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Creatures,

Corruption,
&
Kreesh

Supplement
Credits
Development, Design, Writing: John Borgese,
Gilbert DuRapau Jr., Matthew Tarulli
Additional Writing: Jonathan Edwards
Cover Art: Leandro Furlanetto
Interior Art: Leandro Furlanetto, Leslie Lee
Layout: Matthew Tarulli

Special Thanks to our ODAM Insiders:


Arctic, Chronowraith, Keith, Pandakage,
Christian, Lael, Tim, Martin, Alok Baikadi, Mark
Burke, Timothy Cassidy Jr., Adam Cooper, Dane
Batema, Lane DAlessandro, Chris Guyott, Sloane
Hanuman, Kevin Hdugins, Duncan Hecht, Clifford
Herndon, Kris Holt, John Kahane, Dillon Komarnycky
Michael Miller, Aidan ORourke, Michael Pietrelli,
John Rentas, Tyler Roehning, Jared Sanders, Jeremy
Shaub, Astor Sigma, Matthew Stanbro, Jason Wilcox,
Zach Z

Version 1.16
Copyright 2016 ODAM Publishing LLC

All rights reserved. Reproduction without the


written permission of the publisher is expressly
forbidden, except for character sheets and other
game materials, which may be reproduced for
personal use only. The mention of or reference to
any company or product in these pages is not a This book is the result of years of hard work and
challenge to the trademark or copyright concerned. plenty of Conviction spent by the authors, their
This book is a work of fiction. Names, characters, families, and Kickstarter backers. If you have
places, and incidents either are products of the au- obtained an illegal copy of this work, BREAK THE
thors imagination or are used fictitiously. Any DOUBT and obtain a legal one from
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events, or locales is entirely coincidental.

1
Table of Contents
Chapter One: Nexi & Corruption 3
Chapter Two: Creatures 12
Chapter Three: Kreesh 56

2
Nexi & Corruption
Despite Forenons best efforts, his undoing of Alsharas theft Different creatures have different reactions to being near
of Larunas magic was far from flawless. Stitching the Argasheel Nexi. More docile or dimwitted creatures may obliviously spend
bit by bit into the land created a semblance of restoration, but the large amounts of time by Nexi without realizing anything is wrong
truth is far more sinister. Laruna is now the strange, monstrous before it is too late and theyve become corrupted. Particularly
result of forcing god-magic where it wasnt meant to be. On intelligent creatures or vicious predators enjoy the sensation of
occasion this power will coalesce in an area, creating a focal power and energy being close to a Nexus provides, reveling in
point of Legacy magic called a Nexus. These abnormalities bleed the increased aggression such corruption causes.
magic into surrounding areas, causing the very corruption that Creatures who become corrupted that decide to use
inevitably leads to the birth of Kreesh. their newfound power away from the Nexus are in for a rude
awakening. Their increased rage and aggression make them unfit
Centers of Legacy for living alongside non-corrupted creatures, inevitably leading
to violent conflict. Even worse, time spent away from the Nexus
Anywhere from the cellar of a keep to a forest sheltered causes corrupted creatures to feel a deep craving to return to the
lake can become a Nexus. It is unknown what causes certain Nexus heart. While some creatures may try to resist this urge,
areas to create Nexi and there seems to be no recognizable even the strongest willed creature will find themselves in agony
pattern for their appearance. Though their creation is erratic, until they can finally return to the source of their power.
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.

3
How do they work? Corruption Arc
Once a creature has been awarded enough Progress Points
Each Nexus belongs to a specific Legacy which determines by a Nexus to reach Rank 1 (10), they are considered Corrupted
the kind of Corruption it spreads, and a Rank which determines and now have the appropriate Corruption Arc. As they advance
how strong it will eventually make those whom it infects. in Rank on the Corruption Arc, new Rank bonuses are added to
Any suitable creature who spends at least one hour in the previous benefits.
the Nexus area of influence is awarded 1 Progress Point. These Corrupted creatures require the same amount of Progress
Progress Points can not be awarded more than once every 24 Points to advance in Rank as Legacy Bearers (ten times the
hours. current rank). Progress Points are similarly reset to 0 after
Nexi possess a Rank from 1 to 5, which determines how ranking up.
large its area of influence is and the maximum Rank of Corruption Corruption ranks increase a creatures Legacy Value by 1
it can apply to a creature. This Maximum Corruption Rank also for each rank of corruption.
limits the strength of the Guardian Kreesh the Nexus can create.
Creatures that are of higher LV than the listed Max LV are Corruption Arc Rank Required Progress Points
too strong to be affected by the Nexus influence, and simply
ignore all Corruption effects. 1 10
2 20
Area of Max Corruption Rank Max LV 3 30
Influence Corruptible
4 40
R1 25m 1 (T1 Kreesh) 10
5 50
R2 100m 2 (T1 Kreesh) 15
R3 250m 3 (T2 Kreesh) 20 Light Corruption
R4 500m 4 (T2 Kreesh) 30 Light corrupted creatures undergo plainly obvious changes.
Their skin begins sparkling with the cosmos. The eyes and inside
R5 1km 5 (T3 Kreesh) 40 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
The magic restored to Laruna by Forenon was designed to Corruption Arc
be held by Alshara alone. When this magic, now called Legacy, 1) +5 Light skill, +1 Light spell, +10 Health regeneration
comes into contact with something other than one of the five per phase, Immunity to Celestial damage
mortal races, a drastic change takes place. The bodies of non- 2) +20 PRO (Shadow), +5 Light Skill
mortals, incapable of handling it properly, are warped by this 3) +5 Light skill, +1 Light spell, +10 Health regeneration
power, becoming Corrupted creatures. The Legacy imbues them per phase
with strength, but distorts their mind, replacing thoughts with 4) +20 PRO (Shadow), +5 Light Skill
mindless aggression, and instincts with overwhelming hunger. 5) +5 Light skill, +1 Light spell, +10 Health regeneration
It is for this reason that Corruption is a real danger to Laruna per phase
and its inhabitants. Corrupted creatures will act erratically,
assaulting innocents nearby, and eventually turn into a much
more dangerous problemKreesh. Dark Corruption
Creatures corrupted by the Dark Legacy will slowly appear
Victims more and more lifeless. The Corrupteds flesh will take on a
As a rule, any life form the size of a rat or larger can be grayish pallor, appearing rotten and decayed. As the corruption
corrupted. Exceptions to this are possible. For instancea school increases, skin may become brittle and split, and shadows may
of deadly fish in a lake may become corrupted. A member of the constantly surround them.
mortal races may never become corrupted in this manner.
Corruption Arc
1) +5 Dark skill, +1 Dark spell, see in total darkness
2) +20 PRO (Light), +5 Dark skill, Immunity to Shadow damage
3) +5 Dark skill, +1 Dark spell, Immunity to Curse damage
4) + 20 PRO (Light) +5 Dark skill
5) +5 Dark skill, +1 Dark spell, successful strikes restore
Health equal to damage dealt, up to 30

4
Calling Corruption Elements Corruption
Creatures corrupted by the Calling Legacy will act Creatures corrupted by the Elements Legacy will exhibit
erratically, seeming to change their mind on a whim, as though persistent emanations of elemental power. Changes such as eyes
something was inside their head instructing them on what to do. crackling with electricity, or flesh becoming hardened are classic
Some will more readily display the natural side of the Calling, and obvious signs of such a corruption. An Elements Nexus will
sprouting leaves or branches from their skin or hair. spawn as a specific element and not change during its lifetime.
Physical displays are less common or uniform for entities Visual characteristics of a creature corrupted with Elements
corrupted by Calling. Their appearance will change in accordance Legacy depends entirely on their arcs element.
with the type of magic they are wielding, but will always exhibit Fire: Skin will take on the look of molten rock, and fire will
some evidence of there being an alien presence within them. frequently erupt from eyes or mouth. At high levels of Corruption,
the entire body may be engulfed in constant flame.
Corruption Arc Air: Lightning will periodically coarse over the corrupted
1) +1 Calling Spell, +10 Calling Skill, +5 RES (All), body. At high levels of Corruption, lightning may fork off from
Immunity to Poison the body in random directions.
2) +1 Calling Spell, +3 Magic Skill Earth: The body will shift into stone much like an Ashik. At
3) +10 Calling Skill, +5 RES (All), Immunity to Mind high levels of Corruption the creature may leave a trail of earth
Effects or pebbles as they move.
4) +2 Calling Spells, +3 Magic Skill Water: The Corrupted will appear slick with sea-water and
5) +10 Calling Skill, +5 RES (All), Immunity to Illusory leave wet trails. At high levels of Corruption, certain appendages
Effects may shift in and out of a watery state.

Corruption Arc
Change Corruption 1) +10 damage (CE*) to all strikes, Deal +10 damage
(CE) to attacker when struck, Immunity to (CE)
Change Legacy causes the corrupted creature to become 2) +10 damage (CE) to all strikes, +8 Elements skill, +1
physically unstable. This will cause their bodies to randomly Elements spell
take on deformities. Some of these changes will remain stable, 3) +10 damage (CE) to all strikes, Deal +10 damage (CE)
while others will constantly change, appearing and leaving just as to attacker when struck
quickly. Sometimes these Corrupted will visually distort, taking 4) +10 damage (CE) to all strikes, +8 Elements skill, +1
on a fuzzy appearance, as if their existence in space or time were Elements spell
in question. 5) +10 damage (CE) to all strikes, Deal +10 damage (CE)
to attacker when struck
Corruption Arc
1) +5 One physical attribute, +50 Health *Chosen Element
2) +5 ARM (All), +8 Change Skill, +1 Change spell Earth will add additional Impact damage
3) +5 One physical attribute, +50 Health Air will add additional Electricity damage
4) +5 ARM (All), +8 Change Skill, +1 Change spell Water will add additional Cold damage
5) +5 One physical attribute, +50 Health Fire will add additional Fire damage

5
Guardian Kreesh Claiming a Nexus
A Nexus can cause any number of corrupted creatures, In order to permanently destroy a Nexus, its heart must
but regardless of its Rank, only one Kreesh can ever be created be consumed. The focal point of a Nexus Legacy power, the
at a time. The first creature to become corrupted by a Nexus is heart, typically takes the shape of a glowing orb. The heart of a
selected to become that Nexus guardian Kreesh. Nexus will be centrally located and in open space; resting on a
This single creature gains 10 Progress Points per day, and surface or hovering in mid air. Much like absorbing Legacy from
may now accept Progress Points beyond the Nexus normal limit, Kreesh, Corrupted, or other bearers, the act of claiming a Nexus
eventually evolving into an actual Kreesh. is actually a simple one, and this ability is instinctually known to
Once this creature reaches Rank 5 Corruption, spending all Legacy bearers. It requires a Legacy bearer to spend 10 phases
one additional day within the Nexus influence will turn it into a concentrating on nothing but claiming the Nexus while standing
Kreesh of that Nexus Legacy type. at its heart. Of course, finding a Nexus heart, getting past the
The specific Kreesh is dictated by the Nexus, and does creatures it has corrupted, and defeating its Guardian Kreesh may
not changethus a specific Nexus will always create the same be anything but simple.
Guardian Kreesh. Should the selected creature die before Once claimed, the Nexus will disperse and it will grant
completing their transformation into a Kreesh, the Nexus will Progress Points to all Legacy bearers within 3m of its heart. Each
choose another creature closest in Corruption Rank to become Legacy bearer in this area will also gain Energy from the Nexus.
its guardian.
The Guardian Kreesh and its Nexus are inexorably linked. Nexus Progress Points Rewarded* Energy Rewarded*
So long as the Nexus exists, a Guardian Kreesh can also exist. If Rank
the current Guardian Kreesh dies, eventually a new corrupted
creature will be selected to replace it. 1 25 25
Should any Legacy bearer enter into the Nexus area of 2 50 50
influence, the Guardian Kreesh will immediately be aware of
3 75 75
it, regardless of distance. The Guardian Kreesh will defend the
Nexus to the death, fully aware that even if its body dies, the 4 100 100
Nexus will ensure it returns. Should the Nexus be destroyed, the 5 150 150
Guardian Kreesh will survive, but will have no means of returning
if killed. *All rewards are divided equally amongst all Legacy
While Kreesh feel the same pull to their Nexus as other bearers present at the heart at the time it is claimed.
corrupted creatures, they also hold an even stronger urge. Kreesh
no longer receive Corruption Ranks from a Nexus and so can only
satisfy their need for power by reabsorbing Legacy. Some Kreesh
are violent monsters while others plot and scheme, but the end
desire is always the same: find and destroy Legacy bearers and
consume their power.

6
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*


1 5
2 10
3 15
4 20
5 25

*Does not include Makora hides gained from corrupted


creatures.

7
Creature Size Rules Evasion Modifier
Fighting against creatures of a different size presents a Beyond making it easier to hit with a ranged weapon,
few unique details. The size of a creature determines its ability larger creatures also receive an Evasion penalty based on their
to strike creatures of differing size. All bonuses and penalties are relative size to the attacker.
based on the relative difference in sizes. As with the Melee AT chart, this chart is from the attackers
Simply put, it is harder for a creature to hit a target that perspective. Find your size in the left column, then the size of
is smaller than they are. The chart below lists the bonus (or the creature you are attacking. The modifier will apply to the
penalty) a creature receives when attacking an opponent of a targeted creatures Evasion Score.
different size. Note that these bonuses are applied only while in For example, when a medium-sized creature attacks a
melee combat and do not apply to Defensive ATs. Colossal creature, the Colossal creature suffers a -40 penalty to
Once the gap between sizes grows too large (more than its Evasion.
two size categories), melee combat is no longer contested using
the usual Melee AT versus Defensive AT method (see Giant Engagement Limits
Combat.)
Size also determines how many creatures may engage it
Ranged Difficulty Modifier simultaneously, as per the chart below.
The size of a target also alters how difficult it is to hit with
a ranged attack. This number is added or subtracted from the Size Max # Of Medium Creatures Engaged
weapons base difficulty at all ranges.
Tiny 1
Size Category Ranged Difficulty Small 2
Tiny +10
Medium 4
Small +5
Medium +0 Large 6
Large -2 Huge 10
Huge -5
Giant -10 Giant 20
Colossal -30 Colossal 50

Melee Combat Modifiers vs Creatures of Differing Sizes


Tiny Small Medium Large Huge Giant Colossal
Tiny 0 +5 +10 n/a* n/a* n/a* n/a*
Small -5 0 +5 +10 n/a* n/a* n/a*
Medium -10 -5 0 +5 +10 n/a* n/a*
Large n/a* -10 -5 0 +5 +15 n/a*
Huge n/a* n/a* -10 -5 0 +10 +30
Giant n/a* n/a* n/a* -15 -10 0 +20
Colossal n/a* n/a* n/a* n/a* -30 -20 0

*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 Small Medium Large Huge Giant Colossal
Tiny 0 -5 -10 -15 -25 -30 -50
Small +5 0 -5 -10 -15 -25 -45
Medium +10 +5 0 -5 -10 -20 -40
Large +15 +10 +5 0 -5 -15 -35
Huge +20 +15 +10 +5 0 -10 -30
Giant +30 +25 +20 +15 +10 0 -20
Colossal +50 +45 +40 +35 +30 +20 0

8
Changing Size Defending Against a Giant-Sized Creature
If a character changes size, he gains a bonus or penalty Creatures three or more sizes larger than their opponents
to STR. In the chart at the bottom of the page, find your size in are too large to engage a smaller target directly. Instead, their
the left column, then find the size you are changing to across attacks are treated as Ranged attack, representing them reaching
the top, and the modifier will added or subtracted to your STR out to swipe at their target. Those attacks will also have a small
score. For example, a medium-sized creature who becomes huge AoE range, hitting adjacent targets to the original. Evasion is used
gains a +10 to STR. as normal to oppose these ranged attacks, following standard
Ranged Combat rules. Taking into account the Evasion bonuses
for being a smaller creature, their Evasion Defensive AT should
Fighting Giant-Sized Creatures always apply, as the Speed rating on a giant-sized attack should
Creatures that are 3 size categories or larger than their never exceed this bonus.
opponents (Giant and Colossal creatures for the mortal races) Creature Cards for Giant and Colossal sized creatures will
operate under special rules when engaging in combat. already be converted to ranged attacks for ease of use to the
Dreamweaver. Threat rating is included should the creature
Engaging a Giant-Sized Creature attack something of similar size and engage in normal melee.
Threat does not apply to the ranged attack. Should you need to
You may engage and disengage from a creature of this size
convert a different creature to Giant Size Ranged Attack rules,
freely and without penalty. Being Engaged does not require CAP
use the following templates:
to be accrued against the target. Grappling such a creature is used
to hold on to the target, but does not restrict them in any way. Creatures 3 Sizes Above
1) Remove Threat
Attacking a Giant-Sized Creature 2) Add range of 5m
When attacking, characters make a standard Melee Combat 3) AoE of 2m
AT as normal. The creature makes a Defensive AT using only their 4) Difficulty of 0
Evasion, adjusted by the Evasion modifier listed in the chart on 5) Speed of 10
the previous page. Generally, such large creatures will not be 6) Damage and CAP Adjustment Remains the Same
able to avoid attacks from smaller creatures due to their size. This
penalty is applied before determining whether a creature matches May Add:
the Speed rating of a ranged weapon. Creatures that are 3 size (10c) Special Adjustment: Tossed
categories or larger than their opponents do not incur multiple All creatures of Large size or smaller are thrown back 10m.
opponent penalties when defending against those creatures.
Creatures 4 Sizes Above or more
CAP Usage is Limited 1) Remove Threat
It is impossible for medium or smaller creatures to fully 2) Add range of 10m
utilize their combat skills to gain advantage against creatures of 3) AoE of 5m
this size, and as such, they are limited in how much CAP they 4) Difficulty of 0
can gain on any single melee or ranged attack AT. ATs against 5) Speed of 5
creatures three sizes larger may only generate up to 10 CAP, and 6) Damage and CAP Adjustment Remains the Same
ATs against creatures four or more sizes larger may only generate
up to 5 CAP. Any excess CAP that would normally be generated May Add:
by these ATs is lost. CAP may be accrued across multiple phases (10c) Special Adjustment: Tossed
and spent as normal. All creatures of Huge size or smaller are thrown back 10m.

Strength Modification by Size


Tiny Small Medium Large Huge Giant Colossal
Tiny 0 +5 +10 +15 +20 +30 +50
Small -5 0 +5 +10 +15 +25 +45
Medium -10 -5 0 +5 +10 +20 +40
Large -15 -10 -5 0 +5 +15 +35
Huge -20 -15 -10 -5 0 +10 +30
Giant -30 -25 -20 -15 -10 0 +20
Colossal 50 -45 -40 -35 -30 -20 0

9
Optional Rule: Group Combat

Some combat situations in Laruna are too large to be Note that these numbers may change depending on the
resolved on a person-by-person basis. This set of alternate rules actual makeup of the group. For example, while the numbers
should help assist making combat that involves multiple parties above would be suitable when fighting against a group of bandits,
run smoother. Rather than having each participant in a battle roll a group of Hellions would be much stronger.
their own ATs and track Health and CAP, multiple participants It is up to the Dreamweavers discretion when it would be
can be placed into a group and have a Leader assigned. wise to create a group of such strong monsters versus using
The Leader of that group will make all of the ATs and track traditional combat rules.
all of the Health, Stamina, Mana, and CAP for the entire group. A good rule of thumb would be to use these group rules
In turn, the group provides bonuses to that leaders statistics, when dealing with a split party, or where the results of the group
representing the support they are providing them in battle. combat arent in question, but only how much resources the
Note that this method of group combat also eliminates the battle may take.
impact of multiple opponent penalties, and is best used when
quick action is more desirable than an accurate portrayal of group Damaging a Group
combat.
The bonuses a group provides to its leader is based off of
the amount of people in the group. The numbers listed below are A groups bonus Health being depleted represents enough
for the general purpose of smaller group battles. What constitutes of that groups participants being defeated or fleeing, thus
a small, medium, or large group is relative and can change based reducing the size of the group.
on the overall circumstances of the battle. For example, a group In other words, once 400 damage has been done to a Large
of 5 mercenaries in a skirmish of 50 people may be a small group, group, it is reduced in size to a Medium Group. A Medium group
but it would require hundreds of participants to create a small is reduced to a Small group once an additional 200 damage was
group when two armies are fighting. dealt.
Finally, a Small group losing 100 Health would reduce it to
three or four people, after which they can be treated as individual
Small (5-10) Medium (11-20) Large (21-40) combatants.
+200 Health +400 Health +800 Health
+10 Threat +15 Threat +25 Threat
+25 Damage +50 Damage +100 Damage

10
Creatures

There are a multitude of different creatures inhabiting Fae


Laruna, as well as those who come from other worlds. They are A secretive people with a long history, interactions with
divided into different types for reference. While not all types have Fae can be strange and often times unpredictable. While many
specific traits or rules of their own, some spells or abilities may of the mortal races may have their own idea of what the Fae are
affect specific creature types. truly about, they are just as varied as any other race.

