Humans

 

Humans are the most prosperous and widely spread race on Myriad. Although many other races disdain their lack of special traits, the truly wise know that some abilities are not easily recognized. Indeed, humans are special for a number of reasons. They are tenacious, have a high level of endurance, and an ability to find ways of surviving in all manners of environments. Also, they are able to reproduce and become numerous under many adverse conditions. Wherever humans are, they spread, grow, and prosper. Many of the other races feel it is lucky then that humans are intrinsically good. Of course, there are always exceptions to the rule as with any species. Humans can be found filling many of the traditional adventuring roles, but most common of all must be that of the warrior, where the humans height and overall good body shape are both great assets, despite their lack of superior strength.

 

Antithetical Church

Antithetical Cultists are usually the sons and daughters of minor noblemen, artists, artisans, and merchants. They affect a world weary style, dress idendically in black and follow the sextet of dark Gods called the Antithesis. Bored with life, they seek to bring pain and misery to all they meet, often accompanied by rather pathetic attempts to be witty. The cultists tend to be well equipped and if they thrive within the cult may go on to become priests, crusaders or other servants, or perhaps be warped in some way by their dread masters. Whatever happens to them, you be bet the cultists will pretend to have seen it all, been there or done it.

 

Cliqueist

Within the cult, the lesser members aspire to be come a member of the ‘clique’, which gets to decide some of the cults day to day policy (though nothing important), through the do get to say which other cultists get warped …

 

Female Cliqueist

Female Cliqueists are equipped with little black dresses, silver bangles, ornate rapiers, and red linen sashes. Adventurers report that Female Cliqueists are initially passive when encountered.

Exp: 15

Health:        9

Attack:        -13 (A)

Defenses: Normal: -32 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Male Cliqueist

Male Cliqueists are equipped with frilly shirts, black cotton trews, black leather boots, ornate rapiers, and red linen sashes. Adventurers report that Male Cliqueists are initially passive when encountered.

Exp: 15

Health:        9

Attack:        -4 (A)

Defenses: Normal: -18 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Crusader of Nashan

Lady Nashan is the lady of unlife, one of the dark gods and the antithesis of Shanna. Her priestesses and crusaders are granted several powers by their dark patron: they can create a variety of undead creatures and with a touch drain the life energy of their foes. The followers of Nashan are recruited from the antithetical cultists, usually from amongst the clique, and try to maintain a droll jaded image. They engage in a great deal of debauchery and practise a number of rituals which will convert a living person into an undead, usually against their will. Crusaders and priests who serve Nashan well are eventually rewarded with eternal life as a vampire, though this is considered an honor that they have to earn through long service. The priestesses have more developed occult powers whilst the crusaders are much better trained for combat. Nashan crusaders are recruited from Nashan cultists.

 

Crusader of Relm

Crusaders of Relm style themselves in dress after Crusaders of Merl. Whilst Crusaders of Merl are usually fit and well muscled, Relm Crusaders tend to run to fat and their clothing usually conceals considerable bulk. Relm is one of the six gods who make up the antithetical church and he is Lord of Greed. He is the patron of gluttons and liars, a master of corruption who seeks to bring down the Bereny establishment. His servants over indulge in everything. His crusaders all carry special unholy symbols, in which their souls are bound and into which they can bind the souls of those they slay, which makes them more potent. In his role of glutton, Relm is also called ‘the eater of souls’. Relm and Merl are mortal foes, though the followers of Relm prefer to oppose their foe by treachery and deceit. A Crusader of Relm is equipped with a Relm Unholy Symbol, Chain Mail Armor, and a Long Sword. Crusader of Relm wears the unholy symbol of the dark god Relm.

Exp:     50

Health: 31 - 40

Attack:            35 (A)

Defenses: Normal: -19 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Crusader of Tisbehelne

The Crusaders of Tisbehelne are evil Crusaders who worship the Goddess of Debauchery and Lust. These are champions of desire who use warriors' skills to further the cause of their Goddess, one of the 947 Dark Gods. Tisbehelne will only accept women as Crusaders of Tisbehelne, but will allow anyone else to become her thrall. Tisbehelne for preference only allows Elf and Human females to become Crusaders and rejects all others. The Crusaders of Tisbehelne,

Mistress of lust and base desires, are the seekers of pleasure above all else. Lady Jessica of Ghorst (a named Crusader of Tisbehelne) is equipped with a Winged Helmet + 2, Tisbehelne's Plate Mail, Ring of Tisbehelne, Tisbehelne Shield, and a Long Sword + 2.

 

Cultists

 

Cultists of Nashan

Nashan cultists aspire to be part of the clique who decides what happens to other cultists. The other 5 dark gods also have their own crusaders and priests.

 

Female Cultists

Female Cultists are equipped with little black dresses, silver bangles, and ornate rapiers. Adventurers report that Female Cultists are initially passive when encountered.

Exp: 10

Health:        7

Attack:        5 (A)

Defenses: Normal: -55 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Male Cultists

Male Cultists are typically equipped with frilly shirts, black cotton trews, black leather boots, and ornate rapiers. Adventurers report that Male Cultists are initially passive when encountered.

