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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.
Table of Contents
Chapter One: Nexi & Corruption
Chapter Two: Creatures
Chapter Three: Kreesh
3
12
56
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.
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
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
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
Calling Corruption
Elements Corruption
Corruption Arc
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
Corruption Arc
Guardian Kreesh
Claiming a Nexus
Energy Rewarded*
25
25
50
50
75
75
100
100
150
150
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
Evasion Modifier
Engagement Limits
Size
Tiny
Small
Medium
Large
Huge
10
Giant
20
Colossal
50
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.
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.
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.
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
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
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
Fae
Beasts
Elementals
Humanoids
Undead
Outsider
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
Dragons
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
Burrower
Description
Combat
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
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
Indomitable
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
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
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
CHM
Base Move
10/9/5
Melee Combat
Armor
Protection
(Fire)
14
-10
Protection
(All Other)
10
Resistance
(All)
20
Natural Weapons
Steady
Filthy
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
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
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
Resistance
(All)
35
Dark
Known Spells
Burn, Circle of Fire, Cripple, Damnation, Shadow Bolt
Armor
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
Flight
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
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
LV 28
Drake
Huge Dragon
STR
21
Health
300
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
Protection
(Fire)
50
Natural Weapons
13
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
Bite
Limited Flight
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
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
Habitat
Additional Info
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
20
Known Spells
Gust, Shock
Gale
Elemental Immunity
Air Attuned
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
Resistance
(All)
15
Magic
Elements
Armor
Earthbound
Boulder Throw
Earth Strike
Type: Melee
AT: STR + Natural Weapons (43)
Threat: 3
Damage: STR +12 (Impact)
Known Spells
Barrage, Harden
Earth Attuned
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
Burning Aura
Fire Attuned
Water Vulnerability
21
LV 25
Water ELEMENTAL
Water Elemental
STR
13
Health
300
AGI
18
Stamina
200
Geyser
END
12
Mana
100
INT
Reaction
29
PER
11
Evasion
29
CHM
Base Move
16
15/15/15
Melee Combat
12
Protection
(Fire)
Natural Weapons
12
Protection
(All)
15
Magic
Resistance
(All)
15
Elements
Armor
Known Spells
Ice Shield, Water Walking
Water Attuned
22
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)
Suffocate
LV 8
Forest Chitterer
Large Insect
STR
13
Health
210
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)
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.
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
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
Description
Additional Info
Habitat
Mount Stats
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
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
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%)
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
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.
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
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
15/15/15
Melee Combat
14
Protection
(All)
15
Natural Weapons
14
Resistance
(All)
15
Armor
Flight
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.
Description
Combat
Habitat
Additional Info
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
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
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.
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
Swarm Bite
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
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
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
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.
Wither
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
sHortsword
sHortbow
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
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
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
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
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
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
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.
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
Echolocation
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.
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
Hungry
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
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
Indomitable
This creature suffers no
wound penalties.
Description
Combat
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
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)
Relentless Pursuit
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
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
Gore
Type: Melee
AT: STR +Natural Weapons (28)
Threat: 4
Damage: STR + 9 (Impact)
(1c) Damage Adjustment: +3 Impact
Charge
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
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
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
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
Enhanced Starlight
Known Spells
Heal, Illuminate, Protect,
Starlight
This wisp creature gains +10 to Starlight ATs when casting upon a
hostile target.
Flight
47
48
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
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
49
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
Tracking
Magic
Armor
Known Spells
Cripple
Dark
Shortbow
Bite
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
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
51
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.
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
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
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
Religions
Light
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
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
Life Sense
Eternal
Stationary
Legacy Abilities
Consumption
Enlightening Dispersal
Herald of Light
57
The Korax
LV 60 Large Light Kreesh (T2)
Description
Combat
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
Pristine
Inner Furnace
Legacy Abilities
Light Blast
Starforged Armor
Scintillating Defenses
59
Description
Combat
Legend
Behaviors
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
100/50
Melee Combat
12
30
Natural Weapons
10
Armor
Armor
Protection
(Celestial/Shadow)
Protection
(All Other)
Resistance
(Light/Dark)
Resistance
(All Other)
60
(T3)
Type: Ranged
(Threat: 6)
Range: 5m
Difficulty: 0
AT: STR + Natural Weapons (56)
Speed: 10
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
On
61
Legacy Abilities
Cosmic Orbs
62
Cosmic Rain
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.
63
Kilthresh
Description
Combat
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.
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
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
Legacy Abilities
Compost Minions
Hungry Swarm
Rumble
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
Overlord
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
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
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
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.
(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
69
Legacy Abilities
Call of the Master
Hell Dimension
70
Lava Shower
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
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
Shadow Blend
Flight
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
Weeping Wound
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
Bone Spear
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
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)
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)
75
Description
Combat
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.
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)
Incorporeal Body
Flight
Legacy Abilities
Echo Chamber
Exchange
Rebellion
77
78
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.
Nokolin
Description
Combat
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
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
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%
Reconstitute
Clutching Tendril
Type: Melee
Threat: 5
AT: Natural Weapons + STR (40)
Damage: STR + 10 (Impact)
81
Void Stalker
LV 60 Large Change Kreesh (T2)
Description
Combat
Legend
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
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
Timeless Battle
83
Description
Combat
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
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
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
Known Spells
All Change spells, All Elements spells, All Light Spells
85
Legacy Abilities
Favored Child
86
Mothers Counsel
Mutation
Remake
87
Molten Megadon
LV 40 Huge Elements Kreesh (T1)
Description
Combat
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)
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
Legacy Abilities
Slag
89
Harpy Empress
LV 60 Large Elements Kreesh
Description
Combat
Legend
Behaviors
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
Legacy Abilities
Call of the Matriarch
Twister
Shriek
91
Kadune
Description
Combat
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
Tremors
Worship
93
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
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