Beasts Elementals
Beasts are creatures who act on instinct. They have limited Elementals are creatures made purely of the elements or
levels of Intellect, and generally cannot be persuaded from their nature. They are immune to poison, disease, bleeds, fear, and
actions. They understand little other than hunger, pain, and mind effects. Like undead, they do not need to breathe, eat,
fear. Most wild animals in Laruna would be considered beasts, drink, or sleep.
although creatures of unnatural origin may be considered beasts
as well if they exhibit the same basic behaviours. Outsider
Outsiders are creatures not native to Laruna. They
generally need to be summoned, or placed into Laruna through
Humanoids mystical means. They can have a variety of unusual traits not
Humanoid creatures represent anything that walks on two
seen in normal creatures.
legs and has at least a semblance of intelligence. The five mortal
races are humanoid, as well as creatures such as trolls, giants,
and takar.
Legacy Value
Undead Each creature has a Legacy Value, which is an estimation
Undead are animated creatures, returned to life through of the amount of Legacy Ranks a group of players should have
Dark magic. Undead do not need to breathe, eat, drink, or sleep to face it in battle. For example, a creature with a Legacy Value
and they are immune to poison, disease, bleeds, fear, and mind of 12 would be an appropriate challenge for four Rank 3 Legacy
effects. Healing effects will instead deal celestial damage. Finally, bearers, or two of Rank 6. The Legacy Value should serve only
undead do not suffer Wound Penalties. as a guide, as specific abilities, protections, and resistances may
make a particular creature more or less challenging.
Spirits
Spirits are essentially a sub-category of Undead, and
certain abilities or spells may specifically affect them.

Dragons
A rare sight, Dragons can trace their lineage to before the
Great War. While once revered for their strength, for most of
Laruna, Dragons have become no more than mystery and myth.

11
Carrion worm LV 13
Huge Undead
STR 20 Health 400
This huge, disgusting worm is deceptively fast for its size.
AGI 9 Stamina 200

END 18 Mana 50 Maw


Type: Melee
INT 0 Reaction 22
AT: STR + Natural Weapons (42)
Threat: 8
PER 8 Evasion 22
Damage: STR +15 (Piercing)
CHM 1 Base Move 15
(1c) Damage Adjustment: +5 Piercing
Armor 8/5/0 Melee Combat 11 (3c) Weapon Adjustment: Bleed (5)
(10c) Special Adjustment: Consume
Protection Target takes 50 Piercing damage and becomes trapped in the worms
35 Natural Weapons 11
(Curse, Death, Shadow ) 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.
Protection
15
(All Other) Burrower
Final Gift The carrion worm may dig through
Resistance Upon death, the carrion worms the earth at its base movement
40
(Dark) innards erupt, causing all speed. Any creature passing
creatures within 10m to be through a tunnel created by the
Resistance
15 afflicted by disease (5). carrion worm accrues Disease (1)
(All Other)
each phase they remain inside.

Description Combat
A carrion worm is a huge, undead monstrosity used as In direct combat, carrion worms will use their giant maw to
a siege weapon by the Undead Legion. It reaches nearly 7m in bite down on enemies and tear them apart with reckless abandon.
height, and can be twice that in length. Possessing surprisingly Once destroyed, the resulting expulsion of rotting material is
quick reflexes for creatures of such size, they are a frightening enough to cause sickness in nearby mortals.
sight to behold, and a fortified armys worst nightmare.

Habitat Additional Info


The residue left in tunnels created by the carrion worms is
Huge and powerful, carrion worms are the battering rams enough to make any average mortal wretch. In most cases, this
of the Undead Legion. When not devouring troops on the front means the tunnels are effectively one way, as the defenders
line, carrion worms can burrow under the defenses of the enemy, cannot bear to pass back through by normal means.
providing a tunnel for other troops, and wreaking havoc behind
enemy lines.

12
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 LV 26
Large Outsider
STR 18 Health 300
A mighty being fallen from the heavens, this warrior is both fearsome in
AGI 10 Stamina 200 combat and a versatile healer.

END 13 Mana 200


Magical Claymore
INT 10 Reaction 22 Type: Melee
AT: STR + 2h Slashing (48)
PER 12 Evasion 22 Threat: 9
Damage: STR +14 (Slashing)
CHM 15 Base Move 10
(1c) Damage Adjustment: +4 Slashing
Armor 20/28/26 Magic 12 (5c) Weapon Adjustment: Bleed (4)
(18c) Weapon Adjustment: Amputate
Protection (25c) Weapon Adjustment: Decapitate
50 Light 10
(Celestial)

Protection Mental Immunity Indomitable


20 Melee Combat 15 Immune to mind control effects. Suffers no wound penalties.
(All Other)

Resistance
40 2H Slashing 15
(Light, Dark) Truesight (Passive)
As per Base Success of the Truesight spell. The Guardian has an Ability
Resistance Known Spells
10 Score of 50 for the purposes of piercing invisibility and illusion effects.
(All Other) Heal, Remove Poison, Protect

13
Description Combat
The Compost Minion is a smaller (but no less disgusting) Compost Minions aggressively engage enemies, battering
version of its master, the Khilthresh. them with powerful fists, giving no thought to their own safety.

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

Compost Minion
Medium Elemental
LV 20
STR 16 Health 200 This smaller version of the Khilthresh slides towards you angrily.

AGI 6 Stamina 150 Dirt Fist


Type: Melee
END 12 Mana 0 AT: STR + Natural Weapons (28)
Threat: 2
INT 5 Reaction 14 Damage: STR +12 (Impact)

PER 8 Evasion 14 (1c) Damage Adjustment: +4 Impact

CHM 2 Base Move 6

Armor 10/9/5 Melee Combat 6


Steady
Protection The minion cannot be knocked Filthy
-10 Natural Weapons 6 prone or moved by any form of All creatures that strike or are
(Fire)
physical or magical means. Any struck by the minion suffer disease
Protection spell or ability attempting to do so (1) per strike.
10 will automatically fail.
(All Other)

Resistance
20
(All)

14
Death Willow
Large Elemental
LV 12
STR 16 Health 300 This predatory creature lies in wait, ready to ambush passing victims.
AGI 4 Stamina 300
Lash
END 20 Mana 70 Type: Melee
AT: STR + Natural Weapons (36)
INT 4 Reaction 12 Threat: 5
Damage: STR +12 (Piercing)
PER 9 Evasion 12

CHM 3 Base Move 4 (1c) Damage Adjustment: +4 Piercing


(3c) Weapon Adjustment: Bleed (5)
Armor 10/18/12 Melee Combat 10 (8c) Weapon Adjustment: Death Grip
Victim becomes grappled, taking 30 Piercing damage and receiving a -8
Protection penalty to all ATs each phase until the grapple is broken.
0 Natural Weapons 10
(Fire)

Protection
Germinate
10 If left with a corpse entangled in its branches for 72 hours, a young Death
(All Other)
Willow will spawn from the carcass, devouring it shortly after arrival.
Resistance
20
(All)
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 blood-
red 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.

Dreg LV 3
Medium Demon
STR 9 Health 200
This multi-limbed demon wants to rip you to pieces.
AGI 11 Stamina 85

END 7 Mana 70 Claws


Type: Melee
INT 4 Reaction 17 AT: AGI + Natural Weapons (29)
Threat: 3
PER 6 Evasion 17 Damage: STR + 12 (Slashing)

CHM 1 Base Move 11 (1c) Damage Adjustment: +4 Slasing


(5c) Weapon Adjustment: Bleed (4)
Armor 8/5/5 Melee Combat 9

Protection Known Spells


50 Natural Weapons 9
(Fire, Shadow) Burn, Circle of Fire

Protection
10 Magic 8
(All)

Resistance
(All)
15 Elements 6

16
Hellion
Large Demon
LV 15
STR 19 Health 400
The Hellion moves towards you with blinding speed.
AGI 18 Stamina 150

END 15 Mana 120 Dual Shadow and Flame Swords (Magical)


Type: Melee
INT 8 Reaction 30 AT: STR + Dual Shortswords (46)
Threat: 10
PER 12 Evasion 30 Damage: STR + 14 (Fire)
CHM 1 Base Move 18
(1c) Damage Adjustment: +4 Fire
Armor 16/14/14 Melee Combat 14 (5c) Weapon Adjustment: Ignite
Target burns for 30 Damage (Fire) per phase for 3 phases. Does not
Protection stack.
100 Dual Shortswords 14 (BS + 1c) Off-Hand Strike
(Fire, Shadow)
Deals STR + 14 (Shadow) instead, and all further CAP spent deals +4
Protection Shadow.
20 Magic 12
(All) (BS + 6c) Alternate Strike: Smother
Target is engulfed for 30 Damage (Shadow) per phase, and suffers a -3 to
Resistance PER for 3 phases. Does not stack.
30 Elements 10
(Elements)

Resistance Known Spells


35 Dark 8 Burn, Circle of Fire, Cripple, Damnation, Shadow Bolt
(All)

Marauder
Medium Demon
LV 8
STR 14 Health 300
The Marauder swoops down from its perch to attack.
AGI 15 Stamina 110

END 11 Mana 85
Fire Spear (Magical)
Type: Melee
INT 5 Reaction 23 AT: STR + Two Handed Piercing (37)
Threat: 7
PER 8 Evasion 23 Damage: STR +14 (Slashing)
CHM 1 Base Move 15
(1c) Damage Adjustment: +4 Slashing
(5c) Weapon Adjustment: Bleed
Armor 12/10/10 Melee Combat 11
(5c) Weapon Adjustment: Ignite
Protection Target burns for 20 Damage (Fire) per phase for 3 phases. Does not
75 2 Handed Piercing 11 stack.
(Fire, Shadow)

Protection
15 Magic 10
(All Other) Flight
The Marauder flies at base movement speed.
Resistance
(Elements)
40 Elements 8

Resistance Known Spells


(All Other)
25 Burn, Circle of Fire

17
Pit Lord
Huge Demon
LV 30
STR 25 Health 500
The Pit Lord looks at you like the buzzing of flies.
AGI 16 Stamina 250

END 18 Mana 200


Flame Claw
Type: Melee
AT: STR + Natural Weapons (61)
INT 12 Reaction 31
Threat: 8
PER 15 Evasion 31 Damage: STR + 20 (Slashing)

CHM 1 Base Move 16 (1c) Damage Adjustment: +5 Slashing


(5c) Weapon Adjustment: Ignite
Armor 22/18/18 Melee Combat 18 Target burns for 50 Damage (Fire) per phase for 3 phases. Does not
stack.
Protection
100 Natural Weapons 18 Known Spells
(Fire, Shadow)
Burn, Circle of Fire, Cripple, Damnation, Shadow Bolt, Weakness
Protection
30 Magic 14
(All)

Resistance
Expulsion
75 Elements 13 Once per phase as an IU action costing 25 Stamina, the Pit Lord
(Elements, Dark)
may release a massive burst of shadow or flame energy, dealing
Resistance 75 Damage (Shadow or Fire) to all enemies within 50m.
50 Dark 11
(All)

18
Drake
Huge Dragon
LV 28
STR 21 Health 300 Even the youngest of dragons exhibits immense power.

AGI 14 Stamina 200


Fire Breath
END 13 Mana 120 Type: Magic
AT: STR + Natural Weapons (47)
INT 9 Reaction 28 Cost: 25 Stamina
Range: 6m
PER 14 Evasion 30 Duration: Instant

CHM 5 Base Move 14 Base Success: All creatures up to 6m in front of the drake suffer 25
Damage (Fire). Victims may take an Evasion AT to reduce the damage by
Armor 20/20/20 Melee Combat 13 the ATR.
Protection (1c) Damage Adjustment: +1 Fire
50 Natural Weapons 13
(Fire)

Protection
Claws
15 Magic 8 Type: Melee
(All Other)
AT: STR + Natural Weapons (47)
Resistance Threat: 6
40 Elements 5 Damage: STR +15 (Slashing)
(Elements)

Resistance Known Spells (1c) Damage Adjustment: +5 Slashing


10 (3c) Weapon Adjustment: Bleed (8)
(All Other) Arcane Blast, Circle of Fire

Bite
Type: Melee
AT: STR + Natural Weapons (47)
Limited Flight Threat: 5
The creature may fly at its base movement. Damage: STR +15 (Slashing)

(1c) Damage Adjustment: +6 Piercing


(3c) Weapon Adjustment: Grapple & Bleed (8)

Description Additional Info


A drake is a very young dragon, reaching this size shortly Dragons have few attachments, and will leave their young
after hatching. Even in its infancy, this dragon is a powerful to fend for themselves not long after hatching. Most drakes do
beast, able to survive on its own and terrorize lesser creatures. survive however, as the raw power of a dragon cannot be denied.
It stands 6m high, with large, curved wings, and is covered in Those who reach adolescence and become Young Dragons
armored scales. will have no doubt amassed a great deal of wealth and power
in the form of material possessions and servants, having a lair
Habitat stronghold and a number of other creatures who pay them
Drakes can often be found attempting to carve out a small tribute.
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
Elementals LV 25
Description Combat
Elementals are concentrated essences of nature, summoned These powerhouses will make use of their control over a
and held together by various magics. Within the call of the caster particular element, overwhelming lesser enemies with barrages
is the subconscious desire for something familiar, and thus most of earth, air, and water, or burning enemies alive with fire.
often these loose elements take a vaguely humanoid shape once
appearing in Laruna. Additional Info
Habitat Elementals of this size are immune to mundane weaponry.
Only magically enhanced weapons such as those that are Makora-
Elementals do not exist naturally in Laruna and are only infused are able to deal damage to their form. Magic, of course,
the result of a magical spell or higher power. is always effective when dealing with such creatures.

AIR ELEMENTAL LV 25
Large Elemental
STR 0 Health 300 A creature borne of pure Air, this elemental looks like a mini-cyclone,
throwing debris as it moves.
AGI 22 Stamina 200

END 12 Mana 150 Gale


Type: Magic, Elements, Air
INT 6 Reaction 34 AT: AGI + Natural Weapons (46)
Cost: 25 Stamina
PER 12 Evasion 34 Range: 10m
Duration: Instant
CHM 1 Base Move 22
Base Success: The target takes 10 Damage (Impact). In addition, they
Armor n/a Melee Combat 12 are knocked back 10m. The target takes a STR AT to reduce the distance
knocked back by the ATR (in meters).
Protection
15 Natural Weapons 12
(All)
(1c) Range Adjustment: +1m
Resistance (1c) Weapon Adjustment: +1 Impact
15 Magic 8
(All)

Enhanced Flight Elements 8 Elemental Immunity Air Attuned


This creature is immune to all Upon an Air spell base success, this
Flies at double base movement
Known Spells Electricity damage and Air type creature gains +5 CAP to spend.
speed.
Gust, Shock spell effects.

20
Earth ELEMENTAL LV 25
Large Elemental
STR 21 Health 300
This amalgamation of living rocks and earth is better left undisturbed.
AGI 9 Stamina 200

END 15 Mana 100 Boulder Throw


Type: Magic, Elements, Earth
INT 5 Reaction 19 AT: STR + Natural Weapons (43)
Cost: 25 Stamina
PER 10 Evasion 19 Range: 10m
Duration: Instant
CHM 2 Base Move 9
Base Success: The target takes 25 Damage (Impact). Targets may take
Armor 22/30/30 Melee Combat 12 an Evasion AT to reduce the damage by their ATR.
Protection (1c) Range Adjustment: +1m
10 Natural Weapons 12
(All) (1c) Weapon Adjustment: +1 Impact
Resistance
15 Magic 8
(All)
Earth Strike
Earthbound Elements 8 Type: Melee
This creature is immune to AT: STR + Natural Weapons (43)
knockdown and knockback Known Spells Threat: 3
effects. Barrage, Harden Damage: STR +12 (Impact)

(1c) Damage Adjustment: +4 Impact


Earth Attuned (3c) Special Adjustment: Rocked
Upon an Earth spell Base Success, this creature gains +5 CAP to Target is dazed, taking a -3 to all ATs for 2 phases. Does not stack.
spend.

Fire ELEMENTAL LV 25
Large Elemental
STR 15 Health 300 A creature borne of pure fire, this elemental leaves charred destruction in its
wake.
AGI 15 Stamina 200
Flame Strike
END 12 Mana 100
Type: Melee
INT 6 Reaction 27 AT: STR + Natural Weapons (39)
Threat: 4
PER 12 Evasion 27 Damage: STR +12 (Fire)

CHM 1 Base Move 22 (1c) Damage Adjustment: +4 Fire


(3c) Special Adjustment: Ablaze
Armor 15/15/15 Melee Combat 12 Target is set ablaze for 2 phases causing them to suffer 15 + INT damage
(Fire) per phase. Does not stack.
Protection
0 Natural Weapons 12
(Cold)
Fire Immunity Fire Attuned
Protection Upon a Fire spell Base Success,
This creature is immune to all Fire
15 Magic 8 this creature gains +5 CAP to
(All Other) damage and effects.
spend.
Resistance
(All)
15 Elements 8 Burning Aura Water Vulnerability
This creature deals 30 + INT This creature may not take a RES
Known Spells Damage (Fire) per phase to all AT against Water type spells.
Burn, Circle of Fire enemies within 5m.

21
Water ELEMENTAL LV 25
Water Elemental
STR 13 Health 300 This mass of rough swirling water takes a somewhat humanoid shape.

AGI 18 Stamina 200 Geyser


Type: Magic, Elements, Water
END 12 Mana 100 AT: AGI + Natural Weapons (42)
Cost: 25 Stamina
INT 6 Reaction 29 Range: 15m
Duration: Instant
PER 11 Evasion 29

CHM 1 Base Move 16 Base Success: The target takes 10 Damage (Impact). In addition, they
are knocked 2m into the air, disengaging them from combat. Upon
Armor 15/15/15 Melee Combat 12 landing, they are considered prone.

Protection (1c) Range Adjustment: +1m


0 Natural Weapons 12 (1c) Weapon Adjustment: +1 Impact
(Fire)

Protection
15 Magic 8 Freezing Water Strike
(All) Type: Melee
AT: AGI + Natural Weapons (42)
Resistance Threat: 3
15 Elements 8
(All) Damage: STR +12 (Cold)
Known Spells
Ice Shield, Water Walking (1c) Damage Adjustment: +4 Cold
(3c) Special Adjustment: Chill
Target is slowed, moving at movement speed for 3 phases. Does not
Water Attuned Elemental Immunity stack.
Upon an Earth spell Base This creature is immune to all
Success, this creature gains +5 Cold damage and Water type Suffocate
CAP to spend. spell effects. Any creature grappled by the Water elemental is considered underwater
for the purposes of breathing.

22
Forest Chitterer
Large Insect
LV 8
STR 13 Health 210 The Chitterer is a large insectoid predator native to the forests of Laruna.