Exp: 10

Health:        7

Attack:        -9 (A)

Defenses: Normal: -59 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Founding Fathers (Named Creatures)

The Founding Fathers of the Antithetical Church were once two men and two women. Now they are creatures of undead raised by Nashan. They are truly powerful and malevolent entities, which are best avoided unless one is equipped to deal with them. In form they are sexless figures clearly dead possessed of large claws on one hand. They are garbed in black. They are equipped with Robe of Office and Diseased Claws. Player’s Note: They are immune to normal, cold, and mental attacks. Player’s Report 060610: These unique named creatures were originally encountered on the second level of the Pits of Poldoon. Two unnamed Founding Fathers have been encountered outside the Antithetical Cathedral.

Health: 71+

 

Guardian of Tisbehelne

The Guardians of Tisbehelne are fanatical warriors whose only wish is to die in the service of Tisbehelne, one of the Dark Gods and member of the Antithetical Church. Guardians of sacred areas of Tisbehelne they are usually summoned from the Savante Temple or the Antithetical Church in the Depths of Poldoon where they worship the Mistress of Lust and Base Desires. Guardians of Tisbehelne are typically equipped with Tisbehelne's Plate Mail, Ring of Tisbehelne, Tisbehelne Shield, and a Battle Axe.

 

Nashan Priestess

Lady Nashan is the Lady of unlife, one of the dark gods and the antithesis of Shanna. Her priestesses and crusaders are granted several powers by their dark patron: they can create a variety of undead creatures and, with a touch drain the life energy of their foes. The followers of Nashan are recruited from the antithetical cultists, usually from amongst the clique, and thry to maintain a droll, jaded image. They engage in a great deal of debauchery and practice a number of rituals, which will convert a living person into an undead, usually against their will. Crusaders and priests who serve Nashan well are eventually rewarded with eternal life as a vampire, though this is considered an honor that they have to earn through long service. The priestesses have more developed occult powers while crusaders are much better trained for combat. Nashan Priestesses are typically equipped with a red linen sash, silver bangles, and a little black dress. They can drain life energy with a touch.

 

Pain Thrall

Pain Trhalls are men who have been taken by the followers of Lamari, the Dark Goddess of Pain, and tortured until they lose all sanity, becoming mad creatures who live only make others suffer. Bound in leather armor and armed with wickedly spiked gloves, they act as soldiers, guards and killers for the priestesses of Lamari.. They are without fear, strong and fast and take a lot of punishment to put down. Some of them are more skilled: Pain Thrall warriors were skilled combatants before they were driven mad, and retain some of their skill, whilst the champions can stand toe to toe with the strongest of heroes. Pain thralls are typically armed with studded leather armor, leather boots, and spiked gauntlets. They are reported to drop gold and seem hostile to all creatures around them.

Exp:     15

Health: 12+

Attack: -8 (A)

Defenses: Normal: -37 (A) Fire: ? Cold: ? Chemical: ? Magical: -18 (A) Mental: ?

 

Painted Lady
Painted Ladies are followers of Tisbehelne, the Dark Lady of Desire, part of the Antithetical church and sworn enemy of Bethseline. These women sport tatooes over most of their bodies which, in the case of the more powerful ones , imbue them with magical powers. These tatooes provide protection against the elements and against magic. The Ladies have razor sharp nails and filed teeth which they use in combat. The more potent ones have tatooes which move and swirl as they fight, confusing and distracting their opponents. Painted Ladies who prove their devotion to Tisbehelne eventually become crusaders of that faith and are granted great powers of confusion and madness, driving those they meet wild with vague, unfulfilled desires. A Painted Lady is equipped with nothing

 

Widow Maiden

A widow maiden is a beautiful human girl who has been warped and changed by the power of Raodles, the False Mother, ruling deity of the Antithetical Church. A widow maiden has been comparatively changed: She will spend most of her time mating, though not with unwilling adventurers, as there are many of the cult willing to do the deed and it is considered an honor. When she successfully become pregnant she will give birth to many warped and deformed spider creatures, as well as giant spiders, though the act of birthing them will often kill her. Those few maidens that survive child birth become Widow Ladies, who are much more powerful and, if they survive many such birthings, they may become a feared widow matron. All these women can spit poison and have the ability to spin webs, though they still appear to be human. They kill anyone who is not a cultist they see, keeping the bodies as food for the young. A widow maiden is equipped with Frilly shirt, red linen sash, black cotton trews, black leather boots, and an ornate rapier. Player’s Note: The poison spit by a widow maiden causes the Poisoned: Paralysis condition and appears to be an attack that doesn’t generate a reply attack.

Exp:           17 or 23

Health:       9+

Damage:     2 to 6

 

Assassin

In the political hotbed that is Myriad, there have always been those who choose to walk in the shadows and distribute death for a price. Over time, these Assassins have found that they need not live in shadows. Instead, they hide themselves in plain view. They even travel with their victims as an adventuring partner from time to time. As adventurers their skills can be put to good use against the evil denizens of the dungeons they dwell in. After all, no one has any reservations or moral conflicts if someone poisons or back stabs a monster! Assassins, through the very nature of their work are unable to equip plate mail of any kind. Upon graduating from the Secret Academy which teaches those gifted individuals the skills necessary to perform as an assassin, they are granted a special curved dagger with which they are trained to perform their special back stab attack. Assassins may also use the 'Y 9' order to try and find poison ingredients and the 'Y 10' order to use these ingredients to try and make poison for a dagger.

