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Creatures and Monsters

Bal'boosts
Habitat: Blasted, hot volcanic world Allegiance: Chaos or sorcerer Appearance: Seven to eight foot tall black-scaled humanoids with barbed tails and sharp teeth. Attributes: Str 6, Dex 5, Sta 6; Cha 1, Man 2, App Lesser Mythos; Per 3, Int 4, Wit 5 Abilities: Alertness 2, Athletics 1, Brawl 3, Dodge 1, Intimidation 3; Melee 4 (Broadsword), Survival 1; Linguistics 1, Mythos Lore 2 Willpower: 6 Backgrounds: None Corruption: 2 Sorceries: 1: Arms of Gilgamesh, Endurance of Kingu, Find the Weakness; 2: Adapt the Body Health Levels: 1 extra Injured; 4 dice armored scale hide; regenerates 1 health level every other round. Equipment: Broadsword (Str+4 L) Familiar: 4

Devil Lizards
Habitat: Pan Tang (native to its jungles) Allegiance: Pan Tangian master Appearance: Large six-legged reptilian beasts large enough to be ridden. Attributes (min/avg/max): Str 4/6/8, Dex 1/2/4, Sta 1/3/5; Cha 0/0/1, Man 0/0/1, App Beast; Per 1/2/3, Int 1/1/1, Wit 1/1/2 Abilities: Alertness 1, Athletics 1, Brawl 2, Intimidation 3; Survival 2 Willpower (min/max): 3/8 Backgrounds: Master (the inverse of Familiar) 3 (Pan Tangian Officer) Corruption: 1 Sorceries: None Health Levels: 8 (1 extra Injured), 2 dice armor (scaly hide) Special: Bite (Str-1 L) Equipment: Saddle Familiar: 1 (can also be purchased in Pan Tang sometimes, or given if you're a Pan Tangian military officer)

Dharzian Hunting "Dogs"


Habitat: The Dharzian plane. Allegiance: Chaos or sorcerer Appearance: Bodies like a large dog with a falcon-like beak and talons on its paws. Attributes: Str 4, Dex 4, Con 4; Cha 0, Man 0, App Animal; Per 3, Int 1, Wit 2

Abilities: Alertness 4 (Tracking), Athletics 2, Brawl 2, Dodge 1; Stealth 1, Survival 2 Willpower: 4 Backgrounds: Master (the inverse of the Familiar background) 2 (Dharzian Soldier) Corruption: 0 Sorceries: None Health Levels: Standard Special: Bite (Str-1 L), Claw (Str+2 L) Equipment: None Familiar: 2

Dhzutines
Habitat: Arboreal regions of several Dreamlands worlds Allegiance: Chaos or sorcerer Appearance: Tiny (palm-sized) hairless humanoids Attributes: Str 1, Dex 4, Sta 1; Cha 2, Man 3, App 1; Per 3, Int 2, Wit 2 Abilities: Alertness 2, Athletics 2, Brawl 1, Streetwise 1; Security 3, Stealth 4 (Blend In), Survival 2, Technology 2; Enigmas 1, Linguistics 1, Mythos Lore 1 Willpower: 4 Backgrounds: None Corruption: 1 Sorceries: 1: Find the Weakness, Swiftness of Assur, To Pass Unnoticed Health Levels: 3 (Hurt, Crippled, Incapacitated) Special: Tiny size decreases Stealth difficulties by 2 points, however attacks also do 2 damage (if they can even find a weapon to attack with). Equipment: None usually Familiar: 1

Dragons*
Habitat: Caves of Melnibon Allegiance: Generally no one but themselves. Appearance: Across the spectrum of scale colors, but what most people would think of when they think "dragon". Attributes (min/avg/max): Str 7/10/14; Dex 1/2/5; Sta 7/10/14; Cha 1/3/6, Man 1/3/6, App 1/2/4; Per 1/3/5, Int 2/3/6, Wit 2/3/6 Abilities (standard; adjust for age and experience): Athletics 2, Awareness 2, Brawl 3, Dodge 2, Empathy 1, Intimidation 4 (max 7), Subterfuge 2; Etiquette 1, Meditation 2 (max 6), Survival 2; (All Knowledges max 6) Academics 3, Enigmas 1, Linguistics 2, Mythos Lore 2, Occult 3, Politics 1 Willpower (min/max): 5/11 Backgrounds: varies Corruption(young/adult/ancient): 2/3/4 Sorceries: --Young: 1: Commune with the Spirit, Find the Weakness, Reveal the Hidden, Swiftness of Assur, Unravel the Lesser Sorceries, Voice of Nergal, Wards of Protection, Wisdom of Marduk; 2: Gate of the Dreamer, Wards of Empowerment

--Adult: 1: Arms of Gilgamesh, Aura of Sarpanit, Clarity of Enki, Commune with the Spirit, Find the Weakness, Insight of Anu, Reveal the Hidden, Swiftness of Assur, Unravel the Lesser Sorceries, Voice of Nergal, Wards of Protection, Wisdom of Marduk; 2: Gate of the Dreamer, Master the Lesser Creatures, Wards of Empowerment; 3: Clarity of Battle, Travel Beyond the Flesh, Whispers of the Mind --Ancient: 1: All; 2: Dismiss the Entity, Gate of the Dreamer, Hallucinatory Vistas, Master the Lesser Creatures, Shield of Eibon, Wards of Empowerment; 3: Clarity of Battle, Travel Beyond the Flesh, Unravel the Greater Sorceries, Whispers of the Mind; 4: Denial of Eibon Health Levels: 12 (2 extra Bruised, 1 extra Hurt, Injured, Crippled); natural armor (scales) 4-6 dice (increases with age; 2 dice lower at soft spot on upper neck) Special: Can fly; Bite (Str-4 L), Claw (Str+1 L), Flammable venom (area attack equal to 8xdragon's Stamina in yards) (4 L (fire and acid) per round). Dragons spend much of their time in a deep sleeping state. Equipment: None carried usually but any dragon worth its name has a hoard of artifacts, treasures, and baubles

Elementals (Lesser/Greater*)
Habitat: Strong localized areas of their respective element Allegiance: Their elemental lord or lady. Appearance: Gnomes (earth): Humanoid creatures of rock or gem varying in size and composition by how powerful they are; Sylphs (air): semi-transparent winged human creatures (usually female); Salamandars (fire): a swirling mass of flame that changes shape; Undine (water): similar in appearance to mermaids usually with blue-green skin or scales. Attributes: --Gnome (lesser): Str 7, Dex 1, Sta 5; Cha 1, Man 1, App 1; Per 2, Int 1, Wit 2 --Gnome (greater): Str 10, Dex 3, Sta 7; Cha 3, Man 2, App 2; Per 3, Int 3, Wit 4 --Sylph (lesser): Str 2, Dex 4, Sta 2; Cha 3, Man 2, App 3; Per 3, Int 3, Wit 3 --Sylph (greater): Str 3, Dex 6, Sta 3; Cha 5, Man 3, App 5; Per 4, Int 5, Wit 4 --Salamander (lesser): Str 3, Dex 4, Sta 2; Cha 1, Man 2, App 2; Per 3, Int 2, Wit 2 --Salamander (greater): Str 5, Dex 6, Sta 4; Cha 3, Man 3, App 3; Per 4, Int 4, Wit 3 --Undine (lesser): Str 3, Dex 3, Sta 3; Cha 2, Man 2, App 3; Per 3, Int 3, Wit 3 --Undine (greater): Str 4, Dex 4, Sta 4; Cha 3, Man 4, App 4; Per 4, Int 5, Wit 4 Abilities: --Gnome (lesser): Athletics 1, Brawl 2, Intimidation 2; Melee 1, Security 1, Technology 2; Investigation 1, Linguistics 2, Mythos Lore 1, Occult 2 --Gnome (greater): Athletics 2, Brawl 4, Intimidation 4; Meditation 2, Melee 3, Security 2, Technology 2; Academics 2, Enigmas 2, Investigation 2, Lingustics 3, Mythos Lore 3, Occult 3, Science 1

--Sylph (lesser): Alertness 3, Athletics 1, Dodge 2, Empathy 2, Subterfuge 2; Stealth 2, Survival 1; Investigation 1, Mythos Lore 1 --Sylph (greater): Alertness 4, Athletics 2, Brawl 1, Dodge 4, Empathy 3, Subterfuge 3; Animal Ken 1, Meditation 2, Melee 1, Stealth 4, Survival 2; Enigmas 1, Investigation 2, Linguistics 2, Mythos Lore 3, Occult 1 --Salamander (lesser): Athletics 1, Awareness 1, Brawl 2, Dodge 2, Intimidation 3; Survival 1; Enigmas 1, Linguistics 1, Mythos Lore 1, Occult 2 --Salamander (greater): Athletics 3, Alertness 2, Awareness 3, Brawl 4, Dodge 4, Expression 2, Intimidation 4, Subterfuge 1; Meditation 2, Survival 2; Enigmas 2, Linguistics 2, Mythos Lore 3, Occult 2 --Undine (lesser): Alertness 2, Athletics 2, Brawl 1, Subterfuge 1; Animal Ken 1, Melee 2, Stealth 1, Survival 2; Investigation 1, Linguistics 1, Mythos Lore 1 --Undine (greater): Alertness 3, Athletics 2, Brawl 2, Dodge 2, Intimidation 1, Leadership 2, Subterfuge 3; Animal Ken 2, Meditation 2, Melee 3, Stealth 2, Survival 2; Academics 2, Investigation 1, Linguistics 1, Medicine 1, Mythos Lore 3, Politics 1 Willpower: 4 (lesser)/7 (greater) Backgrounds: 3 points (lesser)/12 points (greater). Illumination: 1 (lesser)/3 (greater) Sorceries: --Gnome (lesser): 1: Arms of Gilgamesh, Endurance of Kingu, Find the Weakness, Insight of Anu, Wards of Protection --Gnome (greater): 1: Arms of Gilgamesh, Aura of Sarpanit, Distill the Sorcery, Endurance of Kingu, Find the Weakness, Insight of Anu, Realize the Inspired Device, Reveal the Hidden, Unravel the Lesser Sorceries, Voice of Nergal, Wards of Protection, Wisdom of Marduk; 2: Command the Elements, Elder Sciences, Master the Lesser Creatures, Shield of Eibon, Strength of the Enlightened Mind; 3: Shape the Object --Sylph (lesser): 1: Aura of Sarpanit, Radiance of Inanna, Swiftness of Assur, To Pass Unnoticed, Voice of Nergal --Sylph (greater): 1: Aura of Sarpanit, Clarity of Enki, Find the Weakness, Insight of Anu, Radiance of Inanna, Reveal the Hidden, Swiftness of Assur, To Pass Unnoticed, Unravel the Lesser Sorceries, Voice of Nergal, Wards of Protection, Wisdom of Marduk; 2: Command the Elements, Master the Lesser Creatures, Shield of Eibon; 3: Control the Sky's Breath, Song of Control, Whispers of the Mind --Salamander (lesser): 1: Aura of Sarpanit, Find the Weakness, Swiftness of Assur, Voice of Nergal, Wards of Corruption --Salamander (greater): 1: Aura of Sarpanit, Clarity of Enki, Distill the Sorcery, Endurance of Kingu, Find the Weakness, Radiance of Inanna, Realize the Inspired Device, Swiftness of Assur, Voice of Nergal, Wards of Corruption, Wisdom of Marduk; 2: Adapt the Body, Command the Elements, Create/Modify the Lesser Beasts, Elder Sciences, Knit/Warp the Flesh, Master the Lesser Creatures; 3: Disguise the Body --Undine (lesser): 1: Endurance of Kingu, Insight of Anu, Radiance of Inanna, Summon the Lesser Entity, Swiftness of Assur

--Undine (greater): 1: Aura of Sarpanit, Distill the Sorcery, Endurance of Kingu, Insight of Anu, Radiance of Inanna, Realize the Inspired Device, Summon the Lesser Entity, Swiftness of Assur, To Pass Unnoticed, Unravel the Lesser Sorceries, Voice of Nergal, Wards of Protection, Wisdom of Marduk; 2: Adapt the Body, Command the Elements, Hallucinatory Vistas, Master the Lesser Creatures; 3: Unravel the Greater Sorceries Health Levels: --Lesser: all except gnomes are immune to normal non-magical attacks, though those of an opposing element can damage them; gnomes instead have 9 health levels (1 extra Bruised and Hurt) and 3 dice natural armor. Greater: as above, 9 health levels (1 extra Bruised and Hurt), 12 Health levels gnomes (2 extra Bruised, 2 extra Hurt, 1 extra Injured) and 6 dice natural armor instead of 3. Greater elementals also regenrate one health level every other round. Special: Most attack naturally with Str L of proper element damage, though for Undine it's Str B like a normal unarmed attack, Undine usually wield spears or harpoons instead. All elementals can move through their respective element with ease (swimming/water-breathing for undine, flying for sylphs, move through rock or flame for gnomes or salamanders respectively). Equipment: Usually none (lesser); greater elementals often have artifacts, tomes, or whatever else makes sense. Familiar: 3 (lesser); above 5 greater