AGI 14 Stamina 100


Bite
END 10 Mana 55 Type: Melee
AT: AGI + Natural Weapons (32)
INT 1 Reaction 22 Threat: 3
Damage: STR +6 (Piercing)
PER 8 Evasion 22
(1c) Damage Adjustment: +3 Piercing
CHM 0 Base Move 14
(5c) Weapon Adjustment: Proboscis
Armor 5/12/12 Melee Combat 9 Target is considered grappled, suffers a -5 Wound Penalty, and loses 20
Health per phase until the Proboscis is severed by dealing 50 damage to
Protection it. Once severed, half of this damage is subtracted from the
10 Natural Weapons 9 Chitterers Health total. The Chitterer may continue to attack while
(All)
feeding through the proboscis
Resistance (12c) Weapon Adjustment: Rear Proboscis
20
(All) The Chitterer swivels its abdomen towards the target, burrowing its
proboscis into the flesh and injecting eggs into the victim. See Additional
Foreleg Strike Info for details.
Type: Melee
AT: AGI + Natural Weapons (32)
Threat: 6
Damage: STR +12 (Piercing)
(1c) Damage Adjustment: +4 Piercing
(3c) Weapon Adjustment: Bleed (4)

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

These grotesque looking creatures, loosely resembling Additional Info


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. The Chitterer has a second proboscis protruding from its
Using their jagged pincers, they deal serious damage to rear, which it can use to inject eggs into a body for incubation. If
the flesh of prey and can begin draining their blood using a long the target is alive when this happens, they will be considered to
flexible proboscis. have Disease (5) for 5 days, after which the young will violently
erupt from the individual, dealing 50 Health damage and causing
Habitat Bleed (10).
Chitterers usually carve out burrows in loose soil, preferring The young Chitterers pose no real threat to a grown
the damp and soft earth of forest or jungle. They can also be member of the mortal races, however a small animal or toddler
found inhabiting caves or other naturally formed cavernous could fall victim to their stings.
structures suitable for protection from the elements. These bugs This effect can be removed by a Cleanse Disease spell if the
have made homes all across the land of Laruna and date back as disease damage is brought to 0 before the insects hatch.
far as the first age.

23
Ghoul
Medium Undead
LV 8
STR 12 Health 180 This walking corpse is much more powerful than its skeleton counterparts,
having been granted stronger gifts from its creator.
AGI 6 Stamina 100
Claws
END 8 Mana 50 Type: Melee
AT: STR + Brawling (32)
INT 0 Reaction 15
Threat: 1
PER 7 Evasion 15 Damage: STR + 6 (Slashing)

CHM 1 Base Move 6 (1c) Damage Adjustment: +2 Slashing

Armor 12/14/14 Melee Combat 11

Protection
Plague Spreader
25 Brawling 9 Upon any successful Base Strike, the victim receives Disease (1). This
(Shadow,Curse, Death)
effect stacks.
Protection Resistance
10 30
(All Other) (Dark)
Red Sight
Resistance This creature can see in total darkness.
15
(All Other)

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
Description Additional Info
Griffins are large feathered birds, often sought out as Training a griffin to be a suitable mount is a particularly
mount for the mortal races. Their feathers come in a wide difficult task, even for the experienced. Adult griffins are too
variety of color patterns, although most have a natural brown wild and developed in their instincts to be tamed, thus capturing
hue. Having large round eyes, they possess excellent vision, and an egg or baby griffin is the most successful, albeit dangerous,
use it accordingly when hunting for prey. method.
Habitat Mount Stats
Griffins nest in high altitude areas such as cliff faces and
mountain peaks. Some can occasionally be found at the tops Disobedience: 30
of thick forest trees. They consume any prey smaller than Threat Bonus: 4
themselves, choosing to hunt from the skies, and swoop down Evasion Score: 28
upon their victims using their superior vision and speed, much Health: 250
like a hawk. Livestock, fish, and small mammals are all fair game Stamina: 150
when it comes to hunting and feeding their young. Canter Speed: 18 km/h
Canter Cost: 25 Stamina/hour
Combat Gallop Speed: 50 km/h
Wild griffins do not often engage in hunting those of the Gallop Cost: 50 Stamina/h
mortal races, considering them a threat too risky to be dealt with. Movement Speed in Phase: 15*
They have been known to attack when other sources of food are *The griffin may fly at 1/2 speed while mounted.
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.

Griffin LV 11
Large Beast
STR 12 Health 250 This large feathered bird resides wherever there may be peaks and plateaus,
nesting at high altitudes.
AGI 15 Stamina 150

END 12 Mana 65 Rake


The creature must be above its target to use this attack. This brings the
INT 3 Reaction 28 creature to melee range.
Type: Ranged
PER 13 Evasion 28
Range: 5-10m/11-20m/21-30m
Difficulty: 0/10/15
CHM 7 Base Move 15
AT: AGI + Natural Weapons (32)
Armor 8/8/8 Melee Combat 9 Damage: STR + 10 (Slashing)
Speed: 13
Protection (1c) Damage Adjustment: +2 Slashing
5 Natural Weapons 8
(All)
Peck
Resistance
0 Type: Melee
(All)
AT: AGI + Natural Weapons (32)
Threat: 2
Damage: STR +8 (Piercing)
Enhanced Flight
Flies at double base movement speed. (1c) Damage Adjustment: +3 Piercing

25
Gromit LV 1
Small Fae
STR 8 Health 150
A disgusting green-skinned creature, usually taking residence in abandoned
AGI 7 Stamina 75 cities or marshes.

END 5 Mana 65
Club
INT 3 Reaction 12 Type: Melee
AT: STR + 1H Impact (20)
PER 5 Evasion 12 Threat: 2
Damage: STR +3 (Impact)
CHM 1 Base Move 7
(1c) Damage Adjustment: +2 Impact
Armor 5/5/5 Melee Combat 6 (30c) Special Adjustment: Knockout CT (20%)
Protection
0 1 Handed Impact 6
(All) Poison & Disease Immunity
Due to their horrendous living conditions for millennia, gromits have
Resistance developed immunity to both poison and disease effects.
0 Ranged Combat 4
(All)

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
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.

Harpy
Medium Humanoid
LV 6
STR 5 Health 150 A twisted, flying witch who enjoys the screams of her victims.
AGI 13 Stamina 100
Claws
END 7 Mana 100 Type: Melee
AT: AGI + Natural Weapons (29)
INT 5 Reaction 20 Threat: 4
Damage: STR +8 (Slashing)
PER 7 Evasion 20
(1c) Damage Adjustment: +3 Slashing
CHM 8 Base Move 13 (3c) Weapon Adjustment: Bleed (2)

Armor 5/5/5 Melee Combat 8 Screech


The creature must be above its target to use this attack. This brings the
Protection
5 Natural Weapons 8 creature to melee range.
(All)
Type: Magic, Elements, Air
Resistance AT: AGI + Natural Weapons (29)
0 Magic 6
(All) Cost: 20 Stamina
Range: 5m
Known Spells Duration: Instant
Elements 5
Gust
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
Flight to reduce the damage by the result.
Flies at base movement speed.
(1c) Damage Adjustment: +1 Sonic

27
Description
The imp is the weakest in a caste of demons hailing from
the depths of hell. Measuring 50 cm tall on average, they are
regularly bullied and commanded to perform menial tasks for
the Red Legion. Known as tiny devils with sharp attitudes, imps
have been forced to serve many masters and are quick to let you
know they are tired of it.

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

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

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

Imp
Tiny Demon
LV 1
STR 3 Health 100
An imp poses no physical threat, but does have some limited magic at its
AGI 8 Stamina 75 disposal.

END 5 Mana 80
Elemental Blast
INT 6 Reaction 17 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.
PER 9 Evasion 17
Type: Magic, Elements, Random
CHM 2 Base Move 8 AT: INT + Elements (12)
Cost: 10 Stamina
Armor 0 Melee Combat 3
Range: 10m
Protection Duration: Instant
15 Magic 4
(Fire)
Base Success: The target takes 5 Damage (Chosen).
Protection
5 Elements 2 (1c) Range Adjustment: +1m
(All Other)
(1c) Damage Adjustment: +1 (Chosen)
Resistance
0 Skullduggery 10
(All)

Stealth 6 Flight
Known Spells Flies at base movement speed.
Burn
Survival 4

28
Manticore
Large Beast
LV 19
STR 16 Health 250 This large, ferocious beast has the head of a twisted lion, the wings of a
dragon, and the tail of a scorpion.
AGI 16 Stamina 200

END 12 Mana 65
Claws
Type: Melee
AT: STR +Natural Weapons (44)
INT 3 Reaction 28
Threat: 5
PER 12 Evasion 28 Damage: STR + 12 (Slashing)
(1c) Damage Adjustment: +4 Slashing
CHM 1 Base Move 16 (4c) Weapon Adjustment: Bleed (4)
Armor 15/15/15 Melee Combat 14
Tail Strike
Protection Type: Melee
15 Natural Weapons 14 AT: STR + Natural Weapons (44)
(All)
Threat: 5
Resistance Damage: STR + 10 (Piercing)
15
(All)
(1c) Damage Adjustment: +3 Piercing
(5c)Weapon Adjustment: Poison (10) for 10 phases. Does not stack.
Flight Poison Immunity
Flies at base movement This creature is immune to all
speed. poison damage.

Description Combat
One of the Elder Gods more unusual creations, the Unless facing an obviously weaker opponent, the manticore
manticore is a mixture of several different creatures. A lion, will start with a tail strike, injecting a powerful venom that is
dragon, and scorpion melded into one, this deadly creature stalks alone enough to incapacitate many of its victims. They will often
its foes from the air, swooping down to disable and consume take to the skies as their enemy weakens, finally streaking down
them. with a claw strike to finish them off.
Habitat Additional Info
Manticores can be found stalking most dry and rocky Manticores possess a limited intelligence, allowing them to
regions of Laruna. They are known to travel and hunt in prides, communicate amongst themselves with a language of hisses and
with the alpha male and his mates receiving first pick of any roars. Some have even been known to understand the common
defeated prey. tongue of other races, although they have difficulty replicating it.

29
Moosh LV 9
Large Beast
STR 15 Health 230 Beware of Moosh!

AGI 4 Stamina 150 Moosh Fist


Type: Melee
END 13 Mana 55 AT: STR + Natural Weapons (35)
Threat: 4
INT 1 Reaction 12
Damage: STR +14 (Impact)
PER 8 Evasion 12
(1c) Damage Adjustment: +5 Impact
CHM 6 Base Move 4 (12c) Weapon Adjustment: Crush & Grapple

Armor 12/12/12 Melee Combat 10 Moosh Bite


Type: Melee
Protection AT: STR + Natural Weapons (35)
8 Natural Weapons 10
(All) Threat: 3
Damage: STR +15 (Piercing)
Resistance
0 Survival 12 (1c) Damage Adjustment: +5 Piercing
(All)
(4c) Weapon Adjustment: Bleed (5)
Stealth 12 Moosh Grip
The Moosh gains a +5 AT bonus to any grappling attempts made.

Description Combat
A moosh is an extremely stocky
bipedal beast standing between Moosh will lie in
2.5-3m tall. Its soft appearance wait for a passing creature
and small eyes portray an before springing to life to
innocent look, but as any smash them with their
experienced adventurer can
giant fists. When given
attest, they can be rather
aggressive and dangerous the opportunity, they
foes. Moosh possess will latch on to their
extremely large and powerful opponent, grasping a
arms and surprisingly thick limb until the creature
hides, making them adept at has died or the mooshs
close quarter confrontations. hand is severed. Its
Their skin and fur has small mouth opens into
adapted to the color of local a surprisingly large maw
surroundings over time, filled with deadly teeth,
allowing them to blend in and it will gladly bite
with ease. down on a grappled target
to further injure them.
Habitat
Moosh can be Additional Info
found all across Laruna A mooshs color and
in a multitude of pattern is based on the location
environments. They are where it has evolved. Moosh living in the Frozen Lands will
carnivorous hunters, using their ability to blend in to surprise naturally be almost entirely white in color, while those inhabiting
their prey. deserts will have a light brown color, matching the sand. A word
They spend most of their time stationary, curling into a of advice to travelers passing through a rocky outcropping or
round shape, causing onlookers to mistake them for boulders, mountainous regionscheck those boulders carefully before you
snow drifts, sand dunes and other natural terrain. It is not decide to lean up against one to rest.
unheard of for there to be more than one moosh in a small area,
sharing their kills among each other.

30
Description
Small, flat creatures, the Sand Manta is typically half a
meter wide and lays burrowed in the sands. It will, along with
several of its kind, stay close to the surface and at times of strong
wind, curve its body to catch wind drifts.
It will catch prey with its large sharp protrusions, tearing
a small bit of flesh off mid flight, before landing to burrow once
more into the sand. Despite its appearance, the long sharp tail
of the Sand Manta is not poisonous.

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

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

Sand Manta Swarm


Medium Swarm
LV 3
STR 5 Health 300 These carnivorous desert creatures swarm towards you, carried by the

AGI 10 Stamina 75
Swarm Bite
END 5 Mana 55 Type: Special Melee
AT: AGI + Natural Weapons (22)
INT 1 Reaction 16 Threat: 4
Damage: STR +12 (Slashing)
PER 6 Evasion 16
(1c) Damage Adjustment: +4 Slashing
CHM 1 Base Move 10 (3c) Weapon Adjustment: Bleed (3)

Armor 0 Melee Combat 6


Assisted Flight
Protection
Incapable of flying on its own, the Sand Manta uses its flat body to
5 Natural Weapons 6 catch wind gusts and ride them towards potential prey.
(All)

Resistance
0 Erratic Movements Exposure
(All) A swarm of Sand Mantas can be very efficient at finding weakness
All Melee ATs made by and
against this creature are in armor. When attacking, it ignores up to 10 ARM.
considered Instant actions.

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.

Shade LV 12
Medium Undead Spirit
STR 0 Health 120 A tormented soul of the deceased whose spirit never made it into the
heavens.
AGI 6 Stamina 80
Wither
END 6 Mana 100 As an Instant action once per phase, the spirit
strikes the soul of a target within melee range, dealing
INT 6 Reaction 12 unpreventable Health, Stamina, and Mana loss on a successful
PER 6 Evasion 12 AT. Targets may only use Evasion as a Defensive AT.

Type: Special Melee


CHM 3 Base Move 6
AT: AGI + Natural Weapons (26)
Threat: 1
Armor n/a Melee Combat 10
Duration: Instant
Protection Damage: INT + 10 (Health, Stamina, Mana)
10 Natural Weapons 10
(All) (1c) Damage Adjustment: +1 Health/Stamina/Mana Loss
Resistance
5
(All) 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.

Shade lord LV 18
Medium Undead Spirit
STR 0 Health 250 A powerful undead spirit, given command of lesser souls to assault the
enemy.
AGI 12 Stamina 150
Wither
END 12 Mana 100 As an Instant action once per phase, the spirit
strikes the soul of a target within melee range, dealing
INT 10 Reaction 24 unpreventable Health, Stamina, and Mana loss on a successful
AT. Targets may only use Evasion as a Defensive AT.
PER 12 Evasion 24
Type: Special Melee
CHM 5 Base Move 12 AT: AGI + Natural Weapons (42)
Threat: 1
Armor n/a Melee Combat 15 Duration: Instant
Damage: INT + 10 (Health, Stamina, Mana)
Protection
15 Natural Weapons 15 (1c) Damage Adjustment: +1 Health/Stamina/Mana Loss
(All)

Resistance Death Touch


25 Magic 10
(All) 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
Known Spells
Dark 10 Legacy Bearer, they lose 1 Legacy Rank.
Damnation, Undead Minion

Possess Incorporeal
As an IU action, the spirit may enter the body of a creature, forcing the May pass through solid objects freely. May not physically interact with
target to abandon their action for the phase. This dispels the spirit for 1 anything in the material world. The creature may only be harmed by
hour. The target may still take Defensive ATs this phase. Legacy bearing magical weapons, effects or other incorporeal
creatures may take a contested LR vs the shades PER AT to resist this creatures.
effect.
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 addi-
tion, all skeletons within 20m receive +2 AGI and +25 Health. This effect does
not stack.

33
Skeleton
Medium Undead
LV 1
STR 5 Health 100 A simple reanimated skeleton, with no mind of its own.
AGI 5 Stamina 75
sHortsword
END 5 Mana 50 AT: STR + 1-Handed Piercing (18)
Threat: 4
INT 0 Reaction 10
Damage: STR +6 (Piercing)
PER 5 Evasion 10
(1c) Damage Adjustment: +3 Piercing
CHM 0 Base Move 5 (5c) Weapon Adjustment: Bleed (3)

Armor 12/14/14 Melee Combat 8

Protection
(Shadow, Curse)
30 1-Handed Piercing 5 sHortbow
AT: AGI + Bows (10)
Protection Range: 0-25m/26m-75m/76m-200m
0 Ranged Combat 5 Damage: 15 (Piercing)
(All)
Speed: 25
Resistance
7 Bows 5
(All) (1c) Damage Adjustment: +1 Piercing

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

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

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

34
Skeleton Lord LV 12
Medium Undead
STR 10 Health 250 Clad in full plate armor, the Skeleton Lord attacks with its longsword,
attempting to kill any hostile targets nearby.
AGI 8 Stamina 100
Longsword
END 10 Mana 80 Type: Melee
AT: STR + 1-Handed Slashing (40)
INT 6 Reaction 15 Threat: 5
Damage: STR +9 (Slashing)
PER 7 Evasion 15
(1c) Damage Adjustment: +3 Slashing
CHM 0 Base Move 8 (5c) Weapon Adjustment: Bleed (3)
(24c) Weapon Adjustment: Amputate
Armor 18/26/24 Melee Combat 15 (30c) Weapon Adjustment: Decapitate

Protection
(Shadow, Curse)
30 1-Handed Slashing 15 Death Command
As an Instant action, the Skeleton Lord may take an AT
Protection using its STRx2 to take command of all non-Legacy bearing undead
(All)
10 Magic 5 of lesser LV within 20m. The difficulty of this AT is set by the ATR
of the ability used to create or control those undead. Regardless of
Resistance success, it may not be used on the same target more than once.
20 Dark 5
(All) 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.
Known Spells Heater Shield Legacy bearing creatures may take a contested LR vs STR AT instead. In addi-
Undead Minion Block: 6 tion, all skeletons within 20m receive +2 STR and +25 Health. This effect does
Cover: +12 not stack.

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

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

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

35
Description Combat
These hypnotically colorful animals use their long limbs Ravagers gather in small packs and are clever hunters,
and aerodynamic design to zip across open fields with ease. Their ambushing prey from tall grass and heavily wooded areas. The
long, hooked claws allow them to hang on and bring down much fastest of them will guide their prey toward the largest of the
larger prey and their powerful hind quarters and small arrow group.
shaped heads are protected by hardened carapace scales. Their The Ravagers high speed make them extremely capable
long muscled tails assist with balance and two ultra sensitive
in battle, especially against larger, lumbering foes. Though they
antenna allow them to sense vibrations in the air, enabling them
to ensure their traveled path is of the least resistance. These can rake flesh with their hook shaped claws, their most potent
creatures are particularly dangerous to solo travelers or small weapon is their poisonous saliva which can corrode both flesh
caravans, and will not hesitate to attack a member of the mortal and armor. Since their mandibles are not particularly powerful,
races when hungry. their saliva is used to break down the hides of their meals.

Habitat
Sprinting ravagers often live in packs on the plains of
Ranath, dwelling in the forest North of South Brunwich or West

LV 2
of Vale. Some Ravagers have also been known to live in shallow

Sprinting Ravager
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.

Large Beast
STR 7 Health 150 This lithe, quick beast is capable of extreme top speeds across open plains.

AGI 15 Stamina 90 Hooked Claws


Type: Melee
END 2 Mana 60 AT: AGI + Natural Weapons (31)
Threat: 4
INT 2 Reaction 24 Damage: STR + 10 (Slashing)
PER 9 Evasion 26 (1c) Damage Adjustment: +3 Slashing
(5c) Weapon Adjustment: Bleed (3)
CHM 2 Base Move 25

Armor 10/12/12 Melee Combat 8


Poison Bite
Type: Melee
Protection AT: AGI + Natural Weapons (31)
8 Natural Weapons 8 Threat: 2
(All)
Damage: STR + 6 (Piercing)
Resistance
0 (1c) Damage Adjustment: +2 Slashing
(All)
(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.

36
Description
A sprite is one of the smaller members of Fae society,
exceptionally lithe and naturally beautiful. They are playful
Additional Info
and active, possessing vibrantly colored wings and a Forest travellers take varied
pleasant disposition. impressions from their meetings with sprites.
Their diminutive size and unearthly beauty
Habitat often beguile travellers, and the sprites prefer
it that way. The Fae court depends upon their
This small faerie scout is usually posted at the
charming, unaggressive nature to be an early
edge of forests that require Fae protection. Though
detection network for trouble. Many foolish
they consider all forested land their home, they
excursions into the Fae kingdom have met ruin
predominately make residence in the outermost
after a foolhardy trespasser casually let slip their
regions of Moolsheels territory, often near small
intentions. Because of this obligation, other fae are forbidden
lakes or pools. Here, vegetation is plentiful and
from harming or interfering with the sprites, a courtesy
provides for what little dietary needs they possess.
they accept graciously. They live peaceful, charmed lives
With ample supplies at hand, they choose to
i n an otherwise dangerous kingdom.
reside in places that are aesthetically pleasing or
provide ample opportunity to meet new travelers.