 

Bandit

 

Bard

Musicians, entertainers, actors... Bards are the charismatic show people of the adventuring world. Honing their musical abilities to such a high degree that they can physically affect their companions with their melodies yet also more than capable in melee combat, Bards are much sought for adventuring bands of all types. All bards can issue three special orders that, in combination with a certain sort of performance with their instrument of choice allows them to have very specific effects. The orders for using a Bards powers are as follows:- 1/ INSPIRE 'U' '100' 'Target Character ID' Makes the target confident for the duration of the turn, +5 attack. 2/ DEMORALISE 'U' '200' 'Target Character ID' Causes the target to lose confidence for the duration of the turn, -5 attack. 3/ SOOTHE 'U' '300' 'Target Character ID' The effect is to cause the targets attacks to lose their aggression, -1 damage.

 

Bereny Army Patrol

<name of or troop type> also caries equipment of the Bereny Army Patrols. Only members of the Bereny Army Patrols may wear the patrol's distinctive blue equipment. Anyone reported wearing such equipment is outlawed immediately.

 

Bereny Sergeant

The common soldiers of Bereny are a tough and capable lot, whether fighting on some foreign field or patrolling the heart of the country. The more experienced soldiers end up sergeants, but that is generally as far as the common man can go. It is an outlawing offence to kill a Bereny soldier. A Bereny Sergeant is typically equipped with, Metal Helmet, Chain Mail Armour, Leather Boots, Blue Cloak, Leather Gloves, Wooden Shield, Short Sword.

 

King’s Knight

The King's Knights are members of the minor nobility, usually second or third sons, who are members of the Bereny Army and serve within Bereny's borders, patrolling the countryside and trying to keep it safe. Killing a King's Knight is an outlawing offense. Sir Landis, a typical knight, is equipped with, full helm, blue plate armor, steel boots, blue cloak, steel gauntlets, blue shield, and a long sword.

 

Bondsmen, Royal

Royal Bondsmen are elite members of the Kings household guard, usually sent out on important missions, or acting as bodyguards to dignitaries and officials. A Royal Bondsman is equipped with, Metal Helmet, Plate Mail Armour, Leather Boots, Wooden Shield, and Great Sword.

 

Brigand

It is unfortunately all too common that human fighters turn away from the ways of light to walk the path of greed, lawlessness and evil. Human Brigands are the result, thieves and murderers who prey on those weaker than themselves, often living in dark places where it is easy to waylay travellers, beat or kill them and steal everything they own. Brigands can also be found in the employ of more powerful dark masters, since the only loyalty they know is that which is bought with gold.

Brigands are usually organised so that they are led by a superior-skilled captain, with the rank and file being standard Brigands and a selection of archers (range weapons) and beserkers (high strength) as special troop members.

 

Brigand

Brigands are typically equipped with leather armor, wooden shield, and blunt hand axe.

Exp:     16

Health: 8

 

Brigand Archers

They are typically armed with leather armor and short bows.

Exp:     10

Health: 4 - 7

 

Brigand Berserkers

Berserkers are brigands with high strength and fighting skills used as special troops. The are typically armed with leather armor, wooden shields, and great swords.

 

Brigand Captain

They are typically armed with studded leather armor, wooden shields, and long swords.

Exp:     20

Health: 10

 

Brotherhood of the Dark Hand

The Brotherhood of the Dark Hand is a mysterious group of Monks. Nobody knows where they come from or what their true motivations are, but they have been seen throughout Bereny. On occasion, a group of the Dark Hand will let an adventurer pass unmolested, but more often, they will slay them simply for having seen their presence. When they first appeared over fifty years ago, the Dark Hand Initiates were not classed as monsters. Then one day, a group of the monks slaughtered an entire village without reason or cause and the organization, already mysterious retreated into dungeons and other dark places and became renegades of royal justice. Since then, every instance of a Dark Hand appearance has resulted in horror and the death of innocents. Why do they do these awful things? What dark master do they serve? Only the Brotherhood knows.

 

Dark Hand Initiates

Is equipped with nothing.

Health: 10 - 15

Typical Damage:            2 - 3

 

Dark Hand Monk

Is equipped with nothing.

 

Dark Hand Student

Is equipped with nothing.

Health: 5 - 8

Typical Damage:            1 - 2

 

Church of the Blade

 

Priest of the Blade

Description unknown, but expected to be religious leaders of the Church of the Blade. Adventurer’s report that they typically gather in groups of 5 or 6. They are expected to have high defenses.

Typical Damage:            11

 

Zealot  of the Blade

Clad in the remnants of holy vestments, the Zelots of the Blade are fierce fanatic followers of the Church of the Blade. Taken from every walk of life, nobles and peasants all fight for the Church. Condemned by the Priesthood for worshipping false gods, the Zealots are not evil, they just worship the blade. Every Zealot of the Blade wields a great sword, often ranking members of the church wear armor, but their devotion is often all the armor they need.

Exp:     34

Health: 14?

 

Crusaders

For many years, priests of the various gods who worship the whole pantheon of good devoted themselves to the service of light. As times grew darker and monsters grew more numerous, it became obvious to them that they needed a more militant arm to protect those they brought the word to and who sought answers from their gods. For this reason, the crusaders were formed. These chosen individuals were trained to become champions of virtue and warriors for the light. Each of the various gods of light formed their own crusader branches. Always these crusaders are men, while the crusaders of the goddesses are always female. Each of them serves the light as a whole, but represents one god(dess) above all the others.