Guardian Demons
Habitat: These are usually guarding ancient artifacts or the most powerful of sorcerous towers. Allegiance: Chaos or sorcerer Appearance: Many forms, these are generally from the Dreamlands realm known as Ka'naai and have curved horns, huge gaping maws, serrated tails, and glowing eyes. Attributes: Str 6, Dex 5, Sta 8; Cha 0, Man 1, App Lesser Mythos; Per 3, Int 3, Wit 3 Abilities: Alertness 2, Athletics 3, Brawl 3, Dodge 3, Intimidation 4 (Burning Stare); Melee 1, Stealth 2, Survival 2; Investigation 1, Linguistics 1, Mythos Lore 3, Occult 2 Willpower: 7 Backgrounds: None. Corruption: 3 Sorceries: 1: Arms of Gilgamesh, Clarity of Enki, Endurance of Kingu, Reveal the Hidden, Swiftness of Assur, Wards of Protection; 2: Gate of the Dreamer, Shield of Eibon Health Levels: 9 (1 extra Bruised and Injured); 3 dice armor (dense hide); regenerate 1 health level every other round. Special: Claw (Str+2 L) Equipment: Usually none. Familiar: 5

Hoojgnurps
Habitat: A swamp-covered continent of a world dominated by Mythos chaos. Allegiance: Chaos or sorcerer

Appearance: A mass of something that appears to be both slime and liquid flesh. Attributes: Str 4 (Smother), Dex 1, Sta 5; Cha 0, Man 0, App Lesser Mythos; Per 2, Int 1, Wit 1 Abilities: Alertness 2, Brawl 3, Stealth 2; Mythos Lore 1 Willpower: 5 Backgrounds: None Corruption: 2 Sorceries: 1: Arms of Gilgamesh, Reveal the Hidden, To Pass Unnoticed Health Levels: 6 (1 extra Hurt) Special: Attacks by smothering the target (Str vs. Str, use drowning rules), for targets with protected faces or who don't need to breath it can "strike" for Str-1 Bashing. Equipment: None Familiar: 3

Oonai*
Habitat: Have expanded to many remote corners of worlds in the Dreamlands. Allegiance: Chaos Appearance: In the rare times they're in their natural form, they appear as large, wartcovered beasts. Attributes: Str 7, Dex 3, Sta 7; Cha 2, Man 3, App (Natural Form) Lesser Mythos; Per 2, Int 2, Wit 3 Abilities: Alertness 1, Brawl 1, Dodge 1, Empathy 2, Intimidation 2, Subterfuge 2; Animal Ken 1, Meditation 1, Melee 1, Performance 2, Stealth 2, Survival 1; Linguistics 2, Medicine 4 (Shapeshifting), Mythos Lore 3 Willpower: 7 Backgrounds: None usually. Corruption: 3 Sorceries: 1: All; 2: Adapt the Body, Gate of the Dreamer, Hallucinatory Vistas, Knit/Wrap the Flesh, Master the Lesser Creatures; 3: Disguise the Body, Whispers of the Mind Health Levels: 8 (1 extra Injured) in natural form, other forms may change this. Special: Shapeshifting allows them to add extra armor, natural attacks, etc depending on what form they decide to take at the time. Equipment: Usually none.

Pan Tangian Tiger


Habitat: Pan Tang Allegiance: Pan Tangian handler Appearance: Much like Earth tigers but can get even a bit larger. Attributes: Str 4/6/8, Dex 2/3/5, Sta 3/4/6; Cha 1/1/2, Man 1/1/2, App Animal; Per 2/3/4, Int 1/1/1, Wit 1/2/3 Abilities: Alertness 3, Athletics 3, Brawl 3, Dodge 2, Intimidation 4 (Roar); Stealth 3, Survival 3 Willpower: 4/9 Backgrounds: Master 3 (Pan Tangian Handler)

Corruption: 1 Sorceries: None Health Levels: 9 (1 extra Bruised and Injured), 1 die natural armor (muscle and hide) Special: Claw (Str+2 L), Bite (Str+1 L), excellent night vision, very fast Equipment: Spiked collar, sometimes special body armor Familiar: 1 (can also be purchased in Pan Tang sometimes, or given if you're a Pan Tangian tiger handler)

Passing Demons
Habitat: These "demons" are actually members of near-human species from thousands of Dreamlands worlds. Allegiance: Varies widely Appearance: Look quite similar to normal humans except with minor strange features that can usually be concealed. Attributes: 6/4/3; divide as desired. Abilities: 11/7/4; divide as desired. Willpower: 4 Backgrounds: 4 dots Illumination/Corruption: 1 (over 75% are Corrupted but some Illuminated exist). Sorceries: 4 level-one sorceries. Health Levels: Normal Special: Customize with either +1 attribute, +2 ability points, or +2 sorceries. Equipment: Varies Ally/Familiar: Ally 2/Familiar 3

Sea Serpents
Habitat: The waters of the Oldest Ocean especially around Melnibon Allegiance: Independent Appearance: Long (some bigger than ships) snake-like creatures with glistening green scales. Attributes (min/avg/max): Str 6/9/12, Dex 1/3/5, Sta 6/9/12; Cha 1/1/3, Man 1/1/3, App Beast; Per 1/3/5, Int 1/2/4, Wit 1/2/4 Abilities (average): Alertness 2, Athletics 2, Brawl 3, Dodge 2, Intimidation 4; Stealth 3, Survival 3; Investigation 1 Willpower (min/max): 4/10 Backgrounds: None Corruption: Usually 0 Sorceries: None Health Levels: 10 (1 extra Bruised, Injured, and Hurt), 1-4 natural armor (scales that harden with age). Special: Bite (Str-1 L), Tail Whip (Str+1 L), Crush (after successful grapple for 2 rounds continuous) (Str+Str B) Equipment: None Familiar: 3-5 depending on age.

* Greater Mythos Entities

New Races
Melnibonans
Physically very similar to humans, Melnibonans in contrast possess a psychological profile that would put most borderline sociopaths on edge. The Melnibonan attitude has been compared to that of a house cat, they can be nice and charming, as long as you're amusing them, but at the end of the day, it's all about them, and they have no qualms killing, enslaving, or other actions that normal humans can't quite comprehend to get their way. Modern Melnibonans are slaves to their desires; spending most of their time in drugs, occult study, strange hobbies, and other ways to cater to their vice-laden natures. Despite all their time-wasting, however, Melnibonans still retain their genetic superiority to humans. They're no stronger or faster (though certainly not weaker either), but their superior intellects and powerful natural sorcerous tendencies give them a strong edge. Most of Imrryr and other settled parts of Melnibon do not have a full-blood majority, quite the opposite. Most estimates say for every true Melnibonan there are five or six slaves, menial labor ones (kept drugged to not realize their horrid existence) are humans enslaved from shipwrecks or dragged from around the Young Kingdoms. Higher-ranked slaves (many of whom have lifestyles better than most middle class Young Kingdom's citizens) are generally half-Melnibonan and oversee or command their lessers.

Playing a Melnibonan
Attributes: 8/6/4; Mental attributes and Appearance have a minimum 2 (still start at 1) and max 6. Abilities: 15/10/5 Backgrounds: 10; should buy at least Resources 3 (may buy up to 6 at creation) (this is the wealth they have on hand regularly even with keeping up their extravagant lifestyles) and Standing 2 (Melnibonan Full Blood) Willpower: 4 (creatures of pleasure and addiction) Illumination/Corruption: 1; the vast majority of Melnibonans are Corrupted but a very few cling to the old ways as servants of Balance. Sorceries: 8 Freebies: 15. Costs (As standard unless noted here); Willpower 2, Corruption 6, Sorcery 3 Standing (Melnibonan Society)

Special: Resources should be a minimum of your Standing 0 - Foreigner or typical slave. Better stick to the docks area unless accompanied by a Melnibonan or with special permission to work outside. * - Senior slave. You still must defer to true Melnibonans but you have a bit of leeway and are probably half-blood anyway so passing off as a full-blood is easier. ** - True blood. You are a typical full Melnibonan and can generally live as you wish and go where you will. *** - Noble. You are from a family with somewhat respected lineage or have gained that status yourself. **** - Powerful noble. Youre a Prince or Princess of the Empire (there are thousands with that title) from a line with ancestral holdings across the Young Kingdoms. ***** - Imperial lineage. You are a distant blood relative of the Imperial line. You are invited to court functions and your words and whims carry great weight in the Empire and beyond.

Myyrrhn
Winged humans of the Vale of Myyrrhn, these cultures originally served the Balance faithfully but have since fallen into somewhat of a state of poverty and technological breakdown. They are similar to humans, being taller and thinner on average, but are best noted for the large feathered wings on their backs.

Playing a Myyrrhn
Rules are mostly the same as playing a human however Myyrrhn possess a pair of wings that allows them to fly Flaw: Wingless (3-point Physical) Youre one of the about 15% of Myyrrhn that possess the genetic anomaly that you were born without wings. In your society, you are looked upon with silent pity and sometimes treated as if you were a child.

Pan Tangians
The cruel, horrible Chaos-servants of the isle of Pan Tang, the Pan Tangians are more actively malevolent contrasted to the Melnibonans whim-focused behavior. Physically, they are humans, they tend to be a bit taller and stockier than other cultures, but thats about it. Their attitudes and style make them recognizable however: shaved heads (or long hair), full beards for men, tattoos and piercings, and iron armor are the norm for the Isles.

Playing a Pan Tangian


Rules are the same as playing another type of human culture, however the vast majority of Pan Tangians are Corrupt (Illuminated Pan Tangians are even rarer than Illuminated Melnibonans). A Pan Tangian who possesses Standing 2 (Pan Tangian

Military), Melee 3, Brawl 2 and either Ride 3 (Devil Lizard) or Animal Ken 3 (Pan Tangian Tiger) receives that animal for free without Familiar cost. Meeting both requirements does not grant both though the other could be purchased later (getting the creatures to tolerate each others proximity may be difficult, however). Flaw: Female (3-point Social) Women are even lower than second class citizens in the Pan Tangian Empire, treated almost as poorly as slaves. Though a select few do carve out some niche of power for themselves or leave the island to take their fortunes elsewhere, they always suffer under the yoke of oppression.

Allies and Enemies


Imrryr and Melnibon
Melnibonan Military
The most powerful military in the world, from the frightening battle barge warmachines of the waves, ranks of elite guardsmen, and the legendary dragon riders, the Melnibonan military is nearly untouchable. Most soldiers are half-Melnibonan slaves, nobles who decide to serve (usually out of the thrill of travel and adventure not some notion of patriotism) are automatically given officers commissions and the best positions. But even the rank-and-file slaves of the trained military lead a life that is the envy of any Young Kingdoms soldier of common stock. They are excellently-equipped, wellfed, and quartered in exotic locales; even this by true Melnibonan standards is crude, however, and their full-blood officers enjoy luxuries the enlisted can only dream of having.

Battle Barge Captain


Physical: Strength 2, Dexterity 3, Stamina 3 Social: Charisma 3, Manipulation 3, Appearance 4 (Flawless) Mental: Perception 4, Intelligence 4 (Educated), Wits 3 Talents: Awareness 1, Dodge 2, Empathy 2, Expression 2, Intimidation 4 (Torture), Leadership 4 (Command), Subterfuge 3 Skills: Etiquette 3, Melee 2, Security 1, Technology 1 Knowledges: Academics 3, Law 1, Linguistics 2, Medicine 1, Mythos Lore 2, Politics 3 Corruption: 2 (Pyaray) Backgrounds: Familiar 3, Resources 6, Standing (Melnibonan Society) 4

Willpower: 5 Sorceries: 1: Aura of Sarpanit, Commune with the Spirit, Distill the Sorcery, Endurance of Kingu, Insight of Anu, Radiance of Inanna, Reveal the Hidden, Swiftness of Assur, Unravel the Lesser Sorceries, Voice of Nergal, Wisdom of Marduk; 2: Adapt the Body Equipment: Broadsword (Str+4 L), ceremonial dagger (Str+1 L), sea leather armor (+ 2 L/+1 B; adds 1 die to Athletics for swimming), Sylph familiar bound into a sapphire pendant Notes: This young Melnibonan noble has been given his first command of one of the powerful battle barges of the Empire. Though inexperienced and young, he is from a powerful noble house and his ship has more experienced officers and crew gently guiding him and going about their duties.