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.

Sprite
Small Fae
LV 1
STR 4 Health 150
A Sprite will prefer to escape and alert others before engaging, but if
AGI 8 Stamina 80 cornered, will fight back with her daggers or sling.

END 7 Mana 100


Dagger
INT 7 Reaction 17 Type: Melee
AT: AGI + 1H Piercing (19)
PER 9 Evasion 17 Threat: 1
Damage: STR + 3 (Piercing)
CHM 8 Base Move 8
(1c) Damage Adjustment: +1 Piercing
Armor 5/5/5 Melee Combat 6 (3c) Weapon Adjustment: Bleed (1)

Protection
5 1 Handed Piercing 5
Sling
(All) Type: Ranged
AT: AGI + Slings (21)
Resistance Range: 0-25m/26m-75m/76m-200m
5 Ranged Combat 7
(All) Damage: 15 (Impact)
Speed: 25
Magic 6 Slings 4
(1c) Damage Adjustment: +1 Impact

Calling 4 Skullduggery 6 Flight


Flies at base movement speed.

Survival 8 Stealth 6 Forest Sense


This creature gains +4 to Tracking and Stealth ATs when in their home
Known Spells forest.
Tracking 5
Entangle

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.

Stormrider LV 18
Medium Fae
STR 7 Health 275 The Fae Queens honor guard.
AGI 9 Stamina 135
Shockspear
END 7 Mana 100 Type: Melee
AT: STR + 2-Handed Piercing (37)
INT 6 Reaction 17 Threat: 8
Damage: STR + 15 (Electricity)
PER 8 Evasion 17
(1c) Damage Adjustment: +5 Electricity
CHM 9 Base Move 9 (5c) Weapon Adjustment: Discharge
Target is stunned and may only take Defensive ATs until the end of the
Armor 7/9/7 Melee Combat 16 phase.

Protection
15 2-Handed Piercing 14
(All) Storms Fury
Storm Lords Deals 25 Damage (Electricity)
Resistance Immune to electricity damage
(All)
30 Magic 12 to any enemy within 5m at
and Air type spells.
the start of each phase.
Elements 8

Bolt
Known Spells 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.
Shock, Gust

38
Takar
Medium Humanoid
LV 2
STR 7 Health 150 The only thing worse than this fish-like creatures stench is the large spear
it carries.
AGI 6 Stamina 90
Spear
END 8 Mana 75 Type: Melee
AT: STR + Piercing (31)
INT 5 Reaction 14
Threat: 7
PER 8 Evasion 14 Damage: STR + 12 (Piercing)

CHM 4 Base Move 6 (1c) Damage Adjustment: +4 Piercing


(1c) Weapon Adjustment: Bleed (4)
Armor 5/5/5 Melee Combat 12

Protection Waterborn
5 2H Piercing 12 The takars gills and fins allow them to breathe underwater and gain
(All)
a +20 bonus to any Swimming ATs. In addition, takar must submerge
Resistance themselves in water for at least one hour a day to nourish their skin. For
0 Survival 6 each day spent without doing so, they lose 1 END. Upon reaching 0 END,
(All)
they will die of dehydration. Submerging for 1 hour will restore any END
lost in this way.
Swimming 6

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

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

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

39
Description When pressed, they will flail and bite wildly to distract or
injure their opponent before taking to the skies to either retreat
These nocturnal beasts are the thing of nightmares. Known or set up another covert dive-bomb from the shadows. Once
to be purposed as stealthy scouts and hunters by the Mesmulot, grappled with a target, the terror bat is capable of flying away
the terror bat is a formidable, man-sized creature that lives in
with those of medium size or smaller at its normal movement
colonies beneath the surface of Laruna. Its razor sharp claws and
jagged fangs are its core weapons against prey which usually speed.
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.

Terror Bat
Medium Beast
LV 5
STR 11 Health 200 A ferocious blood sucking hunter that dwells in the cold, dark subterranean
of Laruna.
AGI 12 Stamina 80
Claws
END 6 Mana 65 Type: Melee
AT: AGI + Natural Weapons (36)
INT 3 Reaction 19 Threat: 4
Damage: STR +9 (Slashing)
PER 12 Evasion 19
(1c) Damage Adjustment: +3 Slashing
CHM 1 Base Move 12 (3c) Weapon Adjustment: Bleed (3)
(5c) Weapon Adjustment: Grapple
Armor 4/6/6 Melee Combat 12
Bite
Protection Type: Melee
20 Natural Weapons 12
(Dark) AT: AGI + Natural Weapons (36)
Protection Threat: 2
0 Damage: STR +10 (Piercing)
(All Other)

Resistance Flight (1c) Damage Adjustment: +4 Piercing


25 This creature may fly at its (3c) Weapon Adjustment: Bleed (4)
(Dark)
base movement speed.
Resistance
0
Dive Bomb
(All Other) 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
Echolocation AT: AGI + Natural Weapons (36)
This creature can see in total darkness.
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.

Troll LV 18
Large Humanoid
STR 19 Health 300 This powerful creature stands roughly 4m in height and has a taste for
cattle.
AGI 5 Stamina 200
Maul
END 15 Mana 65 Type: Melee
AT: STR + 2 Handed Impact (43)
INT 3 Reaction 13
Threat: 7
PER 8 Evasion 13 Damage: STR +15 (Impact)

CHM 2 Base Move 10 (1c) Damage Adjustment: +5 Impact


(14c) Weapon Adjustment: Crush
Armor 15/15/15 Melee Combat 12 (20c) Weapon Adjustment: Knockout CT (75%)

Protection Monstrous Regeneration


15 2H Impact 12 The troll regenerates 30 Health at the start of every phase. This Health
(All)
restoration will close wounds and grow back lost limbs.
Resistance
20
(All) Kill It With Fire
When the troll is brought to 0 Health, it will regenerate as normal at the
start of next phase, unless the damage that brought it to 0 Health was Fire
damage.

41
Undead Cannibal
Medium Undead
STR 8 Health 120 This walking corpse hungers for the flesh of nearby mortals.
AGI 7 Stamina 80
*The Undead Cannibal wields the armor and weapons it was
END 8 Mana 0 wearing upon death, and retains its skill ratings. It is unable to
cast magic.
INT 0 Reaction 12

PER 5 Evasion 12
Hungry
CHM 0 Base Move 6 Upon killing another creature or coming across a corpse, the
Undead Cannibal will stop and consume its flesh, ignoring all else until
Armor * Melee Combat * finished.

Protection Resistance
0 0
(All) (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
Violence Reaver
Huge Outsider
LV 10
STR 20 Health 200 An evil shadow creature spawned from another world, the violence reaver
attacks its target mercilessly until defeated.
AGI 10 Stamina 200

END 20 Mana 80
Claws
Type: Melee
AT: STR + Natural Weapons (40)
INT 6 Reaction 22
Threat: 4
PER 12 Evasion 30 Damage: STR + 9 (Slashing)

CHM 2 Base Move 10 (1c) Damage Adjustment: +3 Slashing


(5c) Weapon Adjustment: Bleed (3)
Armor 15/15/15 Melee Combat 10
Bite
Protection Type: Melee
-10 Natural Weapons 10 AT: STR + Natural Weapons (40)
(Celestial)
Threat: 2
Protection Resistance Damage: STR +12 (Piercing)
10 30
(All Other) (Dark) (1c) Damage Adjustment: +4 Piercing
(3c) Weapon Adjustment: Grapple & Bleed (4)
Resistance
5
(All Other)
Shadow Absorption
Fear Immunity All Shadow type damage received is Indomitable
absorbed and converted to Health. This creature suffers no
This creature is immune to Fear type spells and effects.
Maximum Health cannot be exceeded in wound penalties.
this way.

Description Combat
The violence reaver appears as a giant, bestial dog made The violence reaver will strike out at its opponents with
of pure shadow. It is unnaturally quick and strong for its size, claw and bite attacks. It is fearless, leaping into combat to
capable of tearing through flesh with ease. relentlessly assault its target. It feels no pain or fear and will not
let up until completely destroyed.
Habitat
This creature hails from a world much simpler than Laruna, Additional Info
where dreams and nightmares take physical form, and magic is Although made of shadow, it is very much a solid creature.
a rare thing all but unknown to most mortals. This allows it to be injured by mundane weaponry, as bits of its
In Laruna, old wives tales speak of those cursed by shadowy essence are sheared away upon being struck.
the gods, forced to suffer nightmares so disturbing that they
eventually become real.

43
Werebeast
Large Beast
LV 14
STR 13 Health 200 A once normal creature corrupted by moonlight.

AGI 11 Stamina 150 Claws


Type: Melee
END 12 Mana 60 AT: STR + Natural Weapons (38)
Threat: 4
INT 2 Reaction 24 Damage: STR +12 (Slashing)

PER 13 Evasion 24 (1c) Damage Adjustment: +4 Slashing


(5c) Weapon Adjustment: Bleed (4)
CHM 3 Base Move 16
Bite
Armor 10/10/10 Melee Combat 14 Type: Melee
AT: STR + Natural Weapons (38)
Protection Threat: 1
10 Natural Weapons 11
(All) Damage: STR +15 (Piercing)

Resistance (1c) Damage Adjustment: +5 Piercing


0 Survival 7 (3c) Weapon Adjustment: Grapple & Bleed (5)
(All)

Tracking 7 Full Moon Fervor Relentless Pursuit


The Werebeast has a powerful
With a full moon in view, the Werebeast
olfactory sense and will not
gains +5 STR, +5 AGI, and 75 temporary
Fear Immunity Health.
stop chasing its enemies until
The Werebeast is immune to Fear type spells and effects. they are over 1KM away.

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

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

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

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

44
Whiptail Hawk
Large Beast
LV 15
STR 14 Health 300 The whiptail hawk swings its tail back and forth in anticipation.

AGI 12 Stamina 200 Whiptail Dive


The creature must be above its target to use this attack. This brings the
END 10 Mana 60
creature to melee range.
INT 2 Reaction 23 Type: Ranged
Range: 5-10m/11-20m
PER 11 Evasion 23 Difficulty: 15/25
AT: AGI + Natural Weapons (38)
CHM 2 Base Move 12 Damage: STR + 21 (Piercing)
Speed: 11
Armor 12/15/10 Melee Combat 13
(1c) Damage Adjustment: +3 Piercing
Protection
10 Natural Weapons 13
(All) Tail Lash
Resistance Type: Melee
12
(All) AT: AGI + Natural Weapons (38)
Threat: 5
Flight Damage: STR +18 (Piercing)
This creature may fly at its
base movement speed. (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:
Gore 0-25% Hand
Type: Melee
26-50% Foot
AT: STR + Natural Weapons (40)
51-70% Tail or wing*
Threat: 5
71-85% Arm at elbow
Damage: STR +15 (Piercing)
86-100% Leg at knee
(1c) Damage Adjustment: +5 Piercing *Reroll if not applicable.
(3c) Weapon Adjustment: Bleed (5)

45
Wild Mantu
Large Beast
LV 3
STR 18 Health 200 Although commonly used as beasts of burden, an untamed mantu is still a
dangerous creature.
AGI 5 Stamina 100
Gore
END 20 Mana 55 Type: Melee
AT: STR +Natural Weapons (28)
INT 1 Reaction 11 Threat: 4
Damage: STR + 9 (Impact)
PER 6 Evasion 15
(1c) Damage Adjustment: +3 Impact
CHM 2 Base Move 10
Charge
Armor 8/8/8 Melee Combat 5 Cannot be used if engaged in melee. The Mantu charges
from a distance, viciously goring its target.
Protection Type: Ranged
0 Natural Weapons 5 AT: STR + Natural Weapons (28)
(All)
Range: 3-10m
Resistance Difficulty: 0
0
(All) Speed: 10
Base Success: The target takes STR Damage (Piercing) and is knocked
backwards 3m.
(1c) Damage Adjustment: +2 Piercing

Description Combat
Mantu are large beasts of burden commonly used to When threatened, larger mantus of the herd will form a
transport goods. Native to the eastern side of the Tyris Tol Gry, circle, protecting the small and elderly within. When found in
Garaith have tamed these beasts long ago to be used as mounts. smaller groups or alone, the mantu will charge to initiate combat,
Their stocky build makes them excellent for carrying large and attempt gore the enemy into submission with their horns.
amounts of weight without suffering much fatigue. Much like
horses, mantu come in a wide variety of colors, including dark
blues and greens.
Additional Info
Bull mantus grow spectacularly large horns, and the
Habitat dragonmen put them to use. Mantu horn drinking cups,
decorations, and weapons are all common sights in Garaith cities.
Wild mantu travel in herds, and graze many of the
Skilled horn carvers are a sought after commodity, and afforded
grassland areas between the cities of DarcoGaraith and Epilesis.
a great deal of respect.
Traders have introduced them to the western lands, although the
only significant populations roam the Fields of Nevelon.
Mount Stats
Disobedience: 20
Threat Bonus: 2
Evasion Score: 15
Health: 200
Stamina: 100
Canter Speed: 12 km/h
Canter Cost: 15 Stamina/hour
Gallop Speed: 32 km/h
Gallop Cost: 100 Stamina/h
Movement Speed in Phase: 10

46
Description Combat
These tiny spirits are considered remnants of Sadreens Wisps abhor combat, choosing to flee or simply vanish
presence on Laruna from before the Great War. Peaceful and should it arise in their presence. It is speculated that the negative
friendly, wisps will attempt to assist or guide those who are energy and anger causes them some form of pain, although those
lost, providing some small comfort and a sense of hope to the summoned through magics are bound to endure the events and
crestfallen. assist their caster. If the wisp is forced to do combat or has
decided to attack for whatever reason, it will assail its enemies
Habitat with Starlight, using Starburst to scare them off.
Wisps can be called forth through the power of Light
magic, although it is recorded that they may be found throughout Additional Info
sanctified places in Laruna. Chapels, forests, graveyards, and While the creature may not speak, it can make simple

LV 2
even swamps claim to have sightings of the mysterious creatures, buzzing and whistling sounds in order to communicate.
but it is unknown just when or why they appear.

WISP
Tiny Light Spirit
STR 0 Health 75 A small orb of glowing Light, the Wisp darts erratically, never stopping to
rest.
AGI 12 Stamina 80

END 6 Mana 120 Incorporeal


INT 6 Reaction 17
May pass through solid objects freely. May not physically interact
with anything in the material world. The creature may only be
PER 5 Evasion 25 harmed by magical weapons, effects or other incorporeal
creatures.
CHM 5 Base Move 25

Armor n/a Magic 7 Celestial Immunity


This creature is immune to all Celestial damage.
Protection
10 Light 7
(All)

Resistance
Enhanced Starlight
60 This wisp creature gains +10 to Starlight ATs when casting upon a
(Light) Known Spells
Heal, Illuminate, Protect, hostile target.
Resistance Starlight
0
(All Other) Flight
Flies at base movement speed.

47
The Mortal Races
While no average mortal could stand against a Legacy Legacy bearers also require resources, political allies, and
bearer on the battlefield, it would be foolish to assume they pose access to travel routes, all of which may be in the hands of others.
no danger. Even the strongest of Legacy bearers requires sleep A Legacy bearer who tries to solve all of their issues through brute
and can find themselves victim to a poisoned dagger in the back force application of their Legacy will eventually find themselves
as they do so. Magical orders consisting of hundreds of mages homeless, friendless, and on the run. And even if that Legacy
could work rituals to bypass a Legacy bearers Resistance, even bearer could destroy an entire kingdoms army, there are bound
if for a moment. But dealing damage isnt the only way a normal to be some Legacy bearers who have it in their own interest to
mortal can seek to hurt a Legacy bearer. make sure that doesnt happen.
Here are some sample non-Legacy bearing character type
that may be found in Laruna.

48
Bandits are often found in small groups, attempting to
make a living by ambushing traders and their caravans. Any city
of significant size is also bound to have its fair share of these
thugs who torment the unprepared populace.

Human Bandit
Medium Humanoid
STR 6 Health 100
This disheveled vagabond looks you up and down for valuables.
AGI 7 Stamina 80

END 6 Mana 75
Short Sword
INT 5 Reaction 15 Type: Melee
AT: STR + 1H Piercing - Hindrance (23)
PER 8 Evasion 15 Threat: 4
Damage: STR + 6 (Piercing)
CHM 4 Base Move 7
(1c) Damage Adjustment: +2 Piercing
Armor 7/9/7 Melee Combat 12 (3c) Weapon Adjustment: Bleed (2)

Protection
0 1 Handed Piercing 6
(All)

Protection
20 Skullduggery 10 Blessing of Madruk
(Mind) Immune to hostile Mind or Fear effects.
Resistance
0 Stealth 5
(All)

Survival 9 Social 5

Riding 6 Intimidation 5

Tracking 5

49
Whether working for the Mesadrin Empire or freely selling
their services, mesmulot assassins are a dangerous lot. They
use their speed and agility to remain hidden and escape a kill
unnoticed. Those who have committed a great offense or have
threatened the mesmulot empire have need to watch their back,
in case a dagger should be headed for it.

Mesmulot Assassin
Medium Humanoid
STR 5 Health 150 The mesmulots glowing eyes are the only thing you can identify.

AGI 9 Stamina 80 Dagger


Type: Melee
END 7 Mana 75
AT: AGI + 1H Piercing (25)
INT 6 Reaction 16 Threat: 4
Damage: STR + 6 (Piercing)
PER 7 Evasion 26
(1c) Damage Adjustment: +2 Piercing
CHM 5 Base Move 9 (3c) Weapon Adjustment: Bleed (2)

Armor 5/5/5 Melee Combat 10 Shortbow


AT: AGI + Bows (25)
Protection/ Range: 0-25m/26m-75m/76m-200m
0 1 Handed Piercing 6
Resistance (All) Damage: 15 (Piercing)
Speed: 25
Skullduggery 10 Brawling 4
(1c) Damage Adjustment: +1 Piercing

Stealth 10 Ranged Combat 10 Bite


(Requires target to be grappled)
Type: Melee
Survival 10 Bows 6 AT: AGI + Brawling (23)
Threat: 0
Damage: STR +3 (Piercing)
Tracking 8 Magic 5 (1c) Damage Adjustment: 1 Piercing

Known Spells Dark


3
Technique: Weak Point
Cripple When wielding a one-handed piercing weapon against a target wearing
armor, any strike landed using Attack Priority (minor) inflicts +20
damage and causes Bleed (2).

House Olissa

50
Garaith Warlord
Medium Humanoid
STR 11 Health 100 This garaith commands respect from those around him.

AGI 5 Stamina 80

END 6 Mana 75 Greataxe


Type: Melee
INT 5 Reaction 10 AT: STR + 2H Slashing - Hindrance (26)
Threat: 7
PER 5 Evasion 10 Damage: STR + 15 (Slashing)

CHM 6 Base Move 5 (1c) Damage Adjustment: +5 Slashing


(5c) Weapon Adjustment: Bleed (5)
Armor 23/31/29 Melee Combat 13 (14c) Damage Adjustment: Amputate
(20c) Weapon Adjustment: Decapitate
Protection/
0 Natural Weapons 10
Resistance (All)
Claws
Social 8 2H Slashing 8 Type: Melee
AT: STR + Natural Weapons - Hindrance (28)
Threat: 2
Diplomacy 2 Survival 6 Damage: STR + 6 (Slashing)

(1c) Damage Adjustment: +2 Slashing


Intimidation 6
Bite
(Requires target to be grappled)
Leadership 6 Type: Melee
AT: AGI + Brawling (23)
Fire Breath Threat: 0
Type: Magic Damage: STR +6 (Piercing)
AT: Natural Weapons - Hindrance (17) (1c) Damage Adjustment: +2 Piercing
Cost: 10 Stamina
Range: 2m
Duration: Instant

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


Targets may take an Evasion AT to reduce the damage by the ATR.

(1c) Damage Adjustment: +1 Fire

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


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

51
Few subjects fascinate the mortal mind like the arcane.
Having studied in selective academies, the human mage is
capable of bizarre and fantastic feats out of reach for a mundane
mortal. Offering their council for political and educational needs,
the mage is equally likely to be seen in a throne room as they
are amidst a battle.