 

Crusader of Bethseline

The Crusaders of Bethseline, Queen of love, are the keepers of peace. They are often found around great battles. These fierce, pious women bringing love and hope to those beleaguered innocents who suffer during such conflicts while battling against evil warmongers.

 

Crusader of Cambron

The Crusaders of Cambron, King of Justice, are the champions of law and order. They are believed to be the strictest and most pious of all the crusader factions. They never take wives. Instead, they choose to remain chaste, giving up their lives entirely to the pursuits of the righteous.

 

Crusader of Marial

The Crusaders of Marial, Queen of Healing, are the great hospitalars. Although well trained in the arts of combat they decry violence without cause. They are also known for their works in the battle against pestilence. They have the power to heal the 'Disease - Foul Malady' Status (the most common disease) using the order ‘C 1178 <Target ID>.’ The target must be in the same or a adjacent square.

 

Crusader of Merl

The god Merl is known as the King of Fair Trade. Commoners know the Crusaders of Merl as the taxmen. A term the crusaders hate. They stand for the furthering and the honest practice of trade.

 

Crusader of Shanna

The Crusaders of Shanna, Queen of Nature, exist to protect the natural world and to fight against unnatural intrusions of all kinds. Undead and extra-dimensional creatures are their particular nemesis.

 

Darkwalkers

Darkwalkers are human outcasts of society. For one reason or another they choose, or are forced to live outside of the law and to hide from the power of the crown. They are considered monsters by many adventurers and attacked on sight. A darkwalkers life is often short and lonely since they must forge a meager existence in dark desolate places, fighting adventurer and monster alike. Darkwalkers have the same abilities as human rogues. They can never wear plate mail armor of any kind, since this upsets their ability to sneak about and ambush in the darkness of a dungeon. Magical traders will sell to and buy from darkwalkers. This includes skills. Darkwalkers can learn all the skills a rogue is allowed as well as all generic skills.

 

Darkwalker Enchanter

Darkwalker enchanters have all the skills and abilities of human enchanters.

Exp:     48

Health: 21-24

 

Female Darkwalker

Exp:     48

Health: 21-24

Attack:            35 (A)

Defenses: Normal: -33 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Male Darkwalker

Player’s Note: Darkwalkers are easy to hit.

Exp:     48

Health: 21-24     

Attack:            9 (A)

Defenses: Normal: -38 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Dissolution

Novice, Acolytes, Priests and High Priests of Dissolution serve the dark god Yobosh Haruna, Prince of the Silver Tongue, Bringer of Anarchy. The priests of this fell deity pose as servants of the gods of light and spread anti-authoritarian messages, calling for the people to rise up in the name of all that is goodly. These silver-tongued folk are usually easily spotted by folk of discernment and their lies will normally only fool the ill-educated rabble. This is dangerous, however, for wherever these folk go rebellion, riot and destruction can follow. These priests live to bring down the monarchy and bring back the time of thunder, when Yobosh will walk the earth again. All priests of Yobosh are male: his creed preaches that the place of women is in the kitchen or with the children and that all women should have their tongues cut out at birth.

 

Dissolution Acolyte

Dissolution acolytes are typically armed with leather armor and wooden staves. Adventurer’s report they usually drop a dissolution icon with their equipment.

 

Dissolution Novice

Dissolution novices are armed with wooden staves.

Exp:     13

Health: 10 to 18

 

Dissolution Priest

Dissolution priests are typically armed with Chain mail armor and wooden staves. Adventurer’s report they usually drop a dissolution icon with their equipment.

 

Enchanter

An enchanter or enchantress is a master and manipulator of the mystic arts. The ancient magical school of enchantment is the only type of magic that is legal in the kingdom of Bereny any other schools being largely unknown and therefore branded as evil. Enchanters and Enchantresses have generally spent many long hours of study on their complicated spells and enchantments, which are cast from intricately scribed scrolls that only they and others of their sort can read. Their magic makes them powerful indeed, but in combat they tend to be very ill suited and prepared as their long hours of study have generally left them physically frail and unskilled in the various martial skills common to most other types of adventurer.

 

Frigid Masked Enchanter

Frigid masked enchanters are masters of the cold and ice and darkness. Forever hidden behind their carven wood masks they throw use their icy powers to thwart their enemies while keeping their lands safe. No one knows where these enchanters hail from, or where they now call home. Frigid masked enchanters are typically equipped with Frigid Masks of Doom, Lesser Spheres of Protection, and Living Ice Sprites.

 

Glacier Barbarian

A Barbarian is a huge powerful fighter, often from the frozen South Glacier region or some other exotic climate. Although not as learned as those from the Kingdom of Bereny, the harsh life they have lead usually means that a Barbarian will be larger, stronger and hardier than Kingdom men. Barbarians are renowned for the stormy tempers and flashes of dangerous anger, but also for their love of laughter and ale. Female Glacier Barbarians can also be found, although not quite as commonly as their male counterparts, they are nonetheless just as tough and unyielding.

 

Barbarian Instructor

A Barbarian Instructor is a glacier barbarian veteran who has retired from active adventuring after many years with Strach in hand. Now, they teach younger barbarians the ways of the barbarian weapon, the Two-Headed Strach. Any Glacier Barbarian who owns a Strach may request lessons from the Instructor if they have a high enough experience level, and can afford the GP fee (as shown in the DungeonWorld Rulebook skills section) To request lessons issue the order:- 'X 1054 <target ID>', where the target is the instructor, who must be within 4 squares of the student for lessons to commence. Barbarian instructors are typically equipped with Short Bow.