Melnibonan Admiral
Physical: Strength 3, Dexterity 4 (Graceful), Stamina 3 Social: Charisma 5 (Regal), Manipulation 4 (Convincing), Appearance 5 (Handsome) Mental: Perception 4 (Alert), Intelligence 6 (Experienced), Wits 6 (Careful) Talents: Alertness 2, Athletics 2, Awareness 3, Brawl 1, Dodge 2, Empathy 1, Expression 1, Intimidation 4 (Cold Gaze), Leadership 5 (Naval), Subterfuge 4 (Blackmail) Skills: Animal Ken 1, Archery 4 (Bone Bow), Etiquette 3, Meditation 2, Melee 4 (Spears), Ride 1, Security 1, Stealth 2, Survival 2, Technology 4 (Battle Barges) Knowledges: Academics 5 (Cartography), Enigmas 2, Investigation 3, Law 3, Linguistics 3, Medicine 2, Mythos Lore 4 (Chaos Gods), Occult 3, Politics 2, Science 3 Corruption: 4 (Pyaray) Backgrounds: Artifact 6, Familiar 5, Mythos Library 4, Resources 7, Standing (Melnibonan Society) 4 Willpower: 8 Sorceries: 1: All; 2: Adapt the Body, Bind the Spirit, Brew Space Mead, Command the Elements, Dismiss the Entity, Elder Sciences, Knit/Warp the Flesh, Master the Lesser Creatures, Shield of Eibon, Strength of the Enlightened Mind, Wards of Empowerment; 3: Apport Through Great Distances, Bind the Lesser Entity, Clarity of Battle, Nectar of Enlightenment, Summon the Greater Entity, Whispers of the Mind; 4: Cross the Spheres, Harness the Energy of the Spheres Equipment: Artifact longspear (Str+6 L; returns to its wielder's hand if thrown), artifact Melnibonan full plate (+5 soak; no Dex penalty; allows wearer to float in water), Melnibonan bone bow (6 L, range 150), large lens (8 foot diameter) made from a flawless cut emerald (Caress of the Stars (25 Wisdom)) (mounted on the deck of his flagship), two bound Bal'boosts (archer's bracer), bound lesser Undine (earring) Notes: This terror of the waves sails with his fleet, his battle barge modified to make it even deadlier than the standard barge. He will mercilessly sink anyone that gets in his way, offering their souls as tribute to the dark lord of the depths.

Dragon Prince (Young and Cocky)


Physical: Strength 3, Dexterity 4 (Balanced), Stamina 4 (Enduring) Social: Charisma 3, Manipulation 3, Appearance 3 Mental: Perception 3, Intelligence 3, Wits 3 Talents: Athletics 1, Awareness 2, Brawl 2, Dodge 3, Intimidation 3, Leadership 2 Skills: Animal Ken 3, Archery 2, Etiquette 3, Meditation 2, Melee 3, Performance 2, Ride 3, Stealth 2 Knowledges: Academics 1, Linguistics 2, Mythos Lore 2, Occult 1, Politics 1 Corruption: 2 (Arioch) Backgrounds: Artifact 2, Mentor 3 (Older Dragon Prince), Mythos Library 2, Resources 5, Standing (Melnibonan Society) 3 Willpower: 6 Sorceries: 1: Arms of Gilgamesh, Aura of Sarpanit, Commune with the Spirit, Distill the Sorcery, Endurance of Kingu, Insight of Anu, Reveal the Hidden, Swiftness of Assur, Unravel the Lesser Sorceries, Voice of Nergal, Wards of Corruption, Wards of Protection; 2: Master the Lesser Creatures, Shield of Eibon, Wards of Destruction Equipment: Greatsword (Str+6 L), artifact Melnibonan full plate (+5 soak; -1 Dex; allows use of Clarity of Enki while worn (10 Wisdom pool)), dragon horn (used to call and signal), dragon goad (used for giving commands, but can also be used as a weapon doing Str+2 B) Notes: The military elite of the Dragon Isles, the Dragon Princes (and Princesses) train to handle and communicate with the powerful dragons of Melnibon. Even when the dragons are asleep, the Dragon Princes make a powerful and elite officer corps. Given their importance and full-blood status, the Princes do not have a singular uniform, rather they decorate their armor and weaponry to suit their whims, often incorporating embossed dragons, Chaos runes, and all manner of silks and fabrics across the color spectrum.

Dragon Prince (Older and Experienced)


Physical: Strength 4 (Strong Grip), Dexterity 5 (Cat-like), Stamina 4 (Tireless) Social: Charisma 4 (Inspiring), Manipulation 3, Appearance 4 (Radiant) Mental: Perception 4 (Attuned), Intelligence 4 (Learned), Wits 4 (Quick-Thinking) Talents: Alertness 2, Athletics 2, Awareness 4 (Intuition), Brawl 3, Dodge 4 (Mounted), Empathy 2, Expression 1, Intimidation 5 (War Cry), Leadership 4 (Dragon Princes), Subterfuge 3 Skills: Animal Ken 4 (Dragons), Archery 3, Etiquette 4 (Courtly Functions), Meditation 3, Melee 5 (Greatswords), Performance 4 (Dragon Songs), Ride 5 (Dragons), Stealth 2, Survival 1, Technology 2 Knowledges: Academics 3, Enigmas 2, Law 1, Linguistics 3, Medicine 2, Mythos Lore 4 (Chaos Gods), Occult 3, Politics 4 (Melnibonan), Science 2 Corruption: 4 (Arioch) Backgrounds: Artifact 6, Familiar 4, Mythos Library 4, Resources 7, Standing

(Melnibonan Society) 4 Willpower: 8 Sorceries: 1: All; 2: Bind the Spirit, Dismiss the Entity, Gate of the Dreamer, Hallucinatory Vistas, Knit/Warp the Flesh, Master the Lesser Creatures, Shield of Eibon, Wards of Destruction; 3: Bind the Lesser Entity, Clarity of Battle, Song of Control, Summon the Greater Entity, Unravel the Greater Sorceries, Whispers of the Mind; 4: Denial of Eibon, Peer Beyond the Veil Equipment: Artifact greatsword (Str+7 L, can affect incorporeal creatures), artifact Melnibonan full plate (+5 soak; no Dex penalty), artifact dragon horn (normal uses plus the sorceries Command the Elements, Master the Lesser Creatures, and Control the Sky's Breath (20 Wisdom)), goad (Str+2 B), signet ring with Bal'boost familiar bound into it Notes: This tall, beautiful Melnibonan woman seems perpetually clad in her softlyshining Melnibonan full plate which is embossed with scenes of famous battles that seem to almost move and shift if stared at long enough. She has made a career of both understanding war and courtly politics. Her amber eyes can convey both politeness and rage with equal ease, and she is not to be trifled with for she can destroy an opponent with both sword and word.

Eagle Guard
Physical: Strength 3, Dexterity 4 (Agile), Stamina 3 Social: Charisma 3, Manipulation 2, Appearance 3 Mental: Perception 3, Intelligence 2, Wits 2 Talents: Alertness 2, Brawl 2, Dodge 2, Intimidation 3, Streetwise 2 Skills: Etiquette 1, Melee 3, Security 1, Stealth 1 Knowledges: Investigation 2, Law 2, Linguistics 2, Mythos Lore 1, Politics 1 Corruption: 1 (Balaan) Backgrounds: Allies 2 (Nearby Guards), Contacts 2, Resources 1, Standing (Melnibonan Society) 1 Willpower: 5 Sorceries: Insight of Anu, Reveal the Hidden, Swiftness of Assur, Unravel the Lesser Sorceries Equipment: Long spear (Str+4 L), broadsword (Str+4 L), Melnibonan half plate (3 soak; -1 Dex), feathered cloak Notes: The police force of the Dragon Isles, the Eagle Guard technically outranks the Imperial Guard (and they don't let them forget that). They wear Melnibonan half plate along with white feathered cloaks.

Eagle Knight
Physical: Strength 4 (Powerful), Dexterity 4 (Swift), Stamina 4 (Resilient) Social: Charisma 3, Manipulation 2, Appearance 3 Mental: Perception 3, Intelligence 3, Wits 4 (Quick-Thinking)

Talents: Alertness 4 (Assassination Attempts), Awareness 2, Brawl 3, Dodge 3, Empathy 2, Intimidation 4 (Torture), Leadership 2, Streetwise 3, Subterfuge 2 Skills: Archery 2, Etiquette 3, Melee 4 (Spears), Security 3, Stealth 2 Knowledges: Academics 2, Investigation 3, Law 2, Linguistics 2, Mythos Lore 2, Politics 2 Corruption: 2 (Xiombarg) Backgrounds: Artifact 2, Contacts 2, Resources 4, Standing (Melnibonan Society) 3 Willpower: 7 Sorceries: 1: Arms of Gilgamesh, Clarity of Enki, Endurance of Kingu, Find the Weakness, Insight of Anu, Radiance of Inanna, Reveal the Hidden, Summon the Lesser Entity, Swiftness of Assur, To Pass Unnoticed, Unravel the Lesser Sorceries, Wards of Protection; 2: Shield of Eibon, Strength of the Enlightened Mind Equipment: Long spear (Str+4 L), broadsword (Str+4 L), Melnibonan half plate (3 soak; -1 Dex), artifact feathered cloak (allows the knight to glide for short distances) Notes: Commanders of Eagle Guard detachments, these full bloods also serve as the Emperor's personal bodyguard corps. Their uniforms are similar to the lower ranked Eagle Guards but more artistic with artifact feathered cloaks.

Imperial Guardsman
Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 2, Intelligence 2, Wits 3 Talents: Alertness 2, Athletics 2, Brawl 2, Dodge 2, Intimidation 3 Skills: Archery 2, Melee 3, Survival 2 Knowledges: Investigation 2, Linguistics 1, Mythos Lore 1 Corruption: 1 (Arioch) Backgrounds: Allies 2 (Squad), Contacts 1, Resources 1, Standing 1 (Melnibonan Society) Willpower: 5 Sorceries: Endurance of Kingu, Find the Weakness, Swiftness of Assur, Unravel the Lesser Sorceries Equipment: Battle axe (Str+5 L), short sword (Str+2 L), 2 javelins (Str+2 L range 50), Melnibonan half plate (+3 soak; -1 Dex) Notes: Clad in yellow uniforms and high-quality Melnibonan gear, the legions are the best known symbol of the Empires military might. Whether on land or aboard ship, they are deadly and completely loyal to their Empire.

Imperial Officer
Physical: Strength 3, Dexterity 4 (Cat-like Grace), Stamina 3 Social: Charisma 3, Manipulation 3, Appearance 3 Mental: Perception 3, Intelligence 4 (Brilliant), Wits 4 (Savvy)

Talents: Alertness 2, Athletics 2, Brawl 3, Dodge 3, Intimidation 4 (Unsettling Presence), Leadership 4 (Strategy) Skills: Archery 2, Melee 4 (Swords), Ride 2, Stealth 2, Survival 2 Knowledges: Academics 2, Linguistics 1, Mythos Lore 2, Occult 2, Politics 2 Corruption: 2 (Arioch) Backgrounds: Artifact 3, Contacts 2, Familiar 1, Mythos Library 2, Resources 4, Standing (Melnibonan Society) 3 Willpower: 7 Sorceries: 1: Aura of Sarpanit, Clarity of Enki, Commune with the Spirit, Distill the Sorcery, Endurance of Kingu, Find the Weakness, Radiance of Inanna, Reveal the Hidden, Summon the Lesser Entity, Swiftness of Assur, Unravel the Lesser Sorceries, Voice of Nergal, Wisdom of Marduk; 2: Dismiss the Entity, Knit/Warp the Flesh Equipment: Artifact longsword (Str+6 L, can damage incorporeal), amulet with bound Sylph (allows use of Strength of the Enlightened Mind sorcery, 10 Wisdom), Melnibonan full plate (+4 soak; -1 Dex), full shield (+1 parry die); Dhzutine demon familiar Notes: This young noble commands his company of soldiers well and is quickly rising through the ranks. He dreams to someday help the Empire carve into the slowly dying frame that is the Young Kingdoms, reclaiming it once more for the glory of the Dragon Throne.

Imperial General
Physical: Strength 4 (Surprisingly Strong), Dexterity 4 (Quick), Stamina 4 (Unflinching) Social: Charisma 5 (Awe-Inspiring), Manipulation 4 (Tricky), Appearance 4 (Exotic) Mental: Perception 5 (Aware), Intelligence 5 (Genius), Wits 6 (Two Steps Ahead) Talents: Alertness 3, Athletics 3, Awareness 3, Brawl 4 (Melnibonan Martial Arts), Dodge 4 (Flow), Expression 4 (Speeches), Intimidation 5 (Battle Cry), Leadership 5 (Strategy), Subterfuge 3 Skills: Animal Ken 1, Archery 3, Etiquette 3, Meditation 3, Melee 5 (Swords), Ride 3, Stealth 2, Survival 2, Technology 2 Knowledges: Academics 4 (History), Enigmas 2, Investigation 3, Law 2, Linguistics 3, Mythos Lore 4 (Chaos Gods), Occult 2, Politics 3 Corruption: 4 (Arioch) Backgrounds: Artifact 5, Contacts 4, Mythos Library 4, Resources 7, Standing (Melnibonan Society) 5 Willpower: 8 Sorceries: 1: All; 2: Adapt the Body, Bind the Spirit, Dismiss the Entity, Hallucinatory Vistas, Knit/Warp the Flesh, Shield of Eibon, Wards of Destruction, Wards of Empowerment; 3: Bind the Lesser Entity, Clarity of Battle, Summon the Greater Entity, Whispers of the Mind; 4: Elder Sign Equipment: Artifact greatsword (Str+8 L, can affect incorporeal), artifact Melnibonan full plate (6 soak; no Dex penalty) Notes: Tall with long black hair, very pale blue eyes and flawless skin, the only hint

that this Melnibonan noble is in his 60s is his intense gaze and deep voice. A brilliant warrior and sorcerer, he commands one of the powerful core legions of the Empire and is a second cousin to the Emperor himself.