Human Mage
Medium Humanoid
STR 5 Health 100 The mage looks aged beyond his years, a sign of countless hours
toiling over magical tomes.
AGI 6 Stamina 75
Enchanted Staff (+7 Slashing ARM )
END 5 Mana 95 Type: Melee
AT: STR + 2H Impact (14)
INT 9 Reaction 13 Threat: 2
Damage: STR + 3 (Impact)
PER 7 Evasion 13
(1c) Damage Adjustment: +1 Impact
CHM 6 Base Move 6
(3c) Weapon Adjustment: Knockout (CT 15%)
Armor 5/12/5 Melee Combat 6

Protection/
0 2 Handed Impact 3 Blessing of Vayne
Resistance (All) 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
Academics 10 Magic 12 may understand or speak any language.

Kingdoms 8 Light 3
Known Spells
Illuminate,
Languages 5 Calling 6
Blink, Identify
Whisper, Rune of Possession
Religions 4 Change 5 Arcane Blast, Burn, Harden, Imbue

Elements 8

52
Far from the obligations of Epilesis, capable Descendant
warriors offer their cunning and expertise to the highest buyer.
No longer a part of their heralded kingdom, they draw hefty fees
by offering unusual talents and respectable dedication to their
contracted cause.

Descendant Sellsword
Medium Humanoid
STR 8 Health 100 Looking past his serious demeanor, you sense a great deal of sincer-
ity from this warrior.
AGI 6 Stamina 80

END 6 Mana 95
Claymore
Type: Melee
INT 8 Reaction 11 AT: STR + 2H Slashing - Hindrance (26)
Threat: 6
PER 5 Evasion 11 Damage: STR + 12 (Slashing)

CHM 7 Base Move 6 (1c) Damage Adjustment: +4 Slashing


(5c) Weapon Adjustment: Bleed (4)
Armor 12/14/14 Melee Combat 11 (18c) Weapon Adjustment: Amputate
(25c) Weapon Adjustment: Decapitate
Protection/
0 2 Handed Slashing 8
Resistance (All)

Academics 8 Brawling 6 Flight


This descendant may move through the air at its normal movement
speed. Flying in this way costs 5 Stamina per phase.
Kingdoms 5 Survival 6

Languages 4 Tracking 2

Religions 2 Magic 6

Known Spells
Change 3
Night Vision, Speed

53
Ashik Soothsayer
Medium Humanoid
STR 7 Health 100
The Ashik Soothsayer gauges your intentions warily.
AGI 6 Stamina 75

END 5 Mana 90
Flail
Type: Melee
INT 8 Reaction 13 AT: STR + 1H Impact (21)
Threat: 5
PER 7 Evasion 13 Damage: STR + 9 (Impact)

CHM 5 Base Move 6 (1c) Damage Adjustment: +3 Impact


(24c) Weapon Adjustment: Crush
Armor 15/15/15 Melee Combat 9 (30c) Weapon Adjustment: Knockout (CT 75%)

Protection/
0 2 Handed Impact 5
Resistance (All)
Known Spells
Heal, Protect, Remove Poison, Sanctify
Academics 6 Magic 10
Charm, Command, Entangle

Kingdoms 6 Calling 7
Sapphire Gems
This Ashik may release a stored prism charge to restore 20 Mana.
Ashik Lore 6 Light 7

Religions 3

Communing with the earth, recounting their traditions,


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

54
Kreesh
Kreesh are the final evolution of a fully corrupted creature.
All Kreesh have specific abilities and behaviors, however there are
some common traits shared among them. Kreesh are immune to
all mind effects, fear, and suffer no Wound Penalties.
As mentioned in Dreamscape: Laruna, Kreesh are designed
to be the boss monsters of Laruna. They can be used as an
extremely difficult combat challenge for the playgroup, and are
great plot devices for a story. Most Kreesh will require specific
planning to handle the confrontation, so players who rush
headlong into battle might find themselves quickly overwhelmed
by a clever Dreamweaver.
Tier 3 Kreesh are specifically end game creatures and
plot devices, and should require the players to come up with a
sufficient plan to thwart an enemy capable of destroying cities.
They may need an entire kingdoms help, or a full cabal of mages
to perform a weakening ritual, or to scour the land in order
to find the one magical item which could strike a killing blow.
Whatever the case, they are not to be taken lightly.
Kreeshs CAP adjustments are broken down into large, easy
to use numbers for ease of selection during gameplay, although
experienced Dreamweavers will have a pre-designated plan
before the action starts.
Keep in mind their strengths and weaknesses, and make
sure to choose one appropriately styled for the story you are
telling.
Kreesh should always serve as the centerpiece or climax
of a Laruna story.

55
Exterminatus Phenomenon
LV 45 Huge Light Kreesh (T1)

Description Combat
Its physical representation is a thick, white, gaseous cloud The Phenomenon does not fight, instead attempting to
speckled with glowing wisps. The wisps remain suspended in the garner enough power to be able to dispatch mortals and Legacy
gas-body, occasionally sparkling with bright light. bearers with its Enlightening Dispersal. It will wage a battle of
attrition, dealing enough damage to an enemy to chase it away,
Legend and attempting to keep a Herald active at all times so it may be
In the early years of Ranaths existence, many settlements reborn.
suffered from mass disappearances. People in large numbers
would vanish and before any governing body could be alerted to Behaviors
the source of the problem, a whole village would be gone. It is unknown whether the Exterminatus Phenomenon is
Those sent to investigate would find no physical remains, actually a sentient being. The words of its heralds attribute divine
just an empty settlement with no sign of the living occupants. motive to its actions, but the only thing clear is that like other
After persistent investigation, many scholars became alerted Kreesh, it will seek out Legacy bearers when it can find them,
to the presence of strange luminous spirits that would act as a consuming hundreds of people along the way.
precursor to the vanishing people. It will begin by absorbing the spirits of the nearest
Though no solution was ever discovered, the problem was townsfolk, moving from village to village, growing in power as
called the Exterminatus Phenomenon; an uncanny occurrence it goes. It will always cease movement just far enough from a
where people are culled for no known reason amidst the mystery town to be safe, while allowing its Heralds the opportunity to
of bright lights. convince other mortals to step into its mass.

STR Health 400 A gaseous mass filled with glowing lights, this accursed creation leaves
spirits in its wake.
AGI Stamina n/a

END 20 Mana 0 Enhanced Incorporeal


The Phenomenon cannot be injured by physical weapons, making it
INT Reaction 12 immune to Slashing, Piercing, and Impact damage.

PER 12 Evasion 0
Life Sense Eternal
CHM 1 Base Move 1 In addition to Legacy bearers, the If there is a Herald of Light active
Phenomenon can sense all mortal when the Phenomenon is
Armor life within 5km of its position, destroyed, it will be reborn,
allowing it to choose a suitable bursting forth from the nearest
Protection Herald. Herald. This kills the Herald.
20
(All)

Resistance
Stationary
100 The Phenomenon seldom moves from its position, instead relying on
(All)
its Heralds to bring others towards it. When it no longer senses mortals
within 5km, it will scan the minds of its Heralds, and begin to move
toward a known population center

56
Legacy Abilities Herald of Light
A piece of the Phenomenons celestial power is instilled in
a target, making them their herald.
Consumption
The Exterminatus Phenomenon absorbs nearby Recollection
Type: Legacy
Spirits, gaining a permanent increase in power. There must be at
AT: LV + INT (45)
least 100 spirits present for this to function.
Cost: None
Range: 5km
Type: Legacy
Duration: Permanent
AT: LV + INT (45)
Cost: None
Base Success: The target mortal becomes a Herald of
Range: Special
Light. Does not affect Legacy bearers.
Duration: Permanent
The Herald of Light is a servant to the Exterminatus
Base Success: 100 Recollection Spirits within the
Phenomenon, and its sole purpose is to spread the belief that
Phenomenons mass are absorbed, granting +100 Health, +10
meeting the light is the only way to be saved. The Herald will
Damage (Celestial) to Enlightening Dispersal, and allowing an
spread its message throughout towns and villages, getting as
additional Herald of Light to be active at one time. These bonuses
many of the populace as possible to head to the Phenomenon
are permanent, allowing the Phenomenon to grow indefinitely.
and Step into the light. There may only be one active Herald
at any time.
Enlightening Dispersal
The Phenomenon fills a mortal with celestial energy,
(25c) Special Adjustment: Demagogue
destroying the targets body and leaving a Recollection Spirit
The Herald gains +5 CHM
behind.
(25c) Special Adjustment: Miracle Worker
The Herald is granted the Heal and Cure Poison spells, and
Type: Legacy
may cast these using an Ability Score of 25, regardless of
AT: LV + INT (45)
his statistics. He will use these as tactics to coerce citizens
Cost: None
Range: 50m in believing his message.
Duration: Instant

Base Success: The target mortal is overwhelmed with


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

57
The Korax
LV 60 Large Light Kreesh (T2)

Description Combat
The identity of the Korax is a mystery, as it has never When preparing for combat, the Korax will activate its
been seen without its otherworldly armor armor which is is Scintillating Defenses to ensure it is well protected against a
exquisitely crafted and glows with Light energy. Covered from varied assault. It will use Light Blast to soften up nearby enemies
head to toe, this plated creature fights with unyielding stamina and finish them off with its glaive or repeated blasts. When in
and cuts down its enemies with a celestial glaive. danger from spell casters, the Korax will activate Starforged
Armor in an attempt to stifle incoming damage and return some
back to them. The Korax may attempt to heal itself with magic
Legend as a last resort.
In the later parts of the Great War, titan infighting bred
powerful hostilities. In order to keep safe from possible betrayal, Behaviors
the titan Basheth employed a mighty guardian from a foreign In Koraxs twisted mind, Legacy is the last remaining trace
realm. This guardian, Korax, feared nothing and would stand of his former charge. Taking all the Legacy he can find is an
vigil over Basheth at all times. Any who threatened the titan undeniable obsession. He hopes to grow in power to someday
found that Korax was not only a frightening foe, he was also restore his former ward to life, so he no longer lives with the
extraordinarily talented at staying unharmed. shame of failure.

STR 17 Health 350

AGI 8 Stamina 250


A one time champion of the titan Basheth, Korax is a stout combatant, who
END 15 Mana 200 was said to be nearly unkillable in battle.

INT 9 Reaction 18
Radiant Glaive
PER 10 Evasion 40
Type: Melee
AT: STR + Glaives (43)
CHM 15 Base Move 8
Threat: 6
Armor 30/30/20 Magic 8 Damage: STR + 15 (Celestial)

Protection (1c) Damage Adjustment: +5 Celestial


50 Light 8
(Light, Dark)

Protection
(All Other)
20 Melee Combat 16 Unbreakable Pristine
The Koraxs armor cannot be
The Korax is immune to poison
Resistance damaged or destroyed by any
40 Glaives 10 and disease.
(Light, Dark) means.

Resistance
25
(All Other) Known Spells Inner Furnace
Heal If Korax is reduced to 0 Stamina, he immediately restores 100 Stamina.

58
Legacy Abilities
Light Blast Starforged Armor
Korax unleashes a brilliant flash of light and heat from Infusing its inner power into specially crafted armor, the
within its body, hitting all enemies up to 20m away. Korax is able to gain strong protection from magical damage.

Type: Legacy Type: Legacy


AT: LV + END (75) AT: LV + END (75)
Cost: 50 stamina, 25 mana Cost: 50 mana
Range: 20m Range: Self
Duration: Instant Duration: 1 phase

Base Success: All enemies within 20m suffer 50 damage Base Success: All incoming magical damage is halved,
(Celestial). In addition, they are blinded, suffering -4 to all ATs before Protection.
for 3 phases. Does not stack.
(25c) Duration Adjustment: +1 phase
(50c) Special Adjustment: Flashburn (50c) Special Adjustment: Impenetrable
Targets struck by Light Blast suffer -20 PRO (Celestial) for The Korax gains +25 RES (All) for the duration
the duration. Does not stack (50c) Special Adjustment: Reflection
(50c) Special Adjustment: Heat Disruption Single target damage prevented by Starforged Armor is
Targets struck by Light Blast also lose 15 Stamina and reflected back at the caster
15 Mana

Scintillating Defenses
The Korax activates complex magics within its armor,
attuning it to incoming damage.

Type: Legacy
AT: LV + END (75)
Cost: 50 stamina
Range: Self
Duration: 10 phases

Base Success: Any damage source that inflicts more than


20 damage triggers Scintillating Defenses, causing the Korax to
gain either +50 ARM or +50 PRO against the specific damage
type inflicted. This bonus lasts until the end of the following
phase. Only one bonus will be active at any time.

(25c) Special Adjustment: Influx


Any source of damage that would be completely mitigated
by Scintillating Defenses bonus instead restores an
equivalent amount of mana to the Korax
(50c) Special Adjustment: Sensitivity Scaling
Any damage source over 10 now triggers Scintillating
Defenses.
(50c) Special Adjustment: Emergency Measures
+50 ARM or PRO gained
(75c) Special Adjustment: Defender of Titans
Two bonuses may be active at any one time, and the
Korax chooses which one to replace when struck by a
new damage type

59
Voxin, The Starbeast
LV 100 Giant Light Kreesh (T3)

Description Combat
A creature made of cosmic energy, the Starbeast is an Any enemy not of substantial size or power will be utterly
enormous quadruped. Gaining its power by feeding off of the ignored. The Starbeast will typically use its Cosmic Orbs ability to
suns and stars of space, the Starbeasts skin is transparent, drain enemy resources, followed by Cosmic Rain to cause terrible
allowing those who gaze upon it to see the cosmos it so ruthlessly widespread destruction.
feeds on. Its head is protected by a large, nearly impenetrable Should any further resistance be expected, it will wade into
bone protrusion that extends in a narrow strip down the spine. battle with its excessive size and strength. If pressed by a worthy
The tail bears huge luminescent orbs that are organically grown. foe, it will use Skyfall to deal tremendous damage or reposition,
This giant beast stands 10m tall and is over 12m in length from even devouring Cosmic Orbs to regenerate Health and Mana.
head to hindquarters, with its tail adding another 12m.

Legend Behaviors
The mightiest of Starcallersthose who have experienced Contrary to the chaos it creates on the battlefield, the
the cosmic secrets of spacehave documented with fear and Starbeast is a brilliant, sentient entity. Though it cannot speak,
trepidation the presence of a monstrous beast, neither Titan nor it can allow any sentient being to telepathically understand its
Dragon. Born from a dying sun in the void of space, the Starbeast desires, and it will use this ability to coerce others into defending
wields unfathomable celestial power, devouring cosmic energy the Nexus heart it is bound to. Ultimately, like all Kreesh, it
and unleashing it in a wrathful assault on any who would trespass possesses an uncontrollable need for Legacy, but it will utilize
in its domain. Concentrated Legacy energy has brought this deceptively clever tactics in its hunt should the brute force of its
creature to Laruna, although in a significantly muted capacity. power not suffice.

STR 34 Health 650 A ferocious quadrupedal beast rippling with muscle. Its skin appears celestial
in nature like the Starcaller, with various constellations and heavenly bodies
AGI 22 Stamina 300 moving about. Its long tail sprouts unusual protrusions around the end,
which seem to radiate Light magic.
END 12 Mana 300

INT 18 Reaction 46 Giant Claw Swipe


Type: Ranged
PER 24 Evasion 46 (Threat: 6)
Range: 5m
CHM 10 Base Move 22 Difficulty: 0
AT: STR + Natural Weapons (56)
Armor 30/30/30 Magic 15 Speed: 10
Armor Base Success: All creatures within a 2m wide are struck by the
60/60/60 Light 15
(Head & Spine) Starbeastss claw, suffering STR + 18 Damage (Slashing).

Protection (1c) Damage Adjustment: +6 Slashing


100/50 Melee Combat 12 (10c) Special Adjustment: Tossed
(Celestial/Shadow)
All creatures of Large size or smaller are thrown back 10m.
Protection
30 Natural Weapons 10
(All Other)
One With The Cosmos
Resistance Instead of casting a spell normally, the Starbeast may tap into its
100/50
(Light/Dark) Known Spells connection with the cosmos to will a desired effect into existence.
All Light Spells By paying double the normal mana cost of a spell, the Starbeast may
Resistance
50 cast the spell as an IF action and this does not prevent the Starbeast from
(All Other)
using a Legacy ability in the same phase.

60
Of all the Titans created by the
young Gods, Solarian was
most unusual.

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

On
existence tremble at the thought that someday on Larunas surface, a Nexus may be born with a small
piece of Voxins power at its heart.

that day, any who carry


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

61
Legacy Abilities Cosmic Rain
Lifting its head upward, the Starbeast roars, spewing forth
a stream of cosmic energy towards the heavens. Star splinters,
Cosmic Orbs comets, and meteors periodically fall from the sky, raining down
Lashing its tail, Voxin unleashes the attached glowing orbs,
on nearby enemies.
spreading them over an area. The nearby land and creatures are
leeched of Stamina and Mana as the life essence is drained from
Type: Legacy
them. After several phases the orbs may be consumed, refueling
AT: LV + INT (103)
Voxins mind and body.
Cost: 50 mana
Range: 100m
Type: Legacy
Duration: 2 phases
AT: LV + INT (103)
Cost: 25 mana
Base Success: Each phase, two meteors streak down from
Range: 50m
the heavens, striking targets of the Starbeasts choosing. Any
Duration: Special
target struck by a meteor takes 60 damage (Impact). Targets may
roll an Evasion AT to reduce the damage by the ATR. The meteor
Base Success: Three cosmic orbs are released towards
then explodes, dealing 60 damage (Celestial) to all targets within
three different points within range. They will remain at the
15m of impact.
targeted location, becoming stationary, immovable, indestructible
entities. Any hostile creature within 100m of an orb at the
beginning of the next 3 phases loses 25 Mana and 15 Stamina.
A creature cannot be drained by more than one orb in the
same phase. Cosmic Orbs will drain for a duration of 3 phases,
and once complete become Loaded, remaining in place for one
hour.
The Starbeast may consume a Loaded orb by taking an IU
action to eat it, which instantly regenerates up to 50 lost Health,
Stamina, and Mana. Only one orb may be consumed per phase.
Once Cosmic Orbs is cast, it may not be used again until the
remaining orbs are eaten or their duration expires.

(50c) Strength Adjustment: +25 Health restored per orb


(50c) Strength Adjustment: +25 Mana restored per orb
(50c) Duration Adjustment: Cosmic Orbs drain for an
additional 2 phases before becoming Loaded
(50c) Special Adjustment: Cosmic Might
The Starbeast Gains +15 STR for 3 phases after
consumption of an orb. Does not stack
(50c) Special Adjustment: Cosmic Power
The Starbeast gains immunity to a single chosen damage
type for the phase following consumption of an orb
(100c) Special Adjustment: Devourer of Worlds
The Starbeast no longer needs to eat Cosmic Orbs. Instead
a Loaded orb can be absorbed from any distance as an IFU
action. Once all three orbs are absorbed, the Starbeast is
restored to full Health, Stamina and Mana, and gains a
+25 bonus to its Light Magic skill for 3 phases

62
(50c) Damage Adjustment: +30 Impact per meteor Star Strike
(50c) Damage Adjustment: +30 Celestial per meteor explosion Voxin turns its body into pure light for a moment, beaming
up from a dangerous situation to meteor back down for massive
(50c) Duration Adjustment: +1 phase
damage. This ability causes a brief state of weakness.
(50c) Special Adjustment: Starshards
Starshards now fall along with the meteors, blanketing the Type: Legacy
area with cosmic energy. All hostile targets within 100m of AT: LV + INT (103)
the Starbeast suffer -25 Protection (Celestial) for 3 phases. Cost: 150 mana
Range: 100m
This effect does not stack
Duration: Instant
(50c) Special Adjustment: Comet
One meteor is replaced by a Comet, which instead deals Base Success: The Starbeasts body flashes upward
100 damage (Impact) and causes massive tremors, forcing towards the sky and immediately comes crashing down at a
target, inflicting 100 damage (Impact), 50 damage (Fire) and 50
any standing creature within 10m of impact to win an AGI
damage (Celestial). For the following two phases, the Starbeasts
AT vs a 50 difficulty or be knocked prone ARM, PRO and RES ratings are halved.