 

Glacier Barbarian Priest

 

Kolychna Ice Sloop

The Glacier Barbarians of the Kolychna have adapted better to their contacts with Bereny than others of their race. Using craftsmen from Bereny they constructed a fleet of ships to sail the icy wastes, the Ice Sloop. Such ships are fast and move over the icy wastes with a great deal of skill and power, being pushed by the winds and crewed by only those who relish the speed of a ship being pushed over uneven ice faster than any horse at full gallop. Needless to say the crew rarely want to leave their ships and so employ teams of archers to attack when they can be bothered to. Kolychna Ice Sloops are typically equipped with  4 x Lv1 Archers. Adventurer’s report that most Kolychna Ice Sloops have names such as Old Yuri, Speed Demon, and Blood of Yore.

 

Possessed Barbarian

Possessed barbarians are typically equipped with two-headed Strachs.

 

Grey Witch

Witches may or may not be human, depending on whose account you believe. If they are human then they have given up that humanity and traded it for the blackest soul they could attain. Living in inhospitable, grim places, they enjoy causing misery and pain through the use of forbidden magic. There are countless legends as to the awful practices of witches, including child stealing (as slaves or as dinner as the whim takes them) , cursing, poisoning and hideous black masses to summon and worship dark powers. Witches have also been rumored to snatch young men, using illusions to appear as attractive women. In this way they continue their race, although the poor wretch they used for procreation is usually eaten for supper. In particular, Witches hate beautiful women, since they sacrifice their beauty in the gaining of their powers. They will often choose to attack these first, if present. Witches are immune to magical attacks and highly resistant to temperature attacks. The attack of a gray witch usually inflicts a curse called warts & boils. They are immune to magical weapons, but a seer’s staff still does them harm. They are equipped with a witch’s hex. Named witches have been seen.

Exp:         74

Health:     >7 (New Report: 44)

Typical Damage:                1 to 3 + curse

 

Haggard Cultist

Haggard Cultists of the Old Gods are few and far between. Most of the current religions despise the worship of the Old Gods, as do the followers of the Dark Gods. In a constant state of prayer to their gods and the necessity to keep their practices hidden from everyone many cultists go to extreme measures to preserve their sanctity. A Haggard Cultist is equipped with a Curved Bronze Dagger.

 

Hyusarik

The Voobar Hyusarik are a clan of Assassins out of Kyr.  In ages past they were employed by the Kyrian ruler to infiltrate Bereny and assassinate many of the nobility there.  The clan, however, somehow took up the worship of the dark demon lord Yasabach Mallaire, one of the 947 dark gods.  With skills of demonology, as well as their own consummate skills as assassins and specialized equipment at their disposal they started to pursue objectives of their own.  Bereny assassins often pursue the Hyusarik because of the unique equipment they often carry.  Indeed, all Bereny Assassins have been trained in the use of this equipment, though they can only gain it from the Hyusarik. Many feel this has been deliberately engineered: it makes sure that the Hyusarik are hunted!  Hyusarik have four normal ranks within their order:  Voobar, Enst, Yantos and Gasbo (each more skilled than the one before).  Their main base is believed to be in Hells Deep.

 

Voober Hyusarik

Voober hyusarik are equipped with embroidered pantaloons, wrist spikes, and curved daggers.

 

White Heart Hyusarik

The White Heart Hyusarik are the bodyguards of the Princess Liasha, daughter of Yasabach Mallaire. It is said that the White Heart are devious in their actions and can suffer the most hideous wounds without crying out and still have enough willpower to kill their target. The White Heart Assassins are never far from their mistress the Princess Liasha. Though why a Demon Princess would require a bodyguard may never be known. A White Heart Hyusarik is typically equipped with Emb. Pantaloons, Wrist Spikes, and a Katahsa.

 

Infantry

An Infantry Unit typically comprises of between 30 and 50 soldiers, all well-armed and well-equipped, a part of the Royal Militia. Answering to the King and the Crown General, a Royal Infantry unit may be part of an army, or operating under individually under specific instruction. Since this single character ID represents an entire unit of men, the unit has multiple attacks and defences per round and very high health accordingly.

 

Ghorst Infantry {unit}

Ghorst Infantry {unit} is typically equipped with nothing.

 

Royal Infantry {unit}

Royal Infantry {unit} is typically equipped with nothing.

 

Knight

 

Jobollah Knight

The troops of the Royal Army can be found in many units, many taking their name from the City Garrison they are stationed at. All the men are under the control of the King and his Dukes and other generals. Whilst there is a lot of rivalry between different units, even those from the same city garrison, all soldiers are ultimately on the same side and there is an air of camaraderie between even the most ardent of competitors. The Jobollah Knights are mounted champions, a powerful unit, well armed and armored and extremely dangerous. Mounted knights are considered to be one of the best fighting forces in the Royal Army and the Jobollah Knights are very well respected. The motto of the Jobollah Knights is ''Onward, Bravely, My Friends."

 

Kyrians

 

Possessed Kyrian Archers

When the Jenna invaded Kyr, they used their formidable mental powers to control those they captured. They plan to use them against their next enemy. Possessed archers are typically equipped with leather armor and short bows.