Imrryrian Lancer
Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 3, Manipulation 2, Appearance 2 Mental: Perception 2, Intelligence 2, Wits 3 Talents: Alertness 2, Athletics 2, Brawl 2, Dodge 2, Intimidation 2, Leadership 1 Skills: Animale Ken 1, Archery 1, Melee 3, Ride 3, Survival 1 Knowledges: Investigation 1, Linguistics 1, Mythos Lore 1, Politics 1 Corruption: 1 (Arioch) Backgrounds: Allies 2 (Squad), Contacts 1, Resources 1, Standing 1 (Melnibonan Society) Willpower: 5 Sorceries: Clarity of Enki, Find the Weakness, Swiftness of Assur, Unravel the Lesser Sorceries Equipment: Lance (Mounts Str+3 L), broadsword (Str+4 L), Melnibonan half plate (+3 soak; -1 Dex), cavalry shield (+1 parry), Melnibonan steed clad in hardened leather (+1 B/+2 L soak) Notes: The cavalry regiments of the Imperial Guard, the Imrryrian lancers dress similarly to their guardsmen counterparts and ride into battle on fine Melnibonan steeds.

Silent Guard
Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 2, Wits 3 Talents: Alertness 3, Athletics 1, Brawl 2, Dodge 3, Skills: Archery 4 (Bone Bow), Melee 2, Stealth 3, Survival 2 Knowledges: Linguistics 1, Mythos Lore 1, Occult 2 Corruption: 1 (Arioch) Backgrounds: Allies 2 (Squad), Resources 1, Standing (Melnibonan Society) 1 Willpower: 5 Sorceries: Insight of Anu, Find the Weakness, Reveal the Hidden, Swiftness of Assur Equipment: Melnibonan bone bow (6 L; range 150), short sword (Str+2 L), leather armor (+2L/+1B soak) Notes: ((Flaws: Mute, Sterile)) Eunuch half-Melnibonan slaves who have had their tongues removed, the Silent Guard are the feared elite archers of the Melnibonan military.

Nobility
Every pure-blood Melnibonan is a noble, most possessing a myriad of titles that no longer mean much to outsiders. Spending their days in decadent pleasure, surrounded by slaves and vices, these dreamers represent a myriad of those who found sources other than violence or sorcery as their obsessions. Most Melnibonans would fall under this category.

Arrogant Scholar
Physical: Strength 2, Dexterity 2, Stamina 3 Social: Charisma 3, Manipulation 4 (Sly), Appearance 3 Mental: Perception 4 (Attuned), Intelligence 6 (Enlightened), Wits 3 Talents: Awareness 3, Expression 2, Intimidation 2, Subterfuge 1 Skills: Etiquette 2, Meditation 3, Ride 2, Technology 3 Knowledges: Academics 4 (Melnibonan History), Enigmas 2, Investigation 3, Linguistics 3, Medicine 2, Mythos Lore 2, Occult 3, Science 2 Corruption: 2 (Slortar) Backgrounds: Contacts 3, Familiar 2, Mythos Library 4, Resources 4, Standing (Melnibonan Society) 2 Willpower: 6 Sorceries: 1: Clarity of Enki, Commune with the Spirit, Distill the Sorcery, Find the Weakness, Insight of Anu, Reveal the Hidden, Summon the Lesser Entity, To Pass Unnoticed, Voice of Nergal, Wards of Corruption, Wards of Protection, Wisdom of Marduk; 2: Bind the Spirit, Dismiss the Entity, Gate of the Dreamer Equipment: Quill, ink, and parchment, attendant slaves carrying armloads of tomes, scholar demon familiar. Notes: Obsessed with the glories of Melnibon's past, this noble spends his hours deep in study of old must books or speaking with the spirits of long-dead ancestors and heroes. His dark robes are well-maintained and his green eyes burn with intensity.

Courtly Decadent
Physical: Strength 2, Dexterity 3, Stamina 2 Social: Charisma 5 (Kiss-up), Manipulation 4 (Conniving), Appearance 6 (Unearthly) Mental: Perception 3, Intelligence 4 (Learned), Wits 3 Talents: Empathy 3, Expression 4 (Poetry), Intimidation 3, Leadership 3, Subterfuge 5 (Ingratiation) Skills: Etiquette 4 (Melnibonan), Performance 2, Ride 1 Knowledges: Academics 3, Law 1, Linguistics 2, Mythos Lore 2, Politics 4 (Imperial Court) Corruption: 2 (Slortar)

Backgrounds: Artifact 3, Contacts 1, Familiar 1, Resources 6, Standing (Melnibonan Society) 4 Willpower: 4 Sorceries: 1: Aura of Sarpanit, Clarity of Enki, Distill the Sorcery, Find the Weakness, Insight of Anu, Radiance of Inanna, Reveal the Hidden, To Pass Unnoticed, Voice of Nergal, Wards of Corruption, Wisdom of Marduk; 2: Hallucinatory Vistas Equipment: Brightly-colored silk clothes that would put a Young Kingdoms king to shame, tens of thousands of Kingdom's bronze coin worth of jewelry, attendant slaves, drugs, gold and silver sculpted dagger (Str+1 L), platinum brooch with red cat's eye stone in it (Adapt the Body, Shield of Eibon (10 Wisdom)), Dhzutine spy demon Notes: A hanger-on at the Imperial Court, this noble prefers to spend her days lounging near the Imperial Throne with the hundreds of others come to worship the Dragon Emperor.

Drug-addled Dreamer
Physical: Strength 2, Dexterity 2, Stamina 3 Social: Charisma 4 (Charming), Manipulation 3, Appearance 4 (Beautifully Bored) Mental: Perception 4 (Aware), Intelligence 4 (Educated), Wits 2 Talents: Awareness 3, Empathy 2, Expression 3, Streetwise 2, Subterfuge 2 Skills: Etiquette 3, Meditation 3, Stealth 1 Knowledges: Academics 3, Enigmas 3, Linguistics 2, Medicine 3, Mythos Lore 1, Occult 4 (Dreams) Corruption: 1 (Balo) Backgrounds: Familiar 2, Mythos Library 2, Resources 4, Standing (Melnibonan Society) 2 Willpower: 4 Sorceries: 1: Aura of Sarpanit, Distill the Sorcery, Endurance of Kingu, Insight of Anu, Reveal the Hidden, Summon the Lesser Entity, To Pass Unnoticed, Wards of Protection Equipment: Silk robe, lots of drugs, incense, slave attendents, demon storyteller familiar Notes: Like many nobles, this one spends his long days in a drug-induced stupor, living out fantastic vistas and exciting historic events.

Temperamental Duelist
Physical: Strength 3, Dexterity 5 (Fluid), Stamina 3 Social: Charisma 4 (Passionate), Manipulation 2, Appearance 3 Mental: Perception 3, Intelligence 5 (Booksmart), Wits 5 (On His Toes) Talents: Alertness 1, Brawl 1, Dodge 3, Intimidation 3, Streetwise 1 Skills: Archery 2, Etiquette 5 (Putting on Airs), Melee 5 (Swords), Ride 2, Stealth 1 Knowledges: Academics 3, Law 2, Linguistics 2, Mythos Lore 2, Occult 2, Politics 3

Corruption: 2 (Xiombarg) Backgrounds: Artifact 3, Contacts 2, Mythos Library 1, Resources 6, Standing (Melnibonan Society) 2 Willpower: 7 Sorceries: 1: Arms of Gilgamesh, Aura of Sarpanit, Clarity of Enki, Commune with the Spirit, Find the Weakeness, Reveal the Hidden, Swiftness of Assur, Unravel the Lesser Sorceries, Wards of Protection, Wisdom of Marduk; 2: Bind the Spirit, Knit/Warp the Flesh Equipment: Fine clothing, artifact duelist rapier (Str+5 L, can affect incorporeal) Notes: Perhaps due to his rather low standing in Melnibonan noble society, this fiery young noble hates non-Melnibonans even more than most of his peers. He is quick to anger and kill, and does so with skill.

Visionary Artist
Physical: Strength 2, Dexterity 3, Stamina 2 Social: Charisma 4 (Charming), Manipulation 3, Appearance 4 (Pretty) Mental: Perception 4 (Visionary), Intelligence 4 (Learned), Wits 2 Talents: Awareness 3, Empathy 3, Expression 4 (Painting), Subterfuge 2 Skills: Animal Ken 1, Etiquette 2, Meditation 2, Performance 3 Knowledges: Academics 3, Enigmas 3, Linguistics 1, Medicine 2, Mythos Lore 2, Occult 3, Science 1 Corruption: 1 (Balo) Backgrounds: Contacts 2, Familiar 1, Resources 4, Standing (Melnibonan Society) 3 Willpower: 4 Sorceries: 1: Aura of Sarpanit, Distill the Sorcery, Insight of Anu, Radiance of Inanna, Reveal the Hidden, Realize the Inspired Device, Summon the Lesser Entity, Swiftness of Assur Equipment: Painting supplies, sculpture tools, slave attendants, artistic demon companion Notes: This noble finds her pleasures in art, turning the drab things around her into forms more fitting with her ideals of personal beauty. Her slaves are dressed colorfully, each representing the styles of an ancient Young Kingdoms culture.

Slaves
The Dragon Isles are home to the Melnibonans but there are far more human and half-breed slaves than there are pure bloods. From workers, to attendents, to living "toys", the slaves toil, live, and die to serve the whims of their Lord or Lady. Though most Young Kingdoms natives would be most familiar with the half-Melnibonan soldiers of the Empire, they are but a tiny fraction of the Dreaming Citys true slave population.

Artisan
Physical: Strength 2, Dexterity 4 (Steady), Stamina 2 Social: Charisma 3, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 4 (Experienced), Wits 3 Talents: Alertness 1, Awareness 2, Expression 2, Streetwise 1, Subterfuge 2 Skills: Etiquette 3, Meditation 1, Security 2, Technology 4 (relevant craft) Knowledges: Academics 2, Law 1, Linguistics 3, Medicine 2, Occult 2, Science 4 (varies) Corruption: 0 Backgrounds: Contacts 2, Resources 3, Standing (Melnibonan Society) 1 Willpower: 6 Equipment: Velvet clothing of various colors; tools associated with their craft Notes: Merchants, gem-cutters, architects, masons, smiths, and more; these highlyskilled slaves produce the products and engage in the limited outside trade of the goods of Melnibon, a task no noble would ever lower themselves to performing.

Body Slave
Physical: Strength 1, Dexterity 3, Stamina 2 Social: Charisma 4 (Polite), Manipulation 3, Appearance 4 (Lovely) Mental: Perception 3, Intelligence 3, Wits 2 Talents: Alertness 2, Awareness 2, Empathy 4 (Melnibonan Emotions), Expression 4 (Conversation), Subterfuge 3 Skills: Etiquette 4 (Know Her Place), Performance 2, Ride 1, Stealth 1 Knowledges: Academics 2, Law 1, Linguistics 1, Medicine 3, Occult 2 Corruption: 0 Backgrounds: Allies 1 (Household Slaves), Contacts 1, Resources 2, Standing (Melnibonan Society) 1 Willpower: 5 Equipment: Silk dress, ivory and emerald comb, perfumes, rose petals Notes: This slaves lot on Imrryr is far better than most Young Kingdoms commoners could hope for. As her ladys body slave, she makes sure her lady is looking her best, hair cared for, perfumed, and announces her entrance at social functions or just walking the streets. Shes one of the senior slaves in the household and even partakes in some of the lesser entertainments with her lady as conversation partner and attendant.

Elite Slave
Physical: Strength 2, Dexterity 3, Stamina 2 Social: Charisma 5 (Confident), Manipulation 3, Appearance 5 (Alluring) Mental: Perception 3, Intelligence 3, Wits 3

Talents: Awareness 2, Empathy 4 (Melnibonan Emotions), Expression 4 (Conversation), Leadership 1, Subterfuge 3 Skills: Animal Ken 1, Etiquette 5 (Apologize), Meditation 2, Performance 2, Stealth 2 Knowledges: Academics 2, Law 1, Linguistics 2, Medicine 2, Mythos Lore 1, Occult 3, Politics 2 Corruption: 1 (Arioch) Backgrounds: Allies (Lord) 3, Contacts 1, Familiar 1, Resources 3, Standing (Melnibonan Society) 1 Willpower: 6 Sorceries: 1: Aura of Sarpanit, Clarity of Enki, Insight of Anu, Radiance of Inanna, To Pass Unnoticed, Wards of Protection Equipment: Butterfly silk multi-colored dress, perfumes, jewelry, silver dagger (Str+ 1 L), sparrow familiar Notes: Her half-Melnibonan heritage runs strong, and this slave is the head of her masters household staff (and his illegitimate daughter). More Melnibonan than human, she sees nothing wrong with the way her fathers race acts, and would side with them on any debate willingly. She comes and goes as she pleases, her father a powerful noble and her status as a slave almost nothing more than a technicality.