(50c) Damage Adjustment: +50 Impact


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

63
Kilthresh
LV 40 Large Calling Kreesh (t1)

Description Combat
The Khilthresh is a giant mound of soiled earth that takes Depending on their physical strength and resilience, the
a vaguely humanoid form, leaving trails of compost and insects Khilthresh will aggressively engage enemies, battering them
wherever it goes. Its body is only loosely held together, allowing it with powerful fists. When outnumbered or faced with an equally
to extend its limbs when attacking, striking targets at a distance. dangerous foe, it will summon Compost Minions, then use
Hungry Swarm to weaken them.
Legend
The druids of Faranok were vigilant in their efforts to stop Behaviors
any form of magic or behavior that lead to defiling Larunas For the most part, the Khilthresh is a solitary creature.
wildlife. The Khilthresh was a driving motivator in this endeavor. Were it not for the Legacy corruption, this creature would avoid
Said to be the product of twisted individuals using magic confrontation with the mortal races. Unfortunately the need for
to command nature, their malignant desires and crude methods Legacy will drive this abomination to assault traveling groups in
caused unstable manifestations. Many such individuals were the hopes of finding a Legacy bearer.
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 8 Stamina 200 Dirt Fist


Type: Melee
END 14 Mana 100 AT: STR + Natural Weapons (36)
Threat: 2
INT 5 Reaction 16 Damage: STR +15 (Impact)

PER 8 Evasion 16 (1c) Damage Adjustment: +5 Impact

CHM 6 Base Move 8 Extended Fist


Type: Ranged
Armor 20/18/10 Melee Combat 8 Range: 2-5m
Difficulty: 0
Protection AT: STR + Natural Weapons (36)
-10 Natural Weapons 8 Damage: STR + 6 (Impact)
(Fire)
Speed: 8
Protection
15 (1c) Damage Adjustment: +2 Impact
(All Other)
(5c) Special Adjustment: Swat
Resistance Any flying target is struck towards the ground, dealing extra Impact
40 damage equal to the Kilthreshs STR. May only be purchased once per AT.
(Calling)

Resistance
20 Steady
(All Other)
The Khilthresh cannot be knocked prone or moved by any form of
physical or magical means. Any spell or ability attempting to do so will
automatically fail.

64
Legacy Abilities Base Success: All targets within 20m take 50 Damage
(Slashing).
Compost Minions
A strange vibration emits from the Khilthresh, the sound (10c) Range Adjustment: +10m
calling compost minions to emerge from the earth nearby. (10c) Damage Adjustment: +10 Slashing
(30c) Special Adjustment: Burrow
Type: Legacy Many insects embed in the targets flesh causing damage dealt
AT: LV+ INT (45) by Hungry Swarm to reduce their total Health by the damage
done. This reduction can not be removed until all of the insects
Cost: 30 Mana
are cut from the body. Removing the insects requires a Persistent
Range: 10m AT using Medicine (AGI) against a Difficulty of 20. Each CAP
Duration: 10 phases earned inflicts 1 Damage (Slashing) but also restores maximum
Health by one.
Base Success: 3 Compost Minions arise from the ground
to assist the Khilthresh.
Rumble
(25c) Strength Adjustment: +1 Minion The Khilthresh shakes the ground around itself violently,
tossing enemies down.
Hungry Swarm Type: Legacy
The Khilthresh unleashes a cloud of flesh devouring insects AT: LV + INT (45)
that shred enemies to death with countless tiny bites. Cost: 20 Stamina
Range: 10m
Type: Legacy Duration: Instant
AT: LV + INT (45)
Cost: 50 Stamina Base Success: All creatures within 10m of the Khilthresh
Range: 20m must make a successful Reaction AT (Difficulty 15) or be knocked
Duration: Instant prone.

(2c) Range Adjustment: +1m


(4c) Strength Adjustment: +1 Difficulty
(25c) Special Adjustment: Injury to Insult
Creatures who fail their Reaction AT take 20 unavoidable
Health damage

65
envoy
LV 60 M
of
C
madness
K edium alling reesh (t2)

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
Legacy Abilities
Living Nightmare Overlord
The Envoy becomes a nightmarish creature in the minds The Envoy of Madness exerts his powerful mental influence
of his targets, giving the appearance of invulnerability to several to puppet multiple non-Legacy bearing targets at once, turning
effects. them into complete slaves.

Type: Legacy Type: Legacy


AT: LV+ INT (88) AT: LV + INT (88)
Cost: 50 Mana Cost: 40 Mana
Range: Self Range: 20m
Duration: 5 phases Duration: 2 phases

Base Success: Choose 3 damage types. The Envoy has all Base Success: All non-Legacy bearing creatures within
damage of those types reduced to a maximum of 10 from any range become controlled by the Envoy of Madness for the
single source (after Protection and Armor). duration.
Opponents damaging the Envoy with those types will
perceive the Envoy as unaffected by the damage. Re-casting this (10c) Range Adjustment: +10m
ability will replace any existing Living Nightmare effects. (10c) Duration Adjustment: +1 phase

(10c) Duration Adjustment: +1 phase


(25c) Special Adjustment: Lasting Impression
Living Nightmare now causes an attacker whose damage is
Psychic Backlash (Passive)
Anyone within 100m who takes an aggressive action
mitigated by its effect to suffer momentary hallucinations.
against the Envoy is immediately assaulted with horrific images
These hallucinations cause the target to suffer a -6 to all
of the doom it will bring, causing them to hold back their actions.
Defensive ATs until the end of the following phase
(75c) Special Adjustment: True Nightmare
Effect: Any creature taking a hostile action against the
Damage from the chosen types is reduced to 1
Envoy loses all CAP beyond Base Success. Base Successes may
not be converted to CAP and carried over into subsequent phases,
and magic spells Alternate Base Successes may not be purchased.

STR 5 Health 250 A eerie, but powerful messenger of Labode.

AGI 5 Stamina 100 Staff


Type: Melee
END 5 Mana 500 AT: STR + Staves (19)
Threat: 2
INT 28 Reaction 19 Damage: STR +15 (Mind)

PER 14 Evasion 19 (1c) Damage Adjustment: +5 Mind

CHM 12 Base Move 6


Telepath
Armor 5/5/5 Melee Combat 8 The Envoy does not speak, but may mentally communicate with any
living creature within line of sight.
Protection
100 Staves 6
(Mind, Curse)

Protection
10 Magic 14
Penetrating Thoughts Indomitable Mind
(All Other) The Envoy of Madness ignores up The Envoy of Madness is immune
to 40 PRO (Mind) and 40 Resist to all Mind, Curse, and Fear
Resistance (Calling). effects, and their damage.
60/50 Calling 10
(Calling/Dark)

Resistance
30 Dark 6 Psionic Master
(All Other)
The Envoy of Madness may cast a Mind type spell as an IF action once
Known Spells each phase. This cast can be used in addition to normal spell or Legacy
Charm, Command, Rune of Possession, Whisper, Frighten, Haunting ability use.

67
The LV
Horned
85 C C K
Horror olossal alling reesh (t3)

Description Combat
Axitath is a terrifying sight to behold. Dwarfing all but the Axitaths greatest limitation is its supreme arrogance. It
largest of creatures that call Laruna home, the Horned Horrors will use its power sparingly, assuming any enemy that faces it to
size isnt its only intimidating feature. Its strange makeup and be beneath its concern. Using its impressive physical power and
fierce malevolence make it plainly obvious that Axiath is not of Lava Splash will be first, followed by Call of the Master if the
this world, and the one he is from must be most terrible indeed. forces before it are large or significant. Once an enemy proves to
be resilient or a threat, Axitath will use Hell Dimension to gain
Legend a position of strength.
Long have mortals let their curiosity drive them to learn
things they should not, or can not, understand. One such thing Behaviors
is a hellish dimension where souls are persecuted, bartered, and Axitath has little use for the inhabitants of Laruna, seeing
sold like currency among demonic natives. them as nothing more than an irritation. Legacy is all that matters
Among those who lord over this dimension is Axitath, an and the Horned Horror will search far and wide for Legacy bearers
inconceivably powerful demonic entity that has been called upon to devour. The constant hunt will put pressure on the powers of
by the most foolish of Larunas magic users. Within select circles, Laruna to deal with the threat, as Axitath will annihilate anything
it is believed that if a soul of significant value can be offered, the and anyone in his pursuit, stopping for nothing. His assault will
mighty Axitath will rise from its realm and claim it, bestowing not end until it is forced to do so.
favor on those who offered it.

STR 40 Health 700 A mighty demon who cuts a portion of the world away into its own
dimension.
AGI 10 Stamina 300
Giant Claw Swipe
END 25 Mana 300 (Threat: 6)
Type: Ranged
INT 17 Reaction 24
Range: 10m
Difficulty: 0
PER 14 Evasion 24
AT: STR + Natural Weapons (64)
CHM 19 Base Move 10 Speed: 5

Armor 40/25/22 Melee Combat 14 Base Success: All creatures within a 2m wide are struck by the
Horned Horrors claw, suffering STR + 18 Damage (Slashing).
Protection
100 Natural Weapons 10
(Mind, Fire) (1c) Damage Adjustment: +6 Slashing
(10c) Special Adjustment: Tossed
Protection Resistance All creatures of Large size or smaller are thrown back 10m.
(Shadow, Curse )
100 100
(Calling)

Protection Resistance
(All Other)
30
(All Other)
35 Abyssal Lord
While in his home dimension, the Horned Horror regenerates 25 Health
and Stamina per phase.

68
There is a realm where the forsaken go.
A place of torment and horror, The Prisoner, as they have been A beautiful place was visited by
where those souls who claimed called, languished only a short a monster not meant for other
no god of their own are banished while before their power did the realms. Its presence brought shad-
to. They weep amidst shadow and unthinkable. Breaking the ow and flame, destruction and
flame, their despair a nectar to shadow, the Prisoner carved a chaos. The Prisoner would not go
the realms demonic masters. hole in the realm of shadow and back willingly but found it could
flame, stepping from one dimen- no longer escape. Axitath roared,
Many believe no such realm could sion to another, leaving a trail of a sound of power incarnate.
exist while the Young Gods lived, dead demons in its wake. Legions of the damned obeyed its
but they are wrong. Rules are command and seized the Prisoner.
rules, and the unclaimed souls Free of the eternal purgatory, the When the Horned Horror arrived,
are free to be preyed upon by the Prisoner sought refuge in a beau- a beautiful place was shelter for
demons who hunger for them. tiful place where it could forge a wayward soulfull of promise
a new destiny. So far from its and hope. When Axitath left, a
Many souls have passed into this former captors, the Prisoner could beautiful place was no more. Only
realm to endure unimaginable not hear the realm of shadow scorched earth, broken bodies and
suffering for an eternity. No mor- and flame shake. Countless souls eerie silence remained. Where
tal could hope to peer into such a cried out in pain as a beast unlike there was beauty, there was now
place and leave their mind, body any other rose from the deepest only ruin.
and soul intact, but one soul is the recesses of the darkest shadows.
subject of several legends. Tucked The demonic natives cheered No soul escapes Axitath. No world
away in black tomes, forgotten or and the souls wept as Axitath, is safe, no prisoner free. Let it be
forbidden, they speak of a soul so the Horned Horror leapt from known that the only fate worse
angry, so loathsome and so pow- between worlds to reclaim a lost than dwelling in a realm of
erful, that it would not be held by prisoner. shadow and flame

is to be returned to it as Axitaths prize.


this den of damnation.

69
Legacy Abilities Lava Shower
The Horned Horror lets loose a deep bellowing laugh as
portals to its hellish dimension open up in the area. Lava bursts
Call of the Master forth, covering the area and devastating the surroundings.
The Horned Horror tears open the fabric of Laruna,
summoning lesser demons in to cause chaos.
Type: Legacy
AT: LV + INT (102)
Type: Legacy
Cost: 50 mana
AT: LV + INT (102)
Range: 50m
Cost: 30 mana
Duration: Instant
Range: 100m
Duration: Instant
Base Success: Several geysers of molten lava erupt in the
Base Success: Several portals open within range, causing
area, spraying all creatures within 50m of the Horned Horror.
5 Dregs to come through into the area.
Each creature takes 75 Damage (Fire).
(25c) Special Adjustment: Lieutenants
If this ability is used when in the Horned Horrors
Two Marauders spawn
dimension, the existing lava pools begin to bubble up and burst
(50c) Special Adjustment: General
forth, causing all targets to take an additional 25 Damage (Fire),
A Hellion spawns
and requiring them to take a Reaction AT (Difficulty 15) or lose
(50c) Special Adjustment: Horde
their footing, causing part of the body to enter the lava, losing a
5 additional Dregs spawn
limb of the Dreamweavers choice.
(75c) Special Adjustment: Right Hand
A Pit Lord spawns
(25c) Special Adjustment: Lava Pools
The lava remains in the area, forming small pools. All
Hell Dimension future Evasion ATs for creatures in the area are made at
The call of an Abyssal Lord cannot be refused by any except
a -15 penalty
the gods themselves. By unleashing an unfathomable amount of
(25c) Special Adjustment: Hells Fury
Legacy power, the Horned Horror pulls itself and all creatures
Range increased to 100m
nearby into its home dimension, leaving Laruna a distant memory.
(50c) Special Adjustment: Fires of Legacy
Damage from Lava Shower ignores Fire immunities (such
Type: Legacy
as Fire Elemental traits or an Invulnerable spell) and
AT: LV + INT (102)
ignores the first 25 points of a targets Protection
Cost: 25 mana
(75c) Special Adjustment: Hellfire
Range: 100m
Additional portals open, causing +75 Damage (Fire), or
Duration: 5 phases
if in the Horned Horrors dimension, +100 Damage (Fire)
Base Success: All creatures within 100m are shifted into
the Horned Horrors home dimension.

This foreign world looks like what most would consider a


real life hell. Seas of molten lava stretch out into the distance.
Platforms of charred rock dot the area, serving as the only safe
ground to stand upon. Atop the platforms stand various minor
demons, some worshiping at decrepit obelisks, while others are
hunched over eating the corpses of unknown dead. Twisted
creatures with black leathery wings and deep red skin fly through
the skies, curiously stalking the new arrivals. The air is almost
unbearably hot, causing each breath to be taken with extreme
difficulty. The Horned Horror stands at the center of this nightmare,
preparing to devour the souls of those who challenge him.

Effects: Each phase, all foreign creatures lose 10 Stamina


and take 50 Damage (Fire) due to the extreme environment.

(25c) Special Adjustment: Stay and Play


+2 phases to duration
(50c) Special Adjustment: Hells Fury
+25 Damage (Fire) and +10 Stamina lost per phase
(50c) Special Adjustment: Abyssal Call
1 Marauder per affected creature flies down to assault their
opponent. This demon will not leave its target until destroyed
(100c) Special Adjustment: Curse of Shadow and Flame
All spells and Legacy abilities cost twice their normal amount

70
71
Dark Harvester
LV 50 Medium Dark Kreesh (T1)

STR 12 Health 300 A nocturnal winged hunter that feasts upon souls.

AGI 18 Stamina 150


Reaping Blade
END 8 Mana 100 Type: Melee
AT: AGI + 1 Handed Slashing (38)
INT 7 Reaction 30
Threat: 5
PER 12 Evasion 30 Damage: STR + 12 (Slashing)

CHM 6 Base Move 18 (1c) Damage Adjustment: +3 Slashing


(5c) Weapon Adjustment: Bleed (5)
Armor 10/15/8 Melee Combat 10

Protection
25 1 Handed Slashing 10
Silent Killer
(All) The Harvester is completely silent while moving or flying,
allowing for devastating opening attacks. The first attack
Resistance made against a target who can not detect the Dark Harvester
100
(Dark) is treated as being made against an unaware target.
Resistance Shadow Blend
50
(Elements, Light)
The Dark Harvester is considered Invisible (ATR 50) when in areas of
Resistance low-lighting, such as moonlight or dark rooms. Engaging in melee combat
30 suspends this effect.
(All Other)

Flight
The Harvester flies at base movement speed.

72
Description
(10c) Range Adjustment: +10m
The Dark Harvester is an expert assassin of shadow that (20c) Strength Adjustment: +10 Health restored
can give even the most skilled Shadowmancers pause. This (50c) Special Adjustment: Assassin
silent, aerial killer tracks targets with ease, viciously wounding If the Harvester is within melee range of a creature when
them before finishing them off at its leisure. Although not overly it reappears, it may take an Instant Melee AT against that
resilient, the tools at its disposal make the Harvester extremely creature immediately, without incurring a multiple action
difficult to catch. Its frightening appearance is that of a twisted penalty
shadow demon, with sharp spikes covering its upper body and (50c) Special Adjustment: Remnant
wings as black as night. Leaves a shadow behind in the users place, which
coalesces into a Violence Reaver at the beginning of next
Legend phase
Often mistaken as an angel of death, the Dark Harvester (50c) Special Adjustment: Hidden
was a wicked predator of unnatural origin. Fashioned to be an The Stalker becomes cloaked by magical darkness,
envoy of the dark god Arlimans will, these hunters were crafted becoming Invisible even in well lit areas until the
with powerful ritual magic full of hatred and hunger. They beginning of next phase
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 Weeping Wound
consumption. Ever unwilling to let prey escape, the Dark Harvester
delivers a cursed wound that resists any attempt to heal, as well
Combat as leaving a trail of shadow-blood for them to follow.

The Dark Harvester specializes in stealth, and will open up Type: Legacy
on an unaware target with a Weeping Wounds infused strike. It AT: LV + AGI (68)
will continue to torment its enemies using its natural invisibility Cost: 20 Mana
to its advantage, and will use Shifting Shadow to move in and Range: Self
out of combat when necessary. Duration: Instant
Behaviors Base Success: The next successful strike made by the Dark
The Dark Harvesters sole interest is in hunting prey. For Harvesters weapon deals damage as shadow. This wound will
this creature, Legacy bearers are the dark gods assigned targets, not close or heal naturally and for the purpose of magical healing,
thus they are to be hunted exclusively. Most are clever enough every 5 points of healing restores only 1 point of Health lost to
to pick and choose their opportunities carefully, never initiating Weeping Wound. Until all of the damage inflicted by Weeping
a hunt unless the circumstances favor doing so. Wound is healed, the target leaves a faint shadowy trail in the
form of shadow-blood. This trail is always visible to the Dark
Harvester and can easily be followed.
Legacy Abilities (50c) Special Adjustment: True Blood
While leaking shadow-blood the target also suffers Bleed
Shifting Shadow (5). This effect remains until Weeping Wounds damage
By briefly diffusing into a shadow, the Dark Harvester can is fully healed
freely disengage from combat and rapidly relocate to a more (50c) Special Adjustment: Wracking Pain
advantageous position. Unnatural pain causes the target to suffer a -4 WP until
the Weeping Wounds is fully healed
Type: Legacy
AT: LV + AGI (68)
Cost: 30 Stamina
Range: 10m
Duration: Instant

Base Success: The Harvester vanishes into shadow and


reappears up to 10m away, restoring up to 20 lost Health. This
will disengage from any existing Persistent actions.

73
Sanguineus Herald
LV 60 Medium Dark Kreesh (T2)

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

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

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

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

74
Legacy Abilities
Bloodstream
The Herald vomits a violent, caustic stream of hot blood Type: Legacy
at the enemy. AT: LV + END (72)
Cost: 20 stamina
Type: Legacy Range: Self
AT: LV + END (72) Duration: Instant
Cost: 50 Stamina
Range: 50m Base Success: Creates a Bone Spear for the user. Upon
Duration: Instant any successful strike made with the Bone Spear, the Herald
may choose to release the spear and have it dig into the victims
Base Success: Target suffers 30 damage (Acid) and 30 body. Once burrowed, the Bone Spear will continually drain life,
damage (Curse). Target is also afflicted with disease (5). 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
(10c) Damage Adjustment: +5 Acid Damage (Curse) and the Herald restores up to the same amount
(10c) Damage Adjustment: +5 Curse of lost Health. If the Bone Spear is removed by force from the
(10c) Damage Adjustment: additional disease (2) target, blood erupts from the wound dealing 50 Damage (Curse)
(30c) Special Adjustment: Susceptible and giving the target Bleed (10). The Herald may only have 5
Target suffers -25 RES (Dark) and -10 PRO (Acid, Curse) active spears at any time. Once per phase as an IFU action, the
for 3 phases. Does not stack Herald may have a spear to melt away, and immediately regrow
a bone spire.
Bone Spear (25c) Strength Adjustment: +5 Damage (Curse) to spear
The Sanguineus Herald pulls a bone spine from its body
strikes
and elongates it into a spear. This process enables the
(25c) Strength Adjustment: +5 Damage (Curse) dealt
spear to drink deeply from the body of a target, feeding
and restored each phase embedded in target
its maker.
(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

STR 9 Health 300 A consummate bloodseeker, this hungry beast thrives off the lifeforce of
others.
AGI 16 Stamina 300
Bone Spear
END 12 Mana 0 Type: Melee
AT: AGI + 2 Handed Piercing (46)
INT 5 Reaction 26 Threat: 6
Damage: STR +12 (Curse)
PER 10 Evasion 26
(1c) Damage Adjustment: +4 Curse
CHM 1 Base Move 21 (3c) Damage Adjustment: Bleed (4)
Armor 15/15/15 Melee Combat 15
Bone Spear (Throwing)
Protection Type: Ranged
2 Handed Piercing 15
(All) Range: 0-25m/26m-50m/51m-100m
Difficulty: 15/25/35
Resistance AT: AGI + Thrown Weapons (36)
Ranged Combat 10
(Dark) Damage: 15 (Curse)
Speed: STR + 12 (21)
Resistance
Thrown Weapons 10
(Light) (1c) Damage Adjustment: +2 Curse
(3c) Damage Adjustment: Bleed (4)
Resistance
(All Other) Blood Master Taste For Blood
The Herald is immune to poison The Sanguineus Herald is able to move at fast speeds when hunting
and disease. wounded prey. If a creature is bleeding within 100m, the Sanguineus
Herald moves at 40 movement when moving towards them.