 

Lords of the Catacombs

 

Torlian Servant

These draconian Servants are the loyal subjects to the secretive evil conclave known as the Lords of the Catacombs. They all wear the tabards of blood red over clothes of bone white. Chosen from the ranks of thugs and murderers they are used to keep the denizens of the dungeon in order and are little more then hired muscle. That being said each is held in thrall by their lords to such an extent that their loyalty in unquestionable, and their willingness to die for their Lord has been shown time and time again. As it is they are usually to be found wandering their masters lair with their faces set with a superior leer. Quite who the Lords of the Catacombs are or what dark powers they serve is the subject of much controversy. A torlian servant is typically equipped with a scimitar.

 

Man-at-Arms

Men-At-Arms are loosely-trained basic fighters who serve as assistants, carriers, guards or whatever the owning character wants to use them for. The cost an upkeep of 5gp per turn to control and start with no equipment or money. It is up to their controller to equip them as required. Their upkeep is charged automatically each turn. If you do not have enough to pay them they leave immediately to find a better employer! A man-at-arms can be hired with the order ‘B 1002’ at the cost of 200gp. A character must be in the courtyard or on a magical trader square for the order to be successful.

Exp:         20

Health:     4 to 7

Typical Damage:                2

 

Merchants

 

Militiaman

Royal Militiaman

Royal Workman

Militiamen are part time members of the Bereny army. They have been trained and equipped a little and patrol their home region, trying to keep it safe from marauders. Killing a militiaman is an outlawing offence. A militiaman is typically equipped with leather armor, leather boots, and a short sword.

 

Minion of Drax

Appear to be immune to fire and mental attacks. They are only encountered in Drax Dungeon.

Exp:         56

Health:     32

Typical Damage:                2+

 

Missing Link

The creatures that are called 'Missing Links' have been known by many other names over the ages.  In recent times certain sages have theorized that there is some possibility that these creatures are not in fact another race at all, but merely the root of what humans once were.  Priests are not keen on this analogy, claiming that humans came from nothing to their current form at the will of the gods.  The sages counter that perhaps there was another 'missing' phase and hence the name Missing Link was first used. The creatures themselves are brutish humanoids with very little intelligence but a great deal of savagery.  They use primitive tools, consider violence as the best way to get what they want, which is usually food and pretty things like gems and jewels.  Missing Links are dangerous because they have no moral code... if they want it they take it.

Exp:         50

Health:     25

Typical Damage:                4-8

 

Monk

For many years those remote mountain schools that taught the ways of the Zen were little more than a legend, rumored at only in hushed conversations and no one truly believed in their existence. When the monks of these schools began taking pilgrimages down into the lowlands of Bereny, each of them an obvious expert in matters spiritual and martial, they were treated with a little suspicion and prejudice. To put those people at ease some of the monks took up adventuring, an accepted profession throughout the land, where they would gain acceptance. Monks as a rule are only males and human. The reclusive Zen masters will train no others. The reasons for this are unsure, but those women who have gone off in the hopes of finding one of these temples and learning their teachings, have always returned unsuccessful in their attempts to find them. It is believed by some that they exist only partially within the realms of the real world and that they appear only to those who are chosen to become monks. Whatever the case, trained monks have only a foggy recollection of the temple at which they were trained and have no idea of how to return, instead they must learn to live in this world once more.

 

Monk, Female

 

Necromancer
The study of the dead had long been considered a macabre field of magic. Nevertheless, the taboo nature of such forbidden subjects had done much to draw students into the black arts. As time progressed the study of Necromancy became more accepted. Initial fears that these wizards would become evil themselves proved foundless. Instead, the study of entropy seemed to drive practitioners the other way, as if looking evil in the face so often took away ones appetite for that path. Of course, commoners still fear the necromancer and that is as it should be. It's hard to accept those who animate the dead for their own means and who have such knowledge of the dark side. Nevertheless, necromancers are not truly evil and so they have been accepted into the adventuring profession.

Evil Necromancer    
Player's Notes: Evil necromancers attacked with a scimitar in melee combat, but also cast spells. Probably casts Summon Undead 1 as zombies and skeletons appeared near the necromancer soon after it was first sighted. Also presumed to cast touch of death from the description and damage of a spell attack, "I screamed in agony as a terrible wave of freezing cold engulfed me. <name of evil necromancer> cast a spell at me... my bones feel numb... the life sucked from my body! (10 points of damage)" Was observed to be active up to and including the 10th phase. Some evil necromancers have names as tracking them down is sometimes a mission offered by a mission house.