Household Slave
Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 2, Manipulation 2, Appearance 3 Mental: Perception 3, Intelligence 3, Wits 3 Talents: Alertness 1, Dodge 1, Empathy 2, Streetwise 1, Subterfuge 2 Skills: Animal Ken 2, Etiquette 3, Security 2, Stealth 2, Technology 2 Knowledges: Investigation 1, Linguistics 1, Science 2 Corruption: 0 Backgrounds: Allies 2 (Household Slaves), Contacts 1, Resources 1 Willpower: 5 Equipment: Functional clothing (drab in comparison to Imrryrs splendor), household implements Notes: Common slaves of the household, these individuals rarely speak when going about their duties (and never when their lords or ladies are around) and do their best to stay unseen whenever possible.

Physical Labor Slave


Physical: Strength 6, Dexterity 2, Stamina 6 Social: Charisma 1, Manipulation 1, Appearance 1 Mental: Perception 1, Intelligence 1, Wits 1 Talents: Brawl 2, Intimidation 2 Skills: Melee 1

Knowledges: none Corruption: 0 Backgrounds: none Willpower: 2 Equipment: Ragged clothing, may have a tool (like a pickaxe) depending on their job. Notes: Modified by alchemy until nothing more than a drooling, lumbering mass of muscle, this unfortunate slave shows how horribly the life of Melnibonan servitude can become. He goes mindlessly about his tasks, whether digging mines, rowing on a battle barge, or carrying massive loads along the streets of Imrryr, this slave will keep performing these tasks (usually given by an overseer slave) until he dies of exhaustion.

Rebel
Physical: Strength 4 (Broad-shouldered), Dexterity 3, Stamina 4 (Tough as Iron) Social: Charisma 2, Manipulation 2, Appearance 3 Mental: Perception 3, Intelligence 3, Wits 3 Talents: Alertness 3, Brawl 3, Dodge 3, Intimidation 2, Leadership 2, Streetwise 2 Skills: Archery 4 (Long Bow), Melee 4 (Axes), Ride 2, Stealth 3, Survival 3 Knowledges: Investigation 2, Linguistics 1, Medicine 1, Occult 2 Corruption: 0 Backgrounds: Allies (Other rebels) 4, Contacts 2 Willpower: 7 Equipment: Long bow (5L, range 120), battle axe (Str+5 L), leather armor (+2 L/+1 B) Notes: Managing to do the nearly impossible, this slave threw off the effects of drugs and the power of his master long enough to escape from the near-fortress that is Imrryr. Joining with similar former slaves in the vast countryside of the islands, he now helps them work against their former masters (to, unfortunately, little effect).

Sorcerers
Though every Melnibonan has occult power due to their corrupted past and heritage, some take the time to truly develop these powers, at the expense of nearly all else. Whether priests of chaos, experimental mad alchemists and artificers, or necromantic masters, these sorcerers are perhaps the most infamous segment of the Melnibonan population among the Young Kingdoms.

Alchemist
Physical: Strength 2, Dexterity 3, Stamina 3 Social: Charisma 3, Manipulation 4 (Plotting), Appearance 3 Mental: Perception 4 (Alert), Intelligence 6 (Studious), Wits 5 (Planning)

Talents: Alertness 2, Awareness 3, Intimidation 3, Streetwise 1, Subterfuge 3 Skills: Animal Ken 1, Etiquette 2, Meditation 2, Security 3, Survival 1, Technology 4 (Artificing) Knowledges: Academics 4 (Archaeology), Enigmas 3, Investigation 3, Linguistics 3, Medicine 4 (Biological Modification), Mythos Lore 2, Occult 4 (Fantastic Beasts), Science 3 Corruption: 2 (Pyaray) Backgrounds: Artifact 4, Familiar 4, Mythos Library 3, Resources 4, Standing (Melnibonan Society) 3 Willpower: 6 Sorceries: 1: Aura of Sarpanit, Clarity of Enki, Distill the Sorcery, Endurance of Kingu, Find the Weakness, Insight of Anu, Realize the Inspired Device, Reveal the Hidden, Summon the Lesser Entity, Swiftness of Assur, Voice of Nergal, Wisdom of Marduk; 2: Create/Modify the Lesser Beasts, Brew Space Mead, Elder Sciences, Master the Lesser Creatures Equipment: Work apron patterned with Chaos symbols, tools for alchemical brewing and artifact creation, sea serpent bone carved wand embossed with rubies, emeralds, sapphires, and amethysts (Command the Elements, Shield of Eibon, and Strength of the Enlightened Mind (15 Wisdom)), several potions and drugs of various kinds, modified creatures and slaves guarding his tower. Notes: Obsessed with the improvement of living and inanimate objects through occult study, this sorcerer has learned much about biology and technology...and how to improve it. While his sorcery may not be flashy, the results it produces can be powerful.

Demonologist
Physical: Strength 3, Dexterity 2, Stamina 3 Social: Charisma 3, Manipulation 5 (Shrewd Bargainer), Appearance 3 Mental: Perception 6 (Enlightened), Intelligence 5 (Bookworm), Wits 4 (Careful) Talents: Awareness 4 (Spirits), Brawl 2, Empathy 3, Intimidation 3, Subterfuge 4 (Deals) Skills: Etiquette 3, Meditation 3, Melee 2, Performance 2, Ride 2 Knowledges: Academics 4 (Philosophy), Enigmas 4 (Riddles), Linguistics 4 (Ancient Melnibonan), Mythos Lore 3, Occult 5 (Demons), Politics 2 Corruption: 3 (Balaan) Backgrounds: Artifact 2, Familiar 5, Mythos Library 3, Resources 5, Standing (Melnibonan Society) 2 Willpower: 7 Sorceries: 1: Aura of Sarpanit, Clarity of Enki, Commune with the Spirit, Find the Weakness, Insight of Anu, Reveal the Hidden, Summon the Lesser Entity, To Pass Unnoticed, Unravel the Lesser Sorceries, Voice of Nergal, Wards of Corruption, Wards of Protection, Wisdom of Marduk; 2: Bind the Spirit, Dismiss the Entity, Master the Lesser Creatures, Shield of Eibon, Wards of Destruction, Wards of Empowerment; 3: Bind the Lesser Entity, Summon the Greater Entity Equipment: Artifact ritual dagger (Str+2 L, grants +1 to Occult when used for

summoning rituals), bound Balboost Notes: This sorcerer has dedicated his study to the thing that the denizens of the Young Kingdoms fear the most, demons. Through study and chaotic power, he can summon up powerful, horrid creatures to serve his whims for a time. Given preparation, this sorcerer is nearly untouchable, his pets doing the dirty work for him.

Mummy
Physical: Strength 5 (Iron Grip), Dexterity 1, Stamina 5 (Thick Flesh) Social: Charisma 4 (Regal), Manipulation 4 (Savvy), Appearance 1 Mental: Perception 5 (Attuned), Intelligence 6 (Ancient), Wits 6 (Patient) Talents: Alertness 2, Awareness 4 (Intuition), Brawl 3, Empathy 3, Intimidation 4 (Presence), Subterfuge 2 Skills: Etiquette 2, Meditation 5 (Necromantic), Survival 1, Technology 2 Knowledges: Academics 5 (History), Enigmas 3, Investigation 2, Linguistics 3, Medicine 3, Mythos Lore 4 (Chaos Gods), Occult 5 (Necromancy), Politics 2, Science 2 Corruption: 4 (Chardros) Backgrounds: Artifact 5, Allies 2 (Great-grandson), Mythos Lore 5, Resources 7, Standing (Melnibonan Society) 3 Willpower: 8 Sorceries: 1: All; 2: All; 3: Bind the Lesser Entity, Disguise the Body, Imbue the Sorcerous Crystal, Nectar of Enlightenment, Rend the Mind, Shape the Object, Song of Control, Summon the Greater Entity, Travel Beyond the Flesh, Unravel the Greater Sorceries, Whispers of the Mind; 4: Denial of Eibon, Remove the Soul, Syllable of Understanding Special: (Merit: Undead); thick treated flesh is as hard as boiled leather giving this undead master a +2 to soak. Equipment: Full body fine robes and carved jade mask (hiding disfigured corpse frame), large sorcery tower full of tomes, powerful artifacts, and skilled slaves. Notes: Dead over a century, but mummified in the old ways by his faithful slaves, this powerful sorcerer was returned to life by his great-grandson in a dark occult ritual. Ceremonial garb of an old Necromancers Guild from Melnibons distant path hides his warped, preserved frame, but his powers are as strong as ever, perhaps even stronger. His great-grandson mentors under him faithfully, both of them hoping to increase the size of their cult, theyve already attracted a few other nobles to the study.

Necromancer
Physical: Strength 2, Dexterity 2, Stamina 3 Social: Charisma 2, Manipulation 3, Appearance 4 (Mysterious) Mental: Perception 3, Intelligence 4 (Learned), Wits 5 (Careful) Talents: Athletics 1, Awareness 2, Brawl 1, Dodge 1, Intimidation 4 (Mad Rantings), Streetwise 2

Skills: Archery 2, Meditation 2, Security 3, Stealth 3, Survival 1 Knowledges: Academics 3, Investigation 2, Linguistics 2, Medicine 4 (Surgery), Mythos Lore 2, Occult 4 (Undead), Science 3 Corruption: 2 (Hionhurn) Backgrounds: Familiar 4, Mythos Library 3, Resources 5, Standing (Melnibonan Society) 3 Willpower: 6 Sorceries: 1: Clarity of Enki, Commune with the Spirit, Distill the Sorcery, Endurance of Kingu, Find the Weakness, Realize the Inspired Device, Swiftness of Assur, To Pass Unnoticed, Unravel the Lesser Sorceries, Wards of Corruption, Wisdom of Marduk; 2: Adapt the Body, Create/Modify the Lesser Beasts, Elder Sciences, Knit/Warp the Flesh Equipment: Decorated mace (Str+3 B), black heavy robes, skeleton and zombie guards Notes: Dedicating herself to the study of death and decay, this necromancer has come to realize that death is not the end, just another step in the state of enlightenment to the truth of chaos.

Priest of Chaos
Physical: Strength 2, Dexterity 2, Stamina 3 Social: Charisma 5 (Inspiring), Manipulation 5 (Smooth), Appearance 4 (Classy) Mental: Perception 5 (Introspective), Intelligence 4 (Booksmart), Wits 4 (Witty) Talents: Alertness 1, Awareness 3, Dodge 1, Empathy 3, Expression 4 (Preach), Intimidation 2, Leadership 3, Subterfuge 2 Skills: Etiquette 3, Meditation 3, Performance 3, Security 1, Stealth 1 Knowledges: Academics 4 (Theology), Enigmas 2, Investigation 2, Law 3, Linguistics 2, Mythos Lore 3, Occult 5 (Rituals), Politics 3, Science 2 Corruption: 3 (appropriate chaos god) Backgrounds: Allies (Faithful) 3, Familiar 1, Mythos Library 3, Resources 5, Standing (Melnibonan Society) 4 Willpower: 7 Sorceries: 1: Aura of Sarpanit, Clarity of Enki, Commune with the Spirit, Distill the Sorcery, Find the Weakness, Insight of Anu, Radiance of Inanna, Reveal the Hidden, Summon the Lesser Entity, Unravel the Lesser Sorceries, Voice of Nergal, Wards of Protection, Wisdom of Marduk; 2: Bind the Spirit, Brew Space Mead, Dismiss the Entity, Elder Sciences, Gate of the Dreamer, Master the Lesser Creatures, Shield of Eibon, Wards of Empowerment; 3: Imbue the Sorcerous Crystal, Song of Control, Whispers of the Mind Equipment: Elaborate vestments, ceremonial tools, books of Chaos Notes: Though the organized worship of Chaos has fallen into disuse with the bored moods of Imrryr, some keep the faith alive and entertain the faithful; this sorcerer is one of them. Still respected and powerful amongst their flock, this sorcerer keeps an important place in Imrryr and with their patron god.

