea. It effortlessly lays
waste to cities on the coast.

Tendril Smash

Type: Ranged
(Threat:7)
Range: 5m
Difficulty: 0
AT: STR + Natural Weapons (80)
Speed: 5
Base Success: All creatures within a 2m wide are struck by Kadunes
tendril, suffering STR + 21 Damage (Slashing).
(1c) Damage Adjustment: +7 Impact
(10c) Special Adjustment: Tossed
All creatures of Huge size or smaller are thrown back 10m.

Living Waves

Kadunes power gives mastery of the water, allowing for the creation of
water elementals with exceptional ease. Once per phase an IFU action,
Kadune may summon a water elemental for 10 Mana. The elementals last
for 10 phases.

Spawn (Passive)

Any member of the mortal races that dies while submerged in water
within 100m of Kadune returns to life immediately as a Takar, having
their health fully restored.

92

Legacy Abilities
Tidal Wave

Summoning forth his full power over water, Kadune sends


a colossal sized wave crashing down upon the shoreline.
Type: Legacy
AT: LV+ INT (91)
Cost: 50 Mana
Range: 400m
Duration: Instant
Base Success: All buildings and creatures on land within
400m of Kadune take 75 Damage (Impact) and are submerged
underwater for the phase. Creatures that fail a STR AT (Difficulty
30) are pushed back 200m along with the wave. Creatures flying
higher than 20m are above the effects.

(25c) Special Adjustment: Whirlpools


All affected creatures within range have a 20% chance of
being sucked into a whirlpool effect, keeping them held
underwater for 3 phases. Victims make take a Persistent
Swimming AT (Difficulty 30) for this duration, and may
free themself from the whirlpool for 10 CAP
(25c) Special Adjustment: Drown the foolish mortals!
The water level of the affected area rises to 5m for 1 hour,
effectively converting it to a shallow sea zone. This effect
does not stack
(25c) Special Adjustment: Citywide
Range is increased to affect an entire coastal city
(25c) Special Adjustment: Hard Crash
+50 Damage (Impact)

Tremors

Kadune slams his body and tendrils into the coastline,


causing localized tremors in the area.
Type: Legacy
AT: LV + INT (91)
Cost: 50 Stamina
Range: 800m
Duration: Instant
Base Success: All creatures on land within 800m of Kadune
suffer a -10 to Reaction and take a 50% CT. If unsuccessful,
they fall to the ground prone. All creatures in the sea within
800m of Kadune have their movement speed reduced by half
and suffer -8 to all ATs. All seafaring vessels and buildings within
range will suffer structural damage left to the discretion of the
Dreamweaver.

(25c) Special Adjustment: Split the Earth


Land creatures within range have a 20% chance of
suffering from the effects of a fissure opening beneath
them, as per Fissure spell. (ATR 50)
(25c) Special Adjustment: Aftershocks
The Reaction and movement speed penalties last until the
end of next phase
(25c) Special Adjustment: Citywide
Range is increased to affect an entire coastal city
(25c) Special Adjustment: Violent Shock
Land creatures suffer -20 to Reaction, sea creatures can
move no more than 3m from their current position this
phase
(25c) Special Adjustment: They All Fall Down
Chance to be knocked prone raised to 90%

Worship

Kadune lets loose a tremendous bellowing cry, calling forth


his devout followers to rise from the ocean.
Type: Legacy
AT: LV + INT (91)
Cost: 25 Mana
Range: 100m
Duration: Instant
Base Success: A small army of 50 Takar rise up and storm
the shoreline.
(25c) Strength Adjustment: +25 Takar
(25c) Special Adjustment: One Master
The Takar are immune to any mind control or fear effects
(25c) Special Adjustment: Bloodthirsty
The Takar gain +2 STR and +25 Health
(25c) Special Adjustment: Lending of Power
Up to 25 Takar are transformed into Tidecallers.
Tidecallers will spend each phase praying for their god.
This causes Kadune to restore 1 Health and gain +1 STR
for each Tidecaller praying during the phase
(50c) Special Adjustment: Soulbound
Kadune may not be brought below 1 Health as long as
there are living Takar within 400m

93

Time and again they were warned.

Do not trifle with the Argasheel. Still, none could deny that the humans had earned their
place, so while the Descendants of the Third Age continued to offer council, humans built
their sprawling cities, and would ultimately govern their own people, their own way.
The city of Etross was a thriving culture, built along the coast by masters of the sea. Ships
yielded bountiful food and neighboring towns grew jealous of their riches. Fearful the
Descendants would force Etross to share its bounty with those less fortunate, the lord of the
city exiled the winged advisors.

94

Etross and its people reveled in their hubris, shunning outsiders who leaned on the
Descendants guidance, and were still unable to match the coastal fiefdoms greatness. The
lord of the city however, was ever concerned that the meddlesome watchers would ally
with the jealous neighbors and bring an end to Etross great golden age. So he sought wisdom with his oracles and they brought him to the sea that had supplied them with so many
great wonders.
There in the deepest waters, they discovered a wild power, the likes of which could save
them from any invader. So did the lord of Etross set to the task of deifying this great power,
until every citizen devoutly praised the Forgotten God.
Warned, he was, this lord of Etross, that the power beneath the sea was brimming with
Argasheel but he could not see beyond his own greed and jealousy. When a neighboring
warlord, along with a paltry, starving army assaulted the gates, the lord of Etross set to
make an example. He and the finest summoners set to the task of bringing forth the
Forgotten God.
They were warned of the danger Argasheel posed. They were so often told of the mighty
beasts from the Great War that still slumberedimprisoned far from the world they once
ravaged. Yet still, there at the edge of the sea, the city of Etross cried out with worshiping
voices

and so did Kadune, the Forgotten God,


answer them.

Rising from the water, Kadune lashed out at Etross and crushed the city, its citizens and
invaders alike. It is said those who drown in Kadunes waters are changed by the Forgotten
Gods power, turned forever more into Takar. Their sole purpose becomes worshiping their
oceanic master. Beware the rising tide, for when its master comes ashore, cities crumble
and people are washed away. Remember those who called to the waters for a savior.
Remember those who were lost to the deep.

Remember Etross.
95

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