Damage (scimitar): 7

Health: 15+

 

Mor Kas Ah Necromancer
The Mor Kas Ah Necromancers are the ruling Elite of the realm of Mor Kas Ah. Since time immemorial the Necromancers have ruled this realm with an iron fist. This changed when the earth was rent by a violent cataclysm, opening a chasm that swallowed the largest cities of the Mor Kas Ah. Now the inhabitants are much fewer, but also stronger. The Necromancers are very adept at summoning powerful monsters and do not fear death. Mor Kas Ah Necromancer is equipped with, Star Iron Scale Armour, Jet Cloak , Star Iron Scimitar. Named individual necromancers have also been encountered near their underworld home. They are equipped the same as typical Mor Kas Ah Necromancers, but are expected to be more powerful. (Dark Lady Mohga, Tabnar the Necromancer)

Paradox (Daemonrift only)
A paradox is a human mutant. They can be male or female. The Veil has been weakening in Myriad for over thirty years causing strange energies to spill into Myriad. This has resulted in strange deformed babies born to human families. The King has recruited these individuals because of the unnatural strength and vitality and their sheer hatred of all-things demon. Paradox's are hideously ugly and deformed and tend to wear hoods and cloaks to cover their grim appearance. They start the game with a hood and cloak equipped. They also start with chain mail armor, a +5 long bow, a +5 long sword, and 50-100gp. Their minds are hardier than normal human minds. This grants them a +5 bonus to magical and mental defenses. They can gain skills as human fighters. They have a low appearance (2 typical) and very high strength (22 typical).
Health:     42 (starting)

Attack:    15 (starting)

Defenses: Normal: -25 Fire: -34 Cold: -34 Chemical: -35 Magical: -30 Mental: -40 (with chain mail and woolen cloak)


Poacher (Named Rsych Barrion)

Exp:         32

Health:     14-16

 

Priest

Some humans feel drawn to the priesthood from an early age. The gods of Light favor some to pass their holy words onto the masses and these pious individuals are given to walk the lands, spreading the gospel and doing good deeds. Adventuring priests take this one step further, not content simply with spreading the word, they take the fight against evil directly to it’s doorstep! Their ability to make mana bread, the healing food from the gods, is reason enough for most other adventuring types to accompany them, but priests are not defenseless. The gods of light teach that their representatives should be well able to defend themselves and thus the priests are trained from childhood usually in the forms of many martial skills. Priests particularly detest the Undead whose existence cries out against nature, their corruption visible in appearance and in action in the eyes of those who walk in the light. Wherever a priest may find undead, they attempt to lay these tortured souls to rest.

 

Pygmie

Pygmies are a diminuitive race of humanoids, much like humans but standing no more than 4ft in height. They are native to the jungle terrain of the Frontier and live a savage, dangerous life within those dark boundaries. The pygmies are a tribal people and their attitudes, friendliness, outlook and most importantly diet are influenced by which of the many pygmie tribes they belong to. Since cannibalism is common in the jungle, pygmie tribes can be very dangerous indeed to the unwary explorer.

 

Shantari Pygmies

It is not known how the Shantari Pygmies came to be in the Underworld, though there are stories handed down which talk of a glowing stone deep underground which brought them here. Shantari Pygmies usually live underground and grow large twisted forests around the places they live. They are very hostile and quite cannibalistic. Shantari Pygmies are typically equipped with Pygmy Wolf Furs and Hide Shield.

 

Rangers

 

Rebellious Peasant

Usually stirred up by some rabble-rouser, or by a priest of Dissolution, or as the result of some perceived or actual wrong, rebellious peons wander the countryside looking for someone to vent their anger on! While they follow their evil ways they should be considered as the same status as a monster. They choose to live outside society's laws and are, therefore, not protected by them. They can and do attack innocents in their ill-conceived anger. A rebellious peasant is typically equipped with a wooden club.

 

Red Mountain Wizards

Deep beneath Red Mountain Keep there are said to be huge halls, carved from the living volcanic rock and covered with runes and glyphs. It is said that a whole

order of wizards has studied these runes and learnt much from them: these are the Red Mountain Wizards. Seemingly urbane and intelligent, these mages are all quite mad, having lived with strange creatures of fire and heat for too long and studied magics which have boiled ther brains. They tend to an excess of temper, and they assault all they meet, either with spells or with guile and trickery. The wizards make huge magma animates to defend their halls and can call on much strange fire based magic to aid them. Kohath Steadfast, a named Red Mountain Wizard, was equipped with a Red Mountain Fire Sprite. (OOC: upto at least the 8 order)

 

Reef Scavengers

The Reef Scavengers are humans, mostly, who live on the refuse of the Salamandrians. Eternal enemies of the Lizard creatures, the Scavengers have been  driven to a constant fight with them over land and breeding grounds. So much  time has been spent in the gloom of the Underworld that they prefer living in  the darkness. Many of them are weak and thin, but what they lack in body they  make up for in spirit. No Reef Scavenger has ever been seen backing away from a  fight and they fight to the death. A reef scavenger is typically equipped with shell shield and great sword.

 

Reef Harpooner

A reef harpooner is typically equipped with a shell shield and great sword.

 

Riftwalkers (Daemonrift only)

Something like a Daemonrift making an appearance in a world is so traumatic to the bounds of reality that nature fights back as best it can. A riftwalker is a human who, by the grace of nature, was born more "in tune" with the veil than normal people. The King’s agents have searched these people out and recruited them to the cause of fighting the evil before it gets too strong. Riftwalkers are more tolerant of the hazards of Daemonrift such as dark radiation and mindwarps. They have a natural defense of +5 vs. Magical and Mental attacks. They tend to be brave to the point of foolhardiness and seldom form personal attachments beyond simple friendship. A necessary trait when your life invites death at every corner. Riftwalkers can be either male or female. The start with rift armor and a +5 long sword. They have a high willpower (12-20) and gain skills as human fighters.