Sphere Traveller
Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 4 (Manners), Manipulation 3, Appearance 3 Mental: Perception 5 (Adaptable), Intelligence 3, Wits 5 (Well-Travelled) Talents: Alertness 2, Athletics , Awareness 3, Dodge 1, Empathy 3, Leadership 2, Streetwise 3 Skills: Animal Ken 1, Etiquette 3, Meditation 3, Melee 2, Stealth 2, Survival 3, Technology 2 Knowledges: Academics 2, Linguistics 4 (Diverse), Mythos Lore 3, Occult 3, Politics 3, Science 2 Corruption: 3 (Slortar) Backgrounds: Artifact 3, Contacts 4, Mythos Library 2, Resources 4, Standing (Melnibonan Society) 2 Willpower: 7 Sorceries: 1: Aura of Sarpanit, Clarity of Enki, Distill the Sorcery, Endurance of Kingu, Insight of Anu, Reveal the Hidden, To Pass Unnoticed, Unravel the Lesser Sorceries, Voice of Nergal, Wards of Protection; 2: Adapt the Body, Brew Space Mead, Gate of the Dreamer, Hallucinatory Vistas, Strength of the Enlightened Mind; 3: Apport Through Great Distances, Whispers of the Mind Equipment: Broadsword (Str+5 L), leather armor (+2 L/+1 B), variety of souvenirs from various realms, artifact walking staff (Adapt the Body, Endurance of Kingu, Gate of the Dreamer (15 Wisdom)) Notes: Every Melnibonan knows about the other realms past their own, but few study them in any way but from afar. For this sorcerer, however, the desire to wander was too strong. Hes been to many lands, and seen many things. Hes far more grounded in reality than most Melnibonans and more savvy than many might expect.

Warlock
Physical: Strength 4 (Sturdy), Dexterity 4 (Quick), Stamina 4 (Resilient) Social: Charisma 2, Manipulation 3, Appearance 3 Mental: Perception 3, Intelligence 4 (Wise), Wits 4 (Strategic) Talents: Alertness 2, Athletics 2, Awareness 3, Brawl 3, Dodge 3, Intimidation 4 (Threats), Leadership 3 Skills: Archery 2, Etiquette 1, Meditation 2, Melee 4 (Swords), Ride 2, Stealth 1, Survival 2, Technology 2 Knowledges: Academics 3, Investigation 2, Linguistics 2, Mythos Lore 3, Occult 3, Science 2 Corruption: 3 (Mabelode) Backgrounds: Artifact 3, Mythos Library 3, Resources 6, Standing (Melnibonan Society) 3 Willpower: 7 Sorceries: 1: Arms of Gilgamesh, Aura of Sarpanit, Clarity of Enki, Distill the

Sorcery, Endurance of Kingu, Find the Weakness, Realize the Inspired Device, Reveal the Hidden, Summon the Lesser Entity, Swiftness of Assur, Unravel the Lesser Sorceries, Wards of Corruption, Wards of Protection, Wisdom of Marduk; 2: Command the Elements, Dismiss the Entity, Knit/Warp the Flesh, Master the Lesser Creaturs, Shield of Eibon, Strength of the Enlightened Mind; 3: Clarity of Battle, Control the Skys Breath, Shape the Object Equipment: Longsword (Str+6 L; can attack incorporeal), Melnibonan full plate (+6 soak, no Dex penalty) Notes: Studying the ancient arts of Melnibonan war-wizards, this sorcerer is a force to be reckoned with both metaphysically and in direct combat. Dressed in his plate armor, air crackling with energy when he gets angry, hes the scourge of Young Kingdoms generals who must rely solely on mundane forces.

Pan Tang
From the iron-shod streets of the capitol Hwamgaarl, the City of Screaming Statues where the moans of agony of those constantly in a state of suspended animation and torture mingle with the growls of tigers and stench of blood, to the steamy jungles, to the smoke-hazed volcanic mountain ranges, Pan Tang is not a very popular spot to travel to. Indeed those who do come there usually do so in chains, slaves to the powerful and terrible human culture that inhabits the island. Pan Tangians are much like other humans, at least physically. They tend to be a bit larger on average, but with care they could easily pass as a typical Young Kingdoms native. Their military is powerful as is their sorcery, however it pales in comparison to Melnibon, their hated enemy. The difference is while Melnibonans are more or less indifferent, only serving to their whims, Pan Tangians are actively malicious; attacking, enslaving, and carrying on other foul acts en masse.

Pan Tangian Warriors


From feared tiger handlers, to devil riders, to even just their line troops, the Pan Tangian military is a force to be reckoned with. Their large warships, smaller by far than battle barges, but dwarfing Young Kingdoms warships, sail the waves looking to pillage, destroy, and enslave; and when a Pan Tangian army marches, it leaves chaos and death in its wake.

Devil Rider
Physical: Strength 3, Dexterity 3, Stamina 4 (Tough) Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 3, Wits 3 Talents: Alertness 2, Athletics 2, Brawl 3, Dodge 2, Intimidation 2, Leadership 2 Skills: Animal Ken 1, Archery 2, Melee 3, Ride 3, Survival 2 Knowledges: Investigation 1, Linguistics 1, Mythos Lore 1, Occult 2

Corruption: 1 (Mabelode) Backgrounds: Mythos Library 1, Resources 2, Standing (Pan Tangian Military) 2 Willpower: 5 Sorceries: 1: Arms of Gilgamesh, Endurance of Kingu, Find the Weakness, Reveal the Hidden Equipment: Lance (Mount's Str+3 L), scimitar (Str+3 L), half plate armor (+3 soak; 1 Dex), cavalry shield (+1 parry) Notes: Riders of the feared devil lizards, the elite cavalrymen of the Pan Tangian Empire can crash through Young Kingdom's armies lines, sowing discord and death. They have distinctive plumed helmets and black half plate armor.

General
Physical: Strength 5 (Massive), Dexterity 3, Stamina 5 (Unstoppable) Social: Charisma 3, Manipulation 4 (Threatening), Appearance 2 Mental: Perception 4 (Paranoid), Intelligence 5 (Done it All), Wits 5 (Plotting) Talents: Alertness 3, Athletics 4 (Lifting), Awareness 2, Brawl 5 (Pummeling), Dodge 2, Intimidation 5 (Rage), Leadership 4 (Infantry), Streetwise 2 Skills: Animal Ken 3, Archery 3, Meditation 3, Melee 5 (Warhammer), Ride 3, Security 1, Stealth 1, Survival 3 Knowledges: Academics 3, Enigmas 2, Investigation 3, Linguistics 3, Medicine 2, Mythos Lore 4 (Chaos Gods), Occult 4 (Chaos), Politics 2, Science 2 Corruption: 4 (Hionhurn) Backgrounds: Artifact 5, Familiar 5, Mythos Library 3, Resources 5, Standing (Pan Tangian Military) 5 Willpower: 8 Sorceries: 1: All; 2: Adapt the Body, Bind the Spirit, Command the Elements, Dismiss the Entity, Hallucinatory Vistas, Knit/Warp the Flesh, Master the Lesser Creatures, Shield of Eibon, Strength of the Enlightened Mind, Wards of Destruction; 3: Bind the Lesser Entity, Clarity of Battle, Rend the Mind, Song of Control, Summon the Greater Entity, Travel Beyond the Flesh, Whispers of the Mind; 4: Harness the Energy of the Spheres, Remove the Soul Equipment: Warhammer of Chaos (Str+8 B, can affect incorporeal, Knit/Warp the Flesh (20 Wisdom)), artifact Pan Tangian black iron plate (+7 soak; -1 Dex), 2 bound Bal'boosts, trained war tiger Notes: A mountain of a man, this crazed Pan Tangian General sees his meaning in life as slaughtering the unworthy, those resistant to inevitable Pan Tangian rule, as a form of sanctioned execution. His black iron plate is marked with screaming faces that ooze blood slowly, and his warhammer is a horrid chaos artifact that twists and rends flesh even if it does not break a foes armor, and can heal the General if he is injured.

Marine
Physical: Strength 3, Dexterity 3, Stamina 3

Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 2, Intelligence 2, Wits 3 Talents: Alertness 2, Athletics 2, Brawl 3, Dodge 2, Intimidation 2 Skills: Archery 2, Melee 3, Security 1, Survival 1 Knowledges: Investigation 1, Mythos Lore 1, Occult 1, Science 1 Corruption: 1 (Pyaray) Backgrounds: Allies (Squad) 2, Contacts 1, Resources 1 Willpower: 5 Sorceries: None Equipment: Battle axe (Str+5 L), scimitar (Str+3 L), Pan Tangian plate (+5 soak; -2 Dex), shield (+1 parry), short bow (3 L; range 60) Notes: The warriors of the sea, Pan Tangian marines stay aboard ships waiting to invade or capture ships or sometimes even ports. They are often the unfortunate's first introduction to real Pan Tangians, storming over a ships rails eager for blood and slaves.

Mercenary
Physical: Strength 4 (Solid), Dexterity 5 (Quicksilver), Stamina 4 (Hard to Kill) Social: Charisma 3, Manipulation 2, Appearance 3 Mental: Perception 4 (Paranoid), Intelligence 3, Wits 4 (Careful) Talents: Alertness 3, Athletics 3, Awareness 2, Brawl 4 (Grapple), Dodge 3, Intimidation 4 (Threaten), Leadership 2, Streetwise 3 Skills: Animal Ken 2, Archery 4 (Crossbows), Melee 5 (Polearms), Ride 4 (Horses), Stealth 3, Survival 3 Knowledges: Law 2, Linguistics 3, Medicine 2, Mythos Lore 3, Politics 2 Corruption: 3 (Mabelode) Backgrounds: Artifact 2, Contacts 3, Mythos Library 1, Resources 4 Willpower: 7 Sorceries: 1: Arms of Gilgamesh, Clarity of Enki, Endurance of Kingu, Find the Weakness, Insight of Anu, Reveal the Hidden, Summon the Lesser Entity, Swiftness of Assur, Unravel the Lesser Sorceries, Wards of Protection; 2: Adapt the Body, Gate of the Dreamer, Shield of Eibon, Strength of the Enlightened Mind; 3: Clarity of Battle, Unravel the Greater Sorceries Equipment: Artifact halberd (Str+7 L, can affect incorporeal); crossbow (4 L; range 100), broadsword (Str+5 L), Young Kingdoms plate armor (+4 soak; -2 Dex penalty), warhorse Notes: Leaving his culture to seek fortune and glory in the Young Kingdoms, this famous and feared Pan Tangian mercenary is loyalty only to himself, his god, and coin. His personal desires crave adventure and discovery so he can sometimes be coerced into lowering his price if he feels these fringe benefits are worth it. Though cruel, he is professional and does not betray an employer who comes through with the bronze.

Soldier
Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 2, Wits 2 Talents: Alertness 2, Athletics 2, Brawl 2, Dodge 2, Intimidation 2, Streetwise 1 Skills: Melee 3, Security 1, Stealth 1, Survival 2 Knowledges: Investigation 1, Law 1, Mythos Lore 1, Politics 1 Corruption: 1 (Chardros) Backgrounds: Allies (Squad) 2, Contacts 1, Resources 1 Willpower: 5 Sorceries: None Equipment: Longspear (Str+4 L), broadsword (Str+4 L), half plate (+3 soak; -1 Dex), infantry shield (+1 parry) Notes: Clad in their traditional crimson armor and possessing incredible discipline and ferocity, the line infantry of Pan Tang may not be as flashy or as memorable as attack tigers or devil lizards, but their numbers have killed more than those two combined. Pan Tangian infantry attack similar to Young Kingdoms, though with greater strength and less hesitation to slaughter.

Theocrat's Guard
Physical: Strength 4 (Savage), Dexterity 3, Stamina 4 (Tireless) Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 2, Wits 3 Talents: Alertness 3, Athletics 2, Brawl 3, Dodge 2, Intimidation 3, Streetwise 2 Skills: Animal Ken 1, Archery 2, Melee 3, Ride 2, Security 2, Stealth 1 Knowledges: Investigation 1, Linguistics 1, Medicine 2, Mythos Lore 1 Corruption: 1 (Chardros) Backgrounds: Artifact 2, Resources 2, Standing (Pan Tangian Military) 2 Willpower: 6 Sorceries: 1: Arms of Gilgamesh, Endurance of Kingu, Find the Weakness, Reveal the Hidden, Unravel the Lesser Sorceries, Wards of Protection Equipment: Artifact scimitar (Str+4 L; Swiftness of Assur (5 Wisdom)), artifact Pan Tangian full plate (+6 soak; -2 Dex), shield (+1 parry), dagger (Str+1 L) Notes: In crimson plate and dark grey cloaks, the Theocrat Guard function as an elite infantry unit and are also quartered in the Theocrat's palace, as well as accompanying him nearly anywhere he might travel.

Tiger Handler
Physical: Strength 4 (Rugged), Dexterity 3, Stamina 4 (Enduring)

Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 2, Wits 3 Talents: Alertness 1, Athletics 3, Brawl 3, Dodge 2, Intimidation 3, Streetwise 1 Skills: Animal Ken 3, Archery 1, Melee 3, Stealth 2, Survival 2 Knowledges: Law 1, Linguistics 1, Medicine 1, Mythos Lore 1, Occult 1 Corruption: 1 (Slortar) Backgrounds: Artifact 1, Resources 2, Standing (Pan Tangian Military) 2 Willpower: 5 Sorceries: 1: Arms of Gilgamesh, Endurance of Kingu, Find the Weakness, To Pass Unnoticed Equipment: Artifact scimitar (Str+4 L), artifact leather armor (+3 L/+2 B), dagger (Str+1 L), chain leash and collar, Pan Tangian war tiger Notes: Muscular but still quick like the beasts who accompany them, Pan Tangian tiger handlers dress light and usually armed only with a scimitar so that they may strike quickly with the tiger they have been assigned to watch.