75
Septon, The Spirit King
LV 85 Medium Dark Kreesh (T3)

Description Combat
The Spirit King is exactly as its name impliesa spiritual Unable to be harmed by mundane means, Septon will often
creature taking the image of a forgotten king. It is incorporeal fly directly into a group of enemies in order to use his Echo
as all spirits are, and wears a golden armor and crown. It floats Chamber-empowered staff on vulnerable targets.
about wielding a majestic staff which seems to grant it a great If he encounters an enemy capable of attacking him, he
deal of magical power. will use Exchange to move himself out of range and use Rebellion
to sow chaos on the battlefield. Given enough time, Septon will
Legend eventually ravage the souls of those who oppose him, granting
When the Soulbender order had reached the height of its him an army of his own to levy against his enemies.
dominance, several of its members made a dreadful mistake that
unleashed a foe they were woefully unprepared to deal with. One Behaviors
by one the Spirit King hunted them to extinction. Many scholars Septon, as he was once called, is blinded with unrelenting
believe that the meddling done by the Soulbenders corrupted this hate for the mortal races. His only desire is to see them all
mighty being who once served the Wraithguard. reduced to nothing but their souls so they can see the error of
No longer bound by the duty of shepherding souls, the their arrogant, disruptive ways. Legacy is not meant for their
Spirit King turned into a spiteful and vicious enemy of the mortal kind, and Septon actively works to destroy Legacy bearers when
races. Seeing them as fallible and dangerous to the well-being of he believes he will otherwise be unable to claim their Legacy for
the universe, he sets to amass an army of spirits and lead them his own.
to a day where the living are no more.

STR 12 Health 500 A fallen Wraithguard who liberates souls.

AGI 14 Stamina 250 Soulstaff


This attack is Instant and does not accrue CAP. Targets may
END 18 Mana 400
only use Evasion as a Defensive AT. Septon may swing twice in a
INT 12 Reaction 37 single phase, taking the normal multiple action penalties.

PER 23 Evasion 42 Type: Special Melee


AT: AGI + Staff (42)
CHM 12 Base Move 14 Threat: 2
Damage: 15 (Curse)
Armor 25/25/25 Melee Combat 14
(1c) Damage Adjustment: +5 Curse
Protection
25 Staves 14
(All)
Collector (Passive)
Resistance Mortals killed within 50m have their souls transformed
100 Magic 18 into shades in the service of Septon.
(Dark)

Resistance
(Light)
25 Dark 18 Incorporeal Body
Septon is completely immune to mundane weaponry and can only be
Resistance harmed by magical sources.
50
(All Other) Known Spells Flight
All Dark Spells Septon flies at base movement speed.

76
(75c) Special Adjustment: Merger

Legacy Abilities Instead of the targeted soul taking Septons former


position, the soul instead fuses to him. This added power
grants Septon +50 temporary Health, Stamina, and Mana
Echo Chamber for 5 phases
Septon empowers his staff, causing it to cut into the soul of (75c) Special Adjustment: SacrificeInstead of the
a mortal with a powerful magical strike. All mortals of the same targeted soul taking Septons former position, the soul
race within the area will suffer damage as if having been struck shatters instead, releasing dark power for Septon to use.
by Echo Chamber as well. Septon may choose to either restore up to 100 Health
or gain a +20 bonus on his next cast of a Dark spell
Type: Legacy (75c) Special Adjustment: Duality
AT: LV+ INT (97) Instead of the targeted soul taking Septons former
Cost: 50 Mana position, the soul instead momentarily becomes Septon
Range: Self as well. This allows Septon to effectively be in two places
Duration: 5 Phases at once on the next phase, enabling him to take completely
independent actions as if there were two of him. His
Base Success: Upon Septons next successful strike upon Health, Stamina, and Mana become a shared pool while
a mortal, damage is dealt as normal, and half the damage is also this is in effect
dealt to every mortal of the same race within 50m.
Rebellion
(25c) Special Adjustment: Soulburn The Spirit King causes mortal souls revolt against their
All targets affected by Echo Chamber lose 25 Mana bodies, sapping their owners of strength. This can lead to a soul
(25c) Special Adjustment: Impending Doom breaking completely free, leaving the body a hollow shell bound
Those who have felt the effects of Echo Chamber suffer to the Spirit King until the soul is returned.
-20 Res (Dark) and -20 Pro (Curse) for the next 24 hours.
Does not stack Type: Legacy
(50c) Special Adjustment: Transference AT: LV + INT (97)
All affected targets of Echo Chamber immediately suffer Cost: 50 Mana
the effects of any Curse spell Septon has access to, using Range: 50m
an ATR of 60 Duration: 5 Phases
(50c) Special Adjustment: Soul Cleave
Base Success: Any member of the mortal races within
All additional targets now take the same damage as the original
range becomes Torn, suffering -4 to all ATs, and loses 10 Stamina
and Mana each phase. Does not stack.
Exchange
A true master of souls and spirits, Exchange allows Septon
to trade places with any spirit or soul that serves him. (25c) Special Adjustment: Assisted Release
The soul of a target suffering from Torn begs for release
Type: Legacy and revolts against the body, causing a -10 penalty to all
AT: LV + INT (97) defensive ATs for the duration
Cost: 50 Mana (25c) Special Adjustment: Wraithguard
Range: 100m Mortals who die while affected by Torn have their souls
Duration: Instant transform into shades in service of the Spirit King for 24
hours
Base Success: Septon and a target soul under his control (50c) Special Adjustment: Explosion
instantly switch places. This process is fluid and does not alter Those reduced to zero Stamina and Mana by Torn can no
each participants position in any way upon arrival. Because of longer hold their soul within. The soul bursts out of the
this, any CAP accrued against one of the participants will instead fatigued body releasing a shockwave of dark energy. All
be applied to the other when they are replaced. mortals within 10m suffer 100 Damage (Curse)
(100c) Special Adjustment: Enslavement
(75c) Special Adjustment: Deception
Those reduced to zero Stamina and Mana by Torn have
Though the switch occurs instantly, the physical image
their soul torn away, losing possession of their body. The
of the two targets does not change for 3 phases, allowing
mortal becomes completely enslaved to the Spirit King
Septon to remain hidden
until the Spirit King is destroyed. Legacy-bearing mortals
may take a LR AT (Difficulty 20) to resist this effect

77
78
Souls drift the sky
in long tangled pillows, awaiting their release from the Dreamcatcher. They ache for the embrace of the god they be-
long to, and the task of sorting those worthy of such embrace falls to the Wraithguard.

Chosen from among the most dangerous or despondent souls, the Wraithguard are given a new status. Shaped with
Argasheel into an entirely new soul, they possess powers beyond most mortals. Serving as guardians, they shepherd
souls into the afterlife and ensure they are not tampered with before they arrive at their proper destination. Among
their number are some of the most heralded and vilified mortals to ever be born on Laruna. What such service provides
themmercy, glory, justice, or purpose, no mortal may ever learn. This did not, however, stop one from trying.

During a time in Larunas history, Soulbenders held many people in a grip of fear. Their practices had earned a deroga-
tory 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 abili-
ties 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

All hail the spirit King.


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.

79
Nokolin
LV 40 Large Change Kreesh (T1)

Description Combat
The Nokolin is a horror to behold. Constantly shifting its Instincts will drive the Nokolin to physical combat. Once
fleshy mass into new and disgusting constructs, this creature any harm is done, it will immediately attempt to use Minor
is perpetually wet. Slick with with a thin, viscous film created Evolution, improving for future violence.
while changing structure, the Nokolin is a mass of misshapen Despite not having much between the ears, the Nokolin
appendages and misplaced maws. will instinctively switch targets to learn new capabilities from
Teeth and limbs protrude in awkward and inappropriate targets who it has not encountered before.
ways, each grasping for the next piece of flesh to consume.
Behaviors
Legend Blinded by irrational hunger, the Nokolin will chase
Before the Great War, the titan Abinora was fascinated by uncorrupted flesh at every opportunity. Blissfully unaware of
the natives of Laruna. She sought to create a keeper who would strategy or reason, the creature will leverage its bizarre capacity
collect samples of their bodies and store the knowledge of their for violence against the nearest living creature with no regard
creation. for its own safety or well being.
To accomplish this feat, Abinora attempted to create an
adaptable hunter, a sort of apex predator, who would consume
new organic life and adapt its advantages to its own purposes.
She failed, instead creating an unstable mass of flesh that would
twist its form in hideous ways with the exclusive purpose of
devouring flesh.

STR 16 Health 500 The Nokolin wishes to devour you and steal your power.

AGI 7 Stamina 200 Bone Spike


Type: Melee
END 14 Mana 0
AT: STR + Natural Weapons (40)
INT 2 Reaction 12 Threat: 5
Damage: STR + 15 (Piercing)
PER 5 Evasion 12
(1c) Damage Adjustment: +5 Piercing
CHM 1 Base Move 7 (3c) Weapon Adjustment: Bleed (5)

Armor 0 Melee Combat 12


Hungry Mouths
Protection Any target held in a grapple by the Nokolin during its turn will be
20 Natural Weapons 12
(All)
chewed upon by several mouths taking 50 damage (Slashing).
Resistance
60 Many Appendages
(Change)
The Nokolin ignores the first 10 points of multiple opponent penalties
Resistance when defending.
25
(All Other)

80
Legacy Abilities Edged Bone
Type: Melee
Threat: 6
Minor Evolution AT: Natural Weapons + STR (40)
The Nokolin is able to alter its form to gain either the physical Damage: STR + 15 (Slashing)
attribute of an enemy, their natural armor, or a trait.
(1c) Damage Adjustment: +5 Slashing
Type: Legacy (5c) Weapon Adjustment: Bleed (5)
AT: LV + INT (42) (14c) Weapon Adjustment: Amputate
Cost: 10 stamina (20c) Weapon Adjustment: Decapitate
Range: Self
Duration: 1 Hour Hard Stump
Type: Melee
Base Success: The Nokolin gains one of the following advantages Threat: 4
from an enemy it has dealt damage to: AT: Natural Weapons + STR (40)
Damage: STR + 15 (Impact)
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 (1c) Damage Adjustment: +5 Impact
effect at one time. (16c) Weapon Adjustment: Crush
Hardening: Gain the same natural armor value of the enemy. Only (22c) Weapon Adjustment: Knockout CT 75%
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.

(10c) Duration Adjustment: +1 hour


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

Reconstitute
Consumed flesh allows the Nokolin to restore damaged portions
of its body, and shift its mass into new configurations

Type: Legacy
AT: LV + INT (42)
Cost: 25 Stamina
Range: Self
Duration: Instant

Base Success: Restores up to 25 lost Health and shifts Bone Spike


into a weapon of the Nokolins choosing.

(25c) Strength Adjustment: Restores 50 Health


(46c) Special Adjustment: Multi-Armed and Dangerous
Until the Nokolin uses Reconstitute again, it is has access to two
of the listed weapons, and combines their threat when making
its Melee AT. When spending CAP, it may freely choose which
weapon it strikes with at no penalty.

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

(1c) Damage Adjustment: +3 Impact


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

81
Void Stalker
LV 60 Large Change Kreesh (T2)

Description Combat
The Void Stalker is a heavily muscled humanoid creature The Void Stalker blinks about the battlefield, striking
with huge bulbous eyes, a deep purple skin and no visible orifices. its enemies ruthlessly. When threatened or bored, it will use
It carries a large maul. It surveys the surroundings intently, but Timeless Battle to single out an opponent.
attempts no form of interaction with other creatures unless
provoked. Behaviors
The Void Stalkers motivations are beyond the
Legend understanding of Larunian mortals, but it is suspected to be
Deep within the tomes of an ancient Gatekeeper text the agent of something even more powerfulan entity that is
there exists mention of a hunter who stalks the space between charged with preventing travel between worlds. Finding itself in
realms. In this place, a strange creature known as the Void this foreign land, the Stalker will pause its normal duties, and
Stalker challenges those who would attempt to travel beyond curiously examine the world around him. It has no real means
their means. of communication with mortals, but is assured to cause panic
For these travelers, there is no escape from this horror, as in local populations. It will not actively attack those it comes
time and space are bent to its will. Appearing from the nothing into contact with, unless they are hostile or carry the mark of
of the void, the Stalker ambushes its prey and sends a lesson to Legacy. The presence of Legacy will mark an enemy as having
would be trespassersstay within your own realm or suffer the the potential ability to travel between worlds, leading it to assault
consequences. them just as it would a trespasser.

STR 14 Health 300 A strange outsider seemingly incapable of communication.

AGI 9 Stamina 200


Large Maul
END 20 Mana 150 Type: Melee
AT: STR + 2H Impact (40)
INT 10 Reaction 19 Threat: 2
Damage: STR + 18 (Impact)
PER 10 Evasion 19
(1c) Damage Adjustment: +6 Impact
CHM 8 Base Move 9 (14c) Weapon Adjustment: Crush
(20c) Weapon Adjustment: Knockout (CT 75%)
Armor 10/10/10 Melee Combat 14

Protection Two-Handed
50 12
(Celestial) Impact Bonded Weapon
The Void Stalker may recall its mace into its hand as an IFU action, once
Protection
100 Magic 9 per phase.
(Shadow)

Protection Known Spells


25 Change 9
(All Other)
Backlash, Blink, Jumbled, Speed
Resistance Resistance
100 35
(Change) (All Other)

82
Legacy Abilities
Blink Strike (25c) Special Adjustment: Surprise!
The Void Stalker effortlessly moves through time and +10 to the Melee AT
space, combining its power of Change with its giant mace to (25c) Special Adjustment: Momentum
blink around combat and close the distance to its enemies. If a successful strike is made this phase, it deals +25
Damage (Impact)
(50c) Special Adjustment: Ebb and Flow
Type: Legacy The Void Stalker may blink to two different targets within
AT: LV + INT (70) range, making an Instant Melee AT against the first target,
Cost: 10 stamina and a Persistent AT against the second
Range: 20m
Duration: Instant Timeless Battle
With this ability, the Void Stalker is able to challenge a
Base Success: The Void Stalker teleports to a target within single foe to one on one combat. The Void Stalker creates
range, entering melee range with them and immediately taking a bubble around himself and a target, suspending time
a Melee AT. This AT does not receive a multiple action penalty. for all who remain outside. Onlookers can only watch in
Using this ability automatically disengages the Void Stalker with horror as their companion enters a deadly combat with
any current opponents. no escape.

Type: Legacy
AT: LV + INT (70)
Cost: 20 mana
Range: 2m
Duration: 3 phases

Base Success: A single target or Large size or smaller


within 2m is trapped inside a time bubble with the Void Stalker.
The time bubble is 5m around, completely invulnerable, and may
not be penetrated by any means. All other creatures within 2m of
the Void Stalker are pushed outside the bubble until this effect
ends. Any CAP accumulated against the Void Stalker by those
pushed away is lost. The Void Stalker may end this effect as an
IFU action.

(25c) Duration Adjustment: +1 phase


(25c) Special Adjustment: Ill Take You All On
One additional creature may be trapped inside. This
adjustment may be taken more than once
(25c) Special Adjustment: Time Freeze
Time comes to a halt outside the bubble. No actions may
be taken, however the magic of this ability allows those
nearby within line of sight to see the battle inside, as long
as they were facing its direction when frozen

83
Ishnira The Sculptor
LV 75 Medium Change Kreesh (T3)

Description Combat
Those who have the privilege of seeing Ishinra in the flesh Ishnira is not a physical combatant, and will instead direct
are left awestruck by her beauty. Although she has the frame of her entourage of creatures against her enemies. Should she be
a slight woman, her visage is like nothing of this world. confronted directly, she will wield impressive magical talent for
With purplish tinted skin, brilliant golden eyes and a pair protection or to strike from a distance.
of twisted horns, one could argue that she is more demon than
woman. Her presence exudes an aura of godliness like no other, Behaviors
and creatures both great and small find themselves smitten Ishnira will remain hidden from public view, instead
within moments. choosing to surround herself with various twisted creations,
sending out a portion of them to capture Legacy bearing creatures
Legend for her consumption.
The Elder God is often given credit for every wondrous Sightings of strange and disfigured beasts are an early
creature that has ever lived in Laruna, but that credit may warning sign of her arrival, although by the time her presence is
not be entirely fair. A being of unknown origin is said to have realized, she will no doubt already have built a small entourage
impressed Cardespawn with her uncanny talent for reshaping of deadly creatures for a multitude of purposes. She is a brilliant
living organisms. Ishnira was her name, and there are some who mind, and would not expose herself readily unless fully prepared
believe it is she who made the Skylords mighty in battle, yet to enact her malevolent designs.
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 6 Health 200

AGI 7 Stamina 75 Ishniras radiant golden eyes seem to pierce your very soul.