Health:     32 (starting)

Attack:    17 (22 with +5 long sword)

Defenses: Normal: -45 Fire: -45 Cold: -45 Chemical: -45 Magical: -40 Mental: -40

 

Robbers

Robbers are bandits in training. They are poor folk who, as a result of necessity or greed, have turned to waylaying travelers on the roads. Poorly trained and poorly armed, these common folk are little match for most adventurers. They can be more dangerous for travelling traders, or if attacking in large numbers. Those robbers that do well and whose careers prosper will perhaps end up re-entering normal society or ending up taking to professional banditry. While they follow their evil ways they should be considered as the same status as a monster. They choose to live outside society's laws and are, therefore, not protected by them. A robber is typically equipped with a wooden club.

 

Rogue

Rogues are those individuals who choose to earn a living through dishonest means, namely thievery. They live in the seedy underworld of most societies. Rogues are trained in the use of certain unique skills, the ability to open doors and steal objects via the picking of pockets. Rogues also have a higher chance of avoiding traps than any other adventuring class. Due to the nature of their day to day life, rogues tend to be somewhat weaker but more agile than most.

 

Shadow Enforcer

The Guild of Shadows has recently increased its operations with the recruitment of what they call 'Shadow Enforcers' whose purpose is furthering the guilds aims and assistance of its members. These rogues wear jet-black cloaks which give them a macabre appearance, which has coined them the nickname ‘Men in Black’, These Guild of Shadows operatives are not adventurers and have no adventurers license. They are simply hirelings or henchmen of the Guild of Shadows.  Their true purpose is unknown. There are many rumors and whispers about them, but to the public eye they are simply citizens of Bereny going about their business.

 

Shadow Mages

"It was late. We had gathered in a particularly dark cave just outside the city of Ghorst. Each of us bringing one of the animals that was necessary for the sacrifice. We had the young girl, too, an innocent bright-eyed thing. None of us were sure how it was going to turn out, but each of us was aware that we had taken a dark step this night. We had crossed over into the realms of evil. If we were discovered, we would be outlaws! There were six of us there, and including myself the list of names were: Salvadore Mane, the brothers Endon and Berek Willowfall, Kale Nightbringer, Deln Halfheart, and Lord Corrigan. We had long been an arcane brotherhood, but our interests in the darker side had resulted in the unearthing of an ancient text. We hoped, after tonight, to have the power of Shadow within us. Even if that meant turning against one another ... the price would be worth it. When the deed was done, there was blood on all our hands. We spoke the last of the words and the power came into us like a cold knife in the heart. When the pain subsided, the others were gone, and I was alone in a Dungeon somewhere in Bereny. But I could feel them out there. Each of them with a shard, a piece of the power that is rightfully MINE! I shall take it from them. As we took the lives of those creatures and the child, so I shall take their lives...and when I have slain them all and gained the six shards for myself I shall be ... invincible! I will move into the Shadow Realm and rule it like a king."

Shadow Mages have not been seen in Bereny for many hundreds of years. A dark rite is needed to infuse a human being with the power of Shadow, the exact nature of which has been lost since before the Time of Thunder. However, a group of power-hungry male enchanters recently found an ancient document pertaining to the legend of the shadow mage. Soon after, they performed the necessary sacrifices in a dark dungeon. A terrible power came into those men, blackening their soul even as it gave them power. Each of them was teleported to a different part of Bereny as a side effect of the magic. Each of them knew that, powerful as they were, if they could kill another shadow mage and eat his heart their power would grow greater still. The temptation for such was certainly great. Shadow mages can blast sheer shadow fire at a target (order: X 248 <target ID>). It has a range of 3 squares. Shadow mages have the same skills and restrictions as Enchanters.

 

Shadow Walker

 

Shapechanger

Shapechangers are very rare indeed. These are the offspring of humans who have lived in a village near to the brokenlands, where constant magical radiation has resulted in the appearance of a wondrous power. Shapechangers can change their flesh by the sheer force of their will into one of three other forms. Metal, Glass, or Mud. Each of their forms has its good and bad elements. To change, the shapechanger need only issue the order as follows: ‘U 1 0’ for Normal Skin, ‘U 2 0’ for Metal, ‘U 3 0’ for Glass, and ‘U 4 0’ for Mud. In all other respects, shapechangers are normal human fighters.

 

Male Shapechanger

A male shapechanger, Hayashi Shinobi (10481), was seen equipped with a metal helmet, wooden shield, and a battle axe. (i.e. player character)

 

Slaver

 

Female Slaver

Female slavers are armed with leather armor and short swords.

Exp:     24

Health: 12

 

Male Slaver

Male slavers are armed with leather armor and short swords.

Exp:     30

Health: 15

 

Squire

Every Crusader needs a squire. At least, that is what the old saying claims. In these modern days, not all keep to the old ways and so not all choose to take a squire. Traditionally, a squire’s task is to look after the needs of his crusader. He cleans weapons and armor, cooks food, and generally fetches and carries. The squire is also responsible for the crusader’s horse, if one is owned, and must act as second in matters of honor where another crusader is not present to do so. Squires hope to become crusaders themselves one day by proving their worth and mettle through loyal and selfless service.

 

Swashbuckler, Male

 

Wagon Guard

Wagon guards are commonly human, but dwarves and barbarians often higher on as guards as well. They are street toughs, recruited into the merchant trade to guard and protect their livelihood while on the road.

Health:     35 starting

 

Warrior

Health:     35 starting