Warship Captain
Physical: Strength 4 (Crushing), Dexterity 4 (Fast), Stamina 3 Social: Charisma 4 (Terrifying), Manipulation 4 (Threatening), Appearance 3 Mental: Perception 4 (Aware), Intelligence 5 (Brilliant), Wits 5 (Plotting) Talents: Alertness 2, Athletics 1, Awareness 2, Brawl 2, Dodge 2, Empathy 1, Intimidation 5 (Keeping Order), Leadership 3, Subterfuge 2 Skills: Archery 3, Meditation 2, Melee 3, Security 1, Stealth 2, Survival 1 Knowledges: Academics 3, Investigation 1, Law 1, Linguistics 3, Medicine 1, Mythos Lore 3, Occult 3, Politics 1, Science 2 Corruption: 3 (Pyaray) Backgrounds: Artifact 1, Familiar 4, Mythos Library 2, Resources 4, Standing (Pan Tangian Military) 4 Willpower: 7 Sorceries: 1: Arms of Gilgamesh, Aura of Sarpanit, Clarity of Enki, Commune with the Spirit, Distill the Sorcery, Endurance of Kingu, Find the Weakness, Insight of Anu, Reveal the Hidden, Summon the Lesser Entity, Swiftness of Assur, Unravel the Lesser Sorceries, Voice of Nergal, Wards of Corruption, Wards of Protection, Wisdom of Marduk; 2: ; Adapt the Body, Bind the Spirit, Brew Space Mead, Command the Elements, Dismiss the Entity, Master the Lesser Creatures, Shield of Eibon, Wards of Destruction 3: Bind the Lesser Entity, Summon the Greater Entity Equipment: Artifact scimitar (Str+4 L), Pan Tangian plate (+5 soak; -2 Dex), two bound water elementals Notes: This tall, dark-bearded captain commands one of Pan Tang's powerful war galleys, sailing near the outer reaches of the Young Kingdoms looking for ships to prey on and slaves to capture. He is completely ruthless and thinks only of advancing his own power within Pan Tangian society.

Sorcerers of Pan Tang


Though not possessing as much natural proclivity toward sorcery as the powerful Melnibonans (though more than Young Kingdoms humans), the Pan Tangians are, as a whole, more eager to learn and develop these powers to fit their own goals and the expansion of their empire.

Crazed Sorcerer
Physical: Strength 3, Dexterity 2, Stamina 2 Social: Charisma 3, Manipulation 5 (Devious), Appearance 2 Mental: Perception 4 (Spiritual), Intelligence 5 (Bookworm), Wits 4 (Plotting) Talents: Awareness 3, Brawl 2, Expression 1, Intimidation 3, Streetwise 2, Subterfuge 3 Skills: Animal Ken 1, Etiquette 1, Meditation 3, Melee 1, Security 3, Stealth 2 Knowledges: Academics 4 (History), Enigmas 3, Investigation 2, Linguistics 3, Mythos Lore 3, Occult 5 (Pan Tangian Mythology), Science 3 Corruption: 3 (Slortar) Backgrounds: Familiar 5, Mythos Library 4, Resources 4, Standing (Pan Tangian Society) 2 Willpower: 7 Sorceries: 1: All; 2: Bind the Spirit, Brew Space Mead, Command the Elements, Create/Modify the Lesser Beasts, Dismiss the Entity, Elder Sciences, Master the Lesser Creatures, Shield of Eibon, Strength of the Enlightened Mind, Wards of Empowerment; 3: Bind the Lesser Entity, Control the Sky's Breath, Imbue the Sorcerous Crystal, Shape the Object Equipment: Robes marked with sigils, dagger (Str+1 L), two Bal'boost familiars (bound into ring). Notes: This noble has dedicated a good portion of his wealth and time to the study of arcane theory and practice. He is powerful, cruel, and not opposed to using others to get his way. He can also make a powerful ally if pursuing a goal that would be to his mutual interest.

Priests of Chaos
Physical: Strength/Dexterity/Stamina (Priest of:) --Balaan 3/3/4 (Tireless) --Balo 2/5 (Acrobatic)/3 --Chardros 2/2/3 --Hionhurn 5 (Massive)/2/5 (Unstoppable) --Mabelode 4 (Strong as an Ox)/4 (Swift)/4 (Enduring) --Maluk 3/4 (Light-footed)/3 --Pyaray 3/3/4 (Tough) --Slortar 3/2/2 Social: Charisma/Manipulation/Appearance --Balaan: 2/4 (Intimidating)/1

--Balo 4 (Roguish)/5 (Tricky)/3 --Chardros 5 (Natural Leader)/5 (Devious)/2 --Hionhurn 2/3/2 --Mabelode 4 (Inspiring)/3/3 --Maluk 2/2/3 --Pyaray 2/3/2 --Slortar 4 (Well-Mannered)/5 (Slick)/1 Mental: Perception/Intelligence/Wits --Balaan 4 (Aware)/4 (Learned)/4 (Careful) --Balo 3/2/2 --Chardros 3/4 (Wise)/3 --Hionhurn 4 (Eldritch)/2/4 (Quick-Thinking) --Mabelode 2/2/3 --Maluk 5 (Attuned)/4 (Experienced)/3 --Pyaray 4 (Alert)/3/5 (Vigilant) --Slortar 4 (Spiritual)/4 (Sagacious)/4 (Plotting) Talents: --Balaan: Aware 2, Brl 1, Emp 3, Intim 5 (Torture), Subt 3 --Balo: Alert 2, Ath 4 (Tumbling), Aware 2, Brl 1, Dodge 3, Emp 2, Street 3, Subt 3 --Chardros: Aware 2, Brl 2, Dodge 1, Intim 4 (Fearful Presence) --Hionhurn: Alert 3, Ath 4, Awa 3, Brl 4 (Grapple), Intim 4 (Threaten), Street 2 --Mabelode: Alert 2, Ath 2, Brl 3, Dodge 2, Intim 3, Lead 2 --Maluk: Alert 3, Ath 1, Aware 3, Dodge 2, Emp 3, Intim 2, Street 3, Subt 3 --Pyaray: Alert 3, Ath 3, Aware 2, Brl 2, Dodge 3, Exp 2, Intim 2, Street 3 --Slortar: Aware 3, Emp 2, Exp 3, Intim 3, Subt 3 Skills: --Balaan: Medit 2, Melee 3, Sec 2, Tech 2 --Balo: A. Ken 2, Eti 2, Perf 3, Sec 3, Stealth 4 (Trespassing) --Chardros: Arch 1, Medit 2, Melee 4 (Scythe), Sec 2, Stea 4, Surv 1 --Hionhurn: A. Ken 2, Arch 2, Melee 4 (Axes), Stea 2, Surv 4 (Foraging) --Mabelode: A. Ken 2, Arch 3, Eti 2, Medit 2, Melee 4 (Swords), Ride 3, Stea 2, Surv 2 --Maluk: Arch 1, Medit 2, Sec 3, Stea 3 --Pyaray: Arch 3, Medit 3, Melee 3, Stea 2, Surv 2, Tech 1 --Slortar: Eti 3, Medit 3, Perf 1, Tech 2 Knowledges: --Balaan: Aca 2, Inv 4 (Criminology), Law 3, Ling 3, Med 3, Mythos 2, Occult 1, Pol 2 --Balo: Enig 3, Law 1, Mythos 2, Occult 3 --Chardros: Acad 3, Enig 2, Inv 3, Law 3, Ling 2, Med 2, Mythos 2, Occ 3 --Hionhurn: Ling 2, Med 2, Mythos 2, Occult 3 --Mabelode: Inv 2, Ling 2, Med 1, Mythos 2, Pol 2 --Maluk: Aca 2, Enig 2, Inv 2, Law 2, Ling 2, Mythos 2, Pol 2 --Pyaray: Enig 2, Ling 1, Med 1, Mythos 2, Occult 2, Sci 1 --Slortar: Aca 3, Enig 3, Ling 3, Med 2, Mythos 2, Occ 3, Pol 2, Sci 2 Corruption: 2 (Appropriate Deity) Backgrounds: Mentor (Older Priest) 4, Mythos Library 2, Resources 3, Standing (Pan Tangian Priesthood) 2

Willpower: 6 Sorceries: --Balaan: 1: Clarity of Enki, Commune with the Spirit, Endurance of Kingu, Find the Weakness, Insight of Anu, Reveal the Hidden, Summon the Lesser Entity, Unravel the Lesser Sorceries, Wards of Corruption, Wisdom of Marduk; 2: Strength of the Enlightened Mind, Wards of Destruction --Balo: 1: Aura of Sarpanit, Distill the Sorcery, Find the Weakness, Insight of Anu, Radiance of Inanna, Reveal the Hidden, Swiftness of Assur, To Pass Unnoticed, Voice of Nergal, Wards of Protection; 2: Hallucinatory Vistas, Master the Lesser Creatures --Chardros: 1: Clarity of Enki, Commune with the Spirit, Endurance of Kingu, Find the Weakness, Insight of Anu, Reveal the Hidden, Swiftness of Assur, To Pass Unnoticed, Unravel the Lesser Sorceries, Wards of Corruption; 2: Knit/Warp the Flesh, Wards of Destruction --Hionhurn: 1: Arms of Gilgamesh, Commune with the Spirit, Endurance of Kingu, Find the Weakness, Insight of Anu, Realize the Inspired Device, Summon the Lesser Entity, Unravel the Lesser Sorceries, Wards of Corruption, Wards of Protection; 2: Adapt the Body, Shield of Eibon --Mabelode: 1: Arms of Gilgamesh, Aura of Sarpanit, Clarity of Enki, Distill the Sorcery, Endurance of Kingu, Find the Weakness, Reveal the Hidden, Swiftness of Assur, Unravel the Lesser Sorceries, Voice of Nergal; 2: Command the Elements, Master the Lesser Creatures --Maluk: 1: Clarity of Enki, Distill the Sorcery, Insight of Anu, Reveal the Hidden, Summon the Lesser Entity, Swiftness of Assur, To Pass Unnoticed, Unravel the Lesser Sorceries, Wards of Protection, Wisdom of Marduk; 2: Dismiss the Entity, Gate of the Dreamer --Pyaray: 1: Clarity of Enki, Distill the Sorcery, Endurance of Kingu, Insight of Anu, Reveal the Hidden, Summon the Lesser Entity, Swiftness of Assur, Unravel the Lesser Sorceries, Voice of Nergal, Wards of Protection; 2: Brew Space Mead, Shield of Eibon --Slortar: 1: Clarity of Enki, Distill the Sorcery, Insight of Anu, Realize the Inspired Device, Reveal the Hidden, Summon the Lesser Entity, Unravel the Lesser Sorceries, Voice of Nergal, Wards of Protection, Wisdom of Marduk; 2: Brew Space Mead, Elder Sciences Equipment: Priestly vestments, weapons as appropriate, armor (especially Hionhurn and Mabelode priests), other appropriate gear. Notes: These represent a somewhat experienced priest of their appropriate cult. Priests of Balaan are the grim torturers, wearing iron masks and blood stained leather smocks, carrying implements of pain. Priests of Balo are the jesters and tricksters of Chaos, often dressed in bright colors and playing tricks both harmless and harmful. Chardros is the primary deity of Pan Tang, and the reaper's priests wear black robes, human skull masks, and carry scythes. Priests of Hionhurn are ferocious executioners who wear blood-stained robes and bull horns on their heads. The priests of Mabelode are often officers or champions, representing their god's place as god of war, they wear Pan Tangian military armor and black shrouds on their faces. Maluk is the god of secrets, and his quiet but attentive worshippers are clad in robes with an eye symbol on them, some have only one eye and their mouths sewn shut to show their devotion. Priests of Pyaray often captain Pan Tangian ships to be closer to their dark sea god, they tend to wear functional clothing of blue and grey and have dreadlocked hair and beards. The priests of Slortar, the beautiful, old god of wisdom, wear fine robes of

silk, however as to not offend their god, they often have self-inflicted wounds and disfigurements.