END 5 Mana 500 Slap


Type: Melee
INT 15 Reaction 27 AT: STR + Brawling (9)
Threat: 0
PER 22 Evasion 27 Damage: STR + 1 (Stamina)
CHM 18 Base Move 7 (1c) Damage Adjustment: +1 Stamina
Armor 0 Melee Combat 1

Protection
100 Brawling 1
Mothers Love
(Mind, Curse) Creatures affected by any of Ishniras Legacy abilities become hopelessly
warped by her influence. While not under actual mind control, they will
Protection see Ishnira as their most beloved parent and work zealously to please her.
25 Magic 20
(All Other) In addition, natural creatures of Laruna will never see Ishnira as a hostile
target, and will be calm in her presence.
Resistance
60 Change 20
(Calling)

Resistance
100 Elements 16
(Change) Known Spells
All Change spells, All Elements spells, All Light Spells
Resistance
25 Light 15
(All Other)

84
When Laruna first filled the Dreamcatcher, the Young Gods
were not the only beings overwhelmed with admiration and envy.
There was another entity who felt such things, but swirling amidst
these sensations was a rippling hatred as well.
There are those who believe that in the beginning, the Elder God
was not alone. There existed a creature who had learned to shape creation
much as he did. They could malleate living forms in brilliant ways, so well
in fact, that even the Elder God enjoyed her company.
When the Young Gods set to the task of making children, they turned to
their elders companion for advice. Ishnira the Sculpter agreed to help them shape
their new creations and thus were the Titans born.
Despite it being the Young Gods power that gave these Titans life, Ishnira saw them as
her children. They were beautiful in their splendor and diversity. Nothing in creation had ever been
so gracefully made. They were a piece of art; her masterwork.
Following their creation, Ishniras pride over the Titans guided her to new and unprecedented hatreds. First she
learned to loathe the Skylords who dared to oppose them. Then she learned to hate the Young Gods who treated them as soldiers
rather than children. But none of this compared with the hatred she felt when her own companion rose from his slumber and loosed
a winged army upon her babies. The admiration and wonder for him that had so long filled her heart was replaced with abject horror
and furious rage.
Unable to oppose Cardespawn directly, Ishnira, with her broken heart, asked the Young Gods to repay their debt to her. She
wished for them to hide her from the Elder God. They agreed and placed her in the Dreamcatcher before they took the Bloodoath.
From within, safe from the intervention of Cardespawn or his get, she took to the abominable deed of exacting vengeance. The
many splendors of Laruna became her playthings. With unequaled skill, she reshaped one creature after another into warbeasts. They
became hideous abominations serving as both her personal army as well as a grotesque menagerie.
No subject did she favor as heavily as the Descendants of course. The dutiful children of the Elder God suffered uncanny
humiliations at the hands of the Sculpter. Whole families were woven together into hideous flesh sculptures suited more for inspiring
revulsion that performing in battle.
What became of Ishnira is a glaring historical oversight. No mention is found of her demise, no words about when her crusade

She is Ishnira and we are all her


of mutilation and corruption had ended. Indeed, many fear the crusade has not ended at all.
There exists a creature who will not rest until the beauty of Laruna is reshaped into an effigy of the macabre.

clay. May the gods have mercy on


our poor unfortunate souls.
85
Legacy Abilities
Favored Child
Places a mark of favor on a creature granting it powerful
(20c) Strength Adjustment: Hide Piercer Ignores 1 additional armor
weapons against Ishniras most hated enemies. Additionally,
(20c) Strength Adjustment: Focused Mind Ignores 1
damage suffered by the target of Favored Child restores mana
additional multiple attacker penalty
to Ishnira and empowers her spell casting. May be placed upon
(20c) Strength Adjustment: Essence Harvest restores 5
a maximum of 3 creatures. Cannot be used on Legacy bearing
additional Mana
creatures.
(50c) Special Adjustment: Sunderer
The armor of a creature who is hit by a strike while Hide
Type: Legacy Piercer is in effect has their armor permanently reduced
AT: LR + INT (90) by 2. Worn armors are damaged or destroyed when their
Cost: 100 mana ARM value is reduced to zero. Natural armors suffer
Range: Touch similar damage and are not restored until the damage is
Duration: Permanent healed with appropriate magic.
(50c) Special Adjustment: Linked Minds
Base Success: Creature gains the following three traits: Focused Mind also allows Ishnira to telepathically
communicate with the target over any distance.
Hide Piercer: Ignores up to 20 ARM for all strikes. Additionally, any damage suffered by Ishnira instantly
Focused Mind: Ignores up to 3 multiple attacker penalties. restores an equal amount of missing Health to the target.
Essence Harvest: Gains 10 mana for each descendant (50c) Special Adjustment: Sacred Harvester
killed by damage they inflicted. When a descendant is killed by this creature, it also
restores 25 Health, Stamina, and Mana to Ishnira
Ishnira receives a +10 bonus to her next AT to cast a spell
every time the creature is struck (non-stacking), and restores 1
Mana for every point of damage the creature suffers.

86
Mothers Counsel (25c) Strength Adjustment:+25 Health
Ishnira calls out the secret name of her minion, instilling it
(25c) Special Adjustment: Reconstruction
with a piece of her love and essence. Cannot be used on Legacy
Creature gains 5 Attribute Points to be spent on physical
bearing creatures.
attributes
(25c) Special Adjustment: Armored
Type: Legacy
+20 ARM (All)
AT: LR + INT (90)
(50c) Special Adjustment: Appendages
Cost: 50 mana
May take one Free, Instant, Melee AT per phase, and
Range: 50m
ignores the first 10 points of multiple opponent penalty
Duration: 1 Hour
when defending
(50c) Special Adjustment: Wings
Base Success: The target creature is empowered with a
Creature gains Flight at base movement speed
single magic skill of Ishniras choosing, as well as a single spell
(75c) Special Adjustment: Overgrown
she knows. This allows the target to use Ishniras Base and
Creature gains two Size categories. May not raise above
Advanced skill to cast the spell. Ishnira will lose access to the
Colossal size
granted spell while Mothers Counsel is active.

(25c) Duration Adjustment: +24 Hours Remake


(25c) Special Adjustment: Wisdom Reimagines a creature into another of similar Legacy Value.
Raises the INT of the creature by 5. This can not raise the Cannot be used on Legacy bearing creatures.
creatures INT score above Ishniras
(25c) Special Adjustment: Repertoire Type: Legacy
Target of Mothers Counsel learns up to two additional spells AT: LR + INT (90)
(50c) Special Adjustment: Mastery Cost: 50 mana
A second Magic Advanced skill may be passed to the target Range: Touch
as well as an appropriate spell Duration: Instant

Mutation Base Success: Target creature completely transforms into


Ishnira distorts a creature in specific ways to make them a different creature with a difference of LV no more than 3. The
both more perverse and more efficient in battle. Cannot be used creatures original form may not change more than one size
on Legacy bearing creatures. category. Remake will not allow a creature to be transformed
into Corrupted entities or Kreesh.
Type: Legacy
AT: LR + INT (90) (20c) Strength Adjustment: Increase maximum LV
Cost: 50 mana difference by 1
Range: Touch (25c) Special Adjustment: Anew
Duration: Permanent The transformation completely restores the targets Health
to its maximum new value
Base Success: The targets physical structure is warped (25c) Special Adjustment: Exit Strategy
in cruel and advantageous ways. Bones will form protrusions, The target may choose to return to its old form at any time
mouths will distort into horrifying maws, even the size of as an IFU action. This is a permanent change and restores
a creature can alter in meaningful ways from this distortion. its Health to the new maximum value
Regardless of the changes that take place, they are always profane
and leave the target creature horribly disfigured. Creature gains
enough mass to become one size category higher and gains +100
Health. A creature may not be the recipient of Mutation more
than once.

87
Molten Megadon
LV 40 Huge Elements Kreesh (T1)

Description Combat
The Megadon is a huge, boar-like creature standing 5m tall The Megadon will readily charge into battle, biting at its
at the shoulder. Its red skin pulsates with heat, scorching anyone opponents and searing their flesh with its molten skin.
who approaches. Six unusually glowing eyes stare out from under
a bony ridge atop its skull as it decides whether or not you will Behaviors
be its next meal. Although now a masterless hunting dog, the Megadons
need for Legacy will trigger its hunting instincts, causing it to
Legend track down Legacy bearers whose presence can be felt nearby.
The great titan Rathgar was a master of beasts, wielding Although it will bear no ill will to insignificant mortals, the
his gift of the Calling with great ease. Surrounded by creatures Megadon will not hesitate to attack any who show aggression,
of all shapes and sizes, his contribution to the Great War cannot and its searing flesh is enough to cause catastrophic damage
be denied. Wading into battle with a host of summoned allies, should it wander through a populated area. It will continue to
Rathgars draconic enemies were often caught off guard by the hunt down and consume bearers mindlessly until stopped.
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
STR 19 Health 300 A large reptilian creature with searing stone for skin, practically immune to
physical strikes..
AGI 7 Stamina 125

END 15 Mana 100 Bite


Type: Melee
INT 3 Reaction 14 AT: STR + Natural Weapons (39)
Threat: 6
PER 7 Evasion 14 Damage: STR +12 (Piercing)

CHM 5 Base Move 7 (1c) Damage Adjustment: +5 Piercing


(3c) Weapon Adjustment: Grapple & Bleed (4)
Armor 70/70/70 Melee Combat 12

Protection
Nose For Legacy
10 Natural Weapons 8 The Megadon is a practiced hunting dog, and can smell Legacy bearers
(Cold)
from double the normal distance. In addition, their presence cannot be
Protection Resistance masked by any means.
75 50
(Fire) (Elements)
Burning Aura
Protection Resistance Extreme heat radiates from the Molten Megadon, dealing 30 damage
25 25
(All Other) (All Other) (Fire) to all creatures within 3m at the start of each phase.

Legacy Abilities
Slag
The Megadon shakes itself like a wet dog, spraying molten
lava over all creatures in range.

Type: Legacy
AT: LV + INT (43)
Cost: 30 mana
Range: 10m
Duration: Instant

Base Success: All creatures within 10m suffer 25 damage


(Fire) on impact, then suffer the same amount of damage (Fire)
at the start of the following phase. Victims make take an Evasion
AT to reduce the damage by the ATR. After using Slag, the Molten
Megadon may not use Slag again in the following two phases.

(1c) Damage Adjustment: +1 Fire


(5c) Special Adjustment: Excess
Slag is everywhere, causing -5 penalty to all Evasion ATs
for the remainder of this combat. This effect does not stack
(25c) Special Adjustment: Heat Burst
The Megadon spends energy to superheat its molten flesh,
adding 10 Damage (Fire) to this use of Slag, and causing
its Burning Aura to deal 10 Stamina damage (In addition
to the Fire damage) for the next two phases

89
Harpy Empress
LV 60 Large Elements Kreesh (t2)

Description Combat
Possessing a humanoid frame, the Harpy Empress A natural leader, in any conflict the Empress will seek a
demonstrates a mixture of mortal and bestial features. Her skin suitable application of Call of the Matriarch, giving her a number
a bone colored leather, her hands elongated and clawed, she is of minions to coordinate. With minions in tow, she will skillfully
an embodiment of her wickedness. Large maroon wings extend pick apart threats using Twister when outnumbered or out
from her back, almost twice the size of her body. Coiled horns matched. Using her flight to levy advantage over earthbound
frame her head and a long whip-like tail dangles behind her. She enemies, she will Shriek them to further debilitate, closing in
is larger than an average human, standing nearly 3m in height, to finish prey only once they are sufficiently weakenedunless
and her wings at full breadth extend to a wingspan of over 10m. suitably provoked.

Legend Behaviors
In ages long past, when the Skylords ruled Laruna, a Impulsive, cruel, and petty, the Harpy Empress will scour
particularly savage dragon kept a bride like no other. She was areas near her Nexus frequently for Legacy to consume. True to
a creature of the winds, said to split her enemies apart with her reputation in recorded history, the Empress never lets an
her dreadful shrieks. When she angered, the skies grew violent, affront go unpunished and holds grudges for an eternity. While
and when she beckoned, all lesser creatures obeyed her cruel she is a skilled tactician, her rage and lack of self control are well
commands. The fae knew her as the Harpy Empress, and long documented, making her a remorseless hunter, though this can
did she reign. at times be used to punish her as well.

STR 14 Health 250


A large, wicked harpy queen that enslaves mortals to do her will and devas-
AGI 20 Stamina 200 tates enemies with aerial and sonic assaults.

END 15 Mana 200


Claws
INT 12 Reaction 30 Type: Melee
AT: AGI + Natural Weapons (42)
PER 10 Evasion 30 Threat: 4
Damage: STR +12 (Slashing)
CHM 17 Base Move 20
(1c) Damage Adjustment: +4 Slashing
Armor 10/10/10 Magic 12 (5c) Weapon Adjustment: Bleed (5)
(May only be purchased once per strike.)
Protection
50 Elements 12
(Electricity)
Enhanced Flight
Protection
15 Melee Combat 12 This creature flies at 3x base movement speed.
(All Other)

Resistance
30/50 Natural Weapons 10
(Light/Elements)

Resistance Known Spells


10
(All Other) Gust, Shock

90
Legacy Abilities Twister
The Harpy Empress
bats her wings repeatedly,
Call of the Matriarch funneling air magic into a single
The call of this powerful Kreesh cannot devastating twister.
be resisted by mere mortals. All mortal victims
within range are turned into harpies under her Type: Legacy
control for a time. AT: LV + INT (72)
Cost: 50 Stamina
Type: Legacy Range: 60m
AT: LV + INT (72) Duration: 10 phases
Cost: 40 mana
Range: 50m Base Success: A mini-
Duration: 1 phase twister forms at a chosen point
within range. The twister destroys
Base Success: All non-Legacy bearing everything in its path, tearing
creatures within range are morphed into through structures, tossing
Harpies, and are completely under the control creatures and debris through the
of the Harpy Empress for the duration. This effect air. The base of the twister is 30m
persists beyond the Harpy Empress death. When wide and it travels in a random
the effect fades, the victims revert to their normal direction at a speed of 10m per
selves, albeit appropriately confused or scared. phase. Any creature caught inside
suffers the effects of the Cyclone spell,
(10c) Duration Adjustment: +1 phase including creatures up to Giant size. The
(40c) Special Adjustment: Empower Mind user may have only one Twister active at
All affected creatures gain +10 Magic skill a time. The CAP adjustments listed below
(40c) Special Adjustment: Empower Body replace any CAP adjustments listed for the
All affected creatures gain +10 Melee Cyclone spell.
Combat skill

Shriek
The Harpy Empress unleashes a
deafening screech, hitting all enemies up to 20m in
front of her with a sonic blast.

Type: Legacy
AT: LV + END (75)
Cost: 50 Stamina
Range: 20m AoE
Duration: Instant (25c) Damage Adjustment: +30 Initial Damage (Impact)
(25c) Size Adjustment: The twisters base becomes 60m wide.
Base Success: All enemies up to 20m in front of (25c) Speed Adjustment: Travel speed increased to 20m per phase.
the Empress are blasted by sonic energy, taking 20 damage (75c) Special Adjustment: What Goes Up
(Sonic). Targets may roll an Evasion AT to reduce the damage Instead of being held in the air for a phase, targets take initial
by the ATR. In addition, all affected targets lose 1 CAP for every damage and are thrust 20m into the air and let go. Victims
10 Health lost from the disruption. unable to slow their fall take 100 Damage (Impact) from the
drop. (Giant targets and smaller only).
(1c) Damage Adjustment: +1 Sonic

91
Kadune
LV 100 Colossal Elements Kreesh

Description Combat
A massive creature, Kadune sports an unusual body Preferring to strike unaware and unprepared targets,
composition. Possessing a humanoid torso, arms, and a large Kadune will cause mass chaos initially with Tidal Wave, to be
elongated head, the creature bears structural similarities with the followed with Tremors. The disorientation that follows gives
Garaith, but this is where the correlation ends. From the waist Kadune time to Worship and summon water elementals with
down Kadune is a mass of tendrils, much like an octopus. Equally magic.
bizarre are the huge, long tendrils that protrude from the beasts From then on the minions will work to empower Kadune,
back, which it uses to devastate coastlines with battering strikes. who will pummel any noteworthy opponent with tentacles. Some
of his minions will also drag nearby survivors into the water so
Legend they can rise again as Takar.
The Takar have never swayed in their devotion to the
thing that the land-dwellers call Kadune. In the scant few Takari Behaviors
scriptures that have been seized by mortals, tales of the Boiling Kadune bears an unabated hatred for the mortal races.
Beast are spoken. This mighty creature, who was so angry over While his desire for Legacy takes precedent, he will do everything
the defeat it suffered at the hands of the Young Gods children, possible to cause as much destruction and suffering for the mortal
spent years unmoving, stewing in the deepest waters of the races as possible. Crushing coastal settlements is always a prime
ocean. objective as it grants satisfaction as well as new bodies to fuel
The Takar await the Sinking, the time when their his Takari army.
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 Kadune, the greatest monster to ever climb from the sea. It effortlessly lays
waste to cities on the coast.
AGI 5 Stamina 500

END 28 Mana 350


Tendril Smash
Type: Ranged
INT 6 Reaction 20 (Threat:7)
Range: 5m
PER 15 Evasion 20 Difficulty: 0
AT: STR + Natural Weapons (80)
CHM 5 Base Move 5 Speed: 5
Base Success: All creatures within a 2m wide are struck by Kadunes
Armor 25/25/25 Melee Combat 16
tendril, suffering STR + 21 Damage (Slashing).
Protection (1c) Damage Adjustment: +7 Impact
30 Natural Weapons 16
(All) (10c) Special Adjustment: Tossed
All creatures of Huge size or smaller are thrown back 10m.
Resistance
100
(Elements)
Living Waves
Resistance Kadunes power gives mastery of the water, allowing for the creation of
65 water elementals with exceptional ease. Once per phase an IFU action,
(Dark)
Kadune may summon a water elemental for 10 Mana. The elementals last
Resistance for 10 phases.
40
(All Other)
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 (25c) Special Adjustment: Split the Earth
Summoning forth his full power over water, Kadune sends Land creatures within range have a 20% chance of
a colossal sized wave crashing down upon the shoreline.
suffering from the effects of a fissure opening beneath
Type: Legacy them, as per Fissure spell. (ATR 50)
AT: LV+ INT (91) (25c) Special Adjustment: Aftershocks
Cost: 50 Mana The Reaction and movement speed penalties last until the
Range: 400m end of next phase
Duration: Instant
(25c) Special Adjustment: Citywide
Base Success: All buildings and creatures on land within Range is increased to affect an entire coastal city
400m of Kadune take 75 Damage (Impact) and are submerged (25c) Special Adjustment: Violent Shock
underwater for the phase. Creatures that fail a STR AT (Difficulty Land creatures suffer -20 to Reaction, sea creatures can
30) are pushed back 200m along with the wave. Creatures flying
move no more than 3m from their current position this
higher than 20m are above the effects.
phase
(25c) Special Adjustment: They All Fall Down
(25c) Special Adjustment: Whirlpools Chance to be knocked prone raised to 90%
All affected creatures within range have a 20% chance of
being sucked into a whirlpool effect, keeping them held
underwater for 3 phases. Victims make take a Persistent Worship
Swimming AT (Difficulty 30) for this duration, and may Kadune lets loose a tremendous bellowing cry, calling forth
his devout followers to rise from the ocean.
free themself from the whirlpool for 10 CAP
(25c) Special Adjustment: Drown the foolish mortals! Type: Legacy
The water level of the affected area rises to 5m for 1 hour, AT: LV + INT (91)
effectively converting it to a shallow sea zone. This effect Cost: 25 Mana
does not stack Range: 100m
Duration: Instant
(25c) Special Adjustment: Citywide
Range is increased to affect an entire coastal city Base Success: A small army of 50 Takar rise up and storm
(25c) Special Adjustment: Hard Crash the shoreline.
+50 Damage (Impact)
(25c) Strength Adjustment: +25 Takar
Tremors (25c) Special Adjustment: One Master
Kadune slams his body and tendrils into the coastline, The Takar are immune to any mind control or fear effects
causing localized tremors in the area.
(25c) Special Adjustment: Bloodthirsty
Type: Legacy The Takar gain +2 STR and +25 Health
AT: LV + INT (91) (25c) Special Adjustment: Lending of Power
Cost: 50 Stamina Up to 25 Takar are transformed into Tidecallers.
Range: 800m Tidecallers will spend each phase praying for their god.
Duration: Instant
This causes Kadune to restore 1 Health and gain +1 STR
Base Success: All creatures on land within 800m of Kadune for each Tidecaller praying during the phase
suffer a -10 to Reaction and take a 50% CT. If unsuccessful, (50c) Special Adjustment: Soulbound
they fall to the ground prone. All creatures in the sea within Kadune may not be brought below 1 Health as long as
800m of Kadune have their movement speed reduced by half
there are living Takar within 400m
and suffer -8 to all ATs. All seafaring vessels and buildings within
range will suffer structural damage left to the discretion of the
Dreamweaver.

93
Time and again they were warned.

Do not trifle with the Argasheel. Still, none could deny that the humans had earned their
place, so while the Descendants of the Third Age continued to offer council, humans built
their sprawling cities, and would ultimately govern their own people, their own way.

The city of Etross was a thriving culture, built along the coast by masters of the sea. Ships
yielded bountiful food and neighboring towns grew jealous of their riches. Fearful the
Descendants would force Etross to share its bounty with those less fortunate, the lord of the
city exiled the winged advisors.

94
Etross and its people reveled in their hubris, shunning outsiders who leaned on the
Descendants guidance, and were still unable to match the coastal fiefdoms greatness. The
lord of the city however, was ever concerned that the meddlesome watchers would ally
with the jealous neighbors and bring an end to Etross great golden age. So he sought wis-
dom with his oracles and they brought him to the sea that had supplied them with so many
great wonders.

There in the deepest waters, they discovered a wild power, the likes of which could save
them from any invader. So did the lord of Etross set to the task of deifying this great power,
until every citizen devoutly praised the Forgotten God.

Warned, he was, this lord of Etross, that the power beneath the sea was brimming with
Argasheel but he could not see beyond his own greed and jealousy. When a neighboring
warlord, along with a paltry, starving army assaulted the gates, the lord of Etross set to
make an example. He and the finest summoners set to the task of bringing forth the
Forgotten God.

They were warned of the danger Argasheel posed. They were so often told of the mighty
beasts from the Great War that still slumberedimprisoned far from the world they once
ravaged. Yet still, there at the edge of the sea, the city of Etross cried out with worshiping
voices

and so did Kadune, the Forgotten God,


answer them.

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

Remember Etross.
95

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