War-Wizard
Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 3, Manipulation 2, Appearance 2 Mental: Perception 4 (Pensive), Intelligence 4 (Educated), Wits 4 (Strategic) Talents: Alertness 2, Athletics 1, Awareness 2, Brawl 2, Dodge 2, Intimidation 2, Leadership 3 Skills: Archery 2, Meditation 2, Melee 3, Ride 2 Knowledges: Academics 3, Enigmas 2, Linguistics 2, Medicine 2, Mythos Lore 2, Occult 3, Science 2 Corruption: 2 (Xiombarg) Backgrounds: Allies (Guards) 2, Artifact 2, Resources 3, Standing (Pan Tangian Military) 2 Willpower: 7 Sorceries: 1: Arms of Gilgamesh, Clarity of Enki, Endurance of Kingu, Find the Weakness, Insight of Anu, Reveal the Hidden, Summon the Lesser Entity, Unravel the Lesser Sorceries, Wards of Protection, Wisdom of Marduk; 2: Shield of Eibon, Strength of the Enlightened Mind Equipment: Artifact broadsword (Str+5 L, can affect incorporeal beings); artifact Pan Tangian half plate (+4 soak; -1 Dex), dagger (Str+1 L) Notes: Trained to help support troops on the battlefield, this war-wizard serves as one of the officers in a unit, bringing powerful support magic to the fight. He wears his long hair (not shaved like most Pan Tangians) finely-combed and has a neatlytrimmed beard, his almost regal airs contrasting with his fellow soldiers. He dresses for battle in his minor artifact half plate and sword, and a flowing dark grey cloak with the arrows of chaos symbol on it.

Young Kingdoms
Once the world-spanning holdings of the Melnibonan Empire, the Young Kingdoms have been mostly free from their rule for centuries now. Kingdoms have risen and fallen in that time, but the land mostly holds its own. The major countries of the Young Kingdoms on the Southern Continent are: Argimiliar; a temperate kingdom of plains that is welcoming to outsiders and where philosophy and knowledge flourish. Dorel a dangerous expanse of tundra inhabited by Chaos-hating barbarian raiders. Filkhar, a coastal kingdom between Lormyr and Argimiliar, small but wealthy where the quality of life (by Young Kingdom's standards) is quite good. Lormyr the first to rebel against the Melnibonans and once nearly an empire of its own, is heavily Law-aligned, with even the hint of Chaos worship being cause for investigation and punishment. Oin and Yu, two barbaric jungle lands with primitive inhabitants who worship the elemental gods. And

Pikarayd on the eastern point of the continent with dense forests and rolling hills whose hardy inhabitants make famed mercenaries. The Northern Continent is more sparse than the southern, but many still call it home. Its kingdoms are: Ilmiora a kingdom of city-states along wide grassy plains, Ilmiorans heavily worship law though not quite as fascist as Lormyrans. The Sighing Desert is home to nomadic tribes, though there are several cities for gathering and barter; millenia ago an empire existed here, destroyed by powerful Melnibonan sorcery. Vilmir, a technically-advanced but decaying kingdom where the nobles live well but the peasants suffer under their excess and the Church of Law. Finally, the Isle of Purple Towns lies a ways from Vilmir's coast, a rich sea power, Purple Towners can be found nearly anywhere trading and exploring. Travelling east is the Unknown Lands, a place of great mystery and adventure, only rarely visited due to the jutting sea mountains by water and vast wastes by land. The Western Continent is home to the least, mostly settled along the coast. Far inland, into the thick mountains, the Myyrrhn make their homes. Dharijor along the north part of the continent is the most powerful nation here, roaming the sea as raiders. Due to their proximity, they have been heavily-influenced by Pan Tang, with some even saying the two nations are allied. Nearby Jharkor is fearful of magic, however, and not given to supporting those who use it; Jharkor's a small kingdom compared to most, but large by Western Continent standards. Shazar is the land of the southern plains of this continent, famed for their fine horses and those who ride them, it is quite difficult to reach by sea or even land, however. Finally Tarkesh is more a region than a kingdom, northern mountainous tribes and southern plains ones war and raid against each other often. Further west lies the Silent Land, a place no one dares visit, not even the Melnibonans.

Young Kingdoms NPCs Archer


Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 2, Wits 2 Talents: Alertness 2, Athletics 2, Brawl 2, Dodge 3, Intimidation 1, Streetwise 1 Skills: Archery 3, Melee 2, Stealth 1, Survival 1 Knowledges: Enigmas 1, Investigation 1, Medicine 1, Occult 1 Backgrounds: Allies (Family) 2, Contacts 1, Resources 1 Willpower: 4 Equipment: Long bow (5 L; range 100), short sword (Str+2 L), leather armor (+2 L/+ 1 B) Notes: Supporting the infantry in military operations or acting as snipers and hunters, archers fill a deadly role in warfare.

Assassin
Physical: Strength 2, Dexterity 4 (Agile), Stamina 2 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 2, Wits 3 Talents: Alertness 1, Athletics 2, Brawl 1, Dodge 2, Streetwise 3 Skills: Archery 3, Melee 3, Security 3, Stealth 3, Technology 1 Knowledges: Investigation 2, Law 1, Medicine 2 Backgrounds: Contacts 2, Resources 2, Standing (Assassin's Guild) 1 Willpower: 5 Equipment: Short sword (Str+2 L), short bow (3 L; range 60), poisons, dark clothing Notes: When someone needs someone else killed, these are the criminals they call. Silent, swift, and efficient, they can make a kill as clean or as messy as their employer requires.

Barbarian
Physical: Strength 4 (Rugged), Dexterity 2, Stamina 3 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 1, Wits 3 Talents: Alertness 2, Athletics 3, Brawl 3, Dodge 1, Intimidation 2 Skills: Animal Ken 1, Archery 1, Melee 3, Survival 2 Knowledges: Enigmas 1, Occult 3 Backgrounds: Allies (Clan) 4 Willpower: 4 Equipment: Battle axe (Str+5 L), hide armor (+2 L/+1 B) Notes: Uneducated but deadly, barbarians are often the scourge of more civilized folk.

Cavalryman
Physical: Strength 3, Dexterity 4 (Balanced), Stamina 3 Social: Charisma 3, Manipulation 2, Appearance 3 Mental: Perception 2, Intelligence 2, Wits 2 Talents: Alertness 1, Athletics 2, Brawl 2, Dodge 2, Expression 2, Intimidation 2, Leadership 2 Skills: Animal Ken 1, Etiquette 2, Melee 3, Ride 3 Knowledges: Academics 2, Law 1, Politics 2 Backgrounds: Resources 3, Standing (Military) 2 Willpower: 5 Equipment: Lance (Mount's Str+3 L), broadsword (Str+4 L), half plate (+3 soak; -1 Dex), cavalry shield (+1 parry)

Notes: Dashing knights, the cavalry are often officers and nearly always the braggarts of a unit, but their effectiveness in battle can't be denied.

Champion of Balance
Physical: Strength 2, Dexterity 3, Stamina 2 Social: Charisma 5 (Likeable), Manipulation 3, Appearance 4 (Dashing) Mental: Perception 3, Intelligence 3, Wits 4 (Quick-Witted) Talents: Alertness 2, Awareness 3, Dodge 2, Empathy 2, Expression 2, Leadership 3, Streetwise 3, Subterfuge 3 Skills: Animal Ken 2, Archery 2, Etiquette 2, Melee 1, Stealth 1, Survival 1 Knowledges: Academics 2, Enigmas 3, Linguistics 2, Medicine 2, Mythos Lore 2, Occult 3 Illumination: 2 Backgrounds: Artifact 3, Contacts 3, Familiar 1, Mythos Library 2, Resources 3 Willpower: 7 Sorceries: 1: Aura of Sarpanit, Clarity of Enki, Distill the Sorcery, Insight of Anu, Radiance of Inanna, Reveal the Hidden, Swiftness of Assur, Unravel the Lesser Sorceries, Voice of Nergal, Wards of Protection; 2: Gate of the Dreamer, Shield of Eibon Equipment: Artifact walking staff (Command the Elements, Master the Lesser Creatures (15 Wisdom)), riding horse, short bow (3 L; range 60), short sword (Str+2 L) Notes: Dressed in colorful, rich clothing from exotic cultures, this champion of good travels the Young Kingdoms helping those in need and guiding others to the path of Illumination if she feels they have the potential.

Champion of Chaos
Physical: Strength 3, Dexterity 5 (Catlike), Stamina 4 (Hard to Kill) Social: Charisma 2, Manipulation 3, Appearance 2 Mental: Perception 3, Intelligence 3, Wits 4 (Snappy Comebacks) Talents: Alertness 1, Athletics 2, Brawl 2, Dodge 3, Intimidation 3, Streetwise 3 Skills: Archery 3, Meditation 1, Melee 4 (Underhanded Tactics), Ride 3, Security 4 (Breaking & Entering), Stealth 4 (Creeping), Survival 1 Knowledges: Investigation 1, Law 2, Linguistics 2, Mythos Lore 2, Occult 2 Corruption: 2 (Arioch) Backgrounds: Artifact 4, Contacts 2, Familiar 3, Mythos Library 1, Resources 2 Willpower: 7 Sorceries: 1: Clarity of Enki, Commune with the Spirt, Endurance of Kingu, Find the Weakness, Summon the Lesser Entity, Swiftness of Assur, To Pass Unnoticed, Unravel the Lesser Sorceries, Voice of Nergal, Wards of Corruption; 2: Bind the Spirit, Dismiss the Entity

Equipment: Artifact rapier (Str+5 L), artifact dagger (Str+2 L), artifact leather armor (+4 L/+3 B), poisons, lockpicks, lesser Salamander elemental bound into gauntlet Notes: This cold-eyed assassin serves Chaos and has been granted status as a Champion, he travels the Young Kingdoms using his deadly skills in combat and stealth to kill influential figures and often frame others for their murder.

Champion of Law
Physical: Strength 4 (Brawny), Dexterity 3, Stamina 3 Social: Charisma 3, Manipulation 3, Appearance 2 Mental: Perception 4 (Paranoid), Intelligence 4 (Educated), Wits 4 (Unflinching) Talents: Alertness 3, Athletics 3, Awareness 2, Brawl 3, Dodge 2, Empathy 1, Intimidation 4 (Interrogation), Leadership 4 (Inspiration), Subterfuge 2 Skills: Animal Ken 2, Archery 2, Etiquette 3, Melee 4 (Lance), Ride 4 (Horses), Survival 1, Technology 2 Knowledges: Academics 2, Investigation 2, Law 3, Linguistics 2, Mythos Lore 2, Politics 2 Corruption: 2 Backgrounds: Allies 5 (Church of Law), Resources 4, Standing 3 (Church of Law) Willpower: 7 Sorceries: 1: Arms of Gilgamesh, Aura of Sarpanit, Clarity of Enki, Endurance of Kingu, Reveal the Hidden, Unravel the Lesser Sorceries Equipment: Lance (Mount's Str+3 L), broadsword (Str+4 L), Young Kingdom's full plate (+5 soak; -2 Dex), cavalry shield (+1 parry), cloak with the symbol of Law, war horse clad in metal barding Notes: A harsh judge for the Church of Law, this knight travels the Young Kingdoms country they have a minor land holding in enforcing the laws with a firm hand.

Chaos Worshipper
Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 2, Manipulation 3, Appearance 2 Mental: Perception 3, Intelligence 3, Wits 3 Talents: Awareness 1, Intimidation 1, Subterfuge 2 Skills: Etiquette 2, Melee 1, Security 2, Stealth 2 Knowledges: Academics 3, Enigmas 2, Law 1, Linguistics 1, Mythos Lore 1, Occult 3 Corruption: 1 (Specific Chaos God) Backgrounds: Mythos Library 2, Resources 2, Standing (Cult) 1 Willpower: 4 Sorceries: 1: Commune with the Spirit, Insight of Anu, Summon the Lesser Entity, Wards of Protection Equipment: Ritual tools, robe, mythos tomes

Notes: A secretive worshipper of Chaos, this minor sorcerer secretly pays homage to one of the Chaos gods in exchange for power over his enemies.

Guardsman
Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 2, Wits 2 Talents: Alertness 2, Athletics 2, Brawl 3, Intimidation 2, Streetwise 2 Skills: Archery 2, Melee 3, Security 2 Knowledges: Investigation 2, Law 2 Backgrounds: Allies (Guardsmen) 2, Contacts 1, Resources 1 Willpower: 4 Equipment: Poleaxe (Str+6 L), chainmail armor (+3 soak, -1 Dex) Notes: The city watch are trained enforcers of law and order in the cities (and even large towns) of the Young Kingdoms. In times of war or attack they also serve as a local defense force.

Marine
Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 2, Intelligence 2, Wits 3 Talents: Alertness 2, Athletics 2, Brawl 3, Dodge 2, Intimidation 2 Skills: Archery 2, Melee 3, Stealth 1, Survival 1 Knowledges: Linguistics 1, Medicine 1, Occult 1, Science 1 Backgrounds: Allies 3 (Shipmates), Contacts 1 Willpower: 4 Equipment: Battle axe (Str+5 L), scimitar (Str+3 L), short bow (3 L, range 60), leather armor (+2 L, +1 B), shield (+1 parry) Notes: Shipboard combatants, marines are used to board and seize other ships as well as defend their own. In some circumstances they are even used in naval landings for quick raids or to reinforce other infantry.

Mercenary
Physical: Strength 4 (Brawny), Dexterity 4 (Lightning Fast), Stamina 4 (Nine Lives) Social: Charisma 3, Manipulation 2, Appearance 3 Mental: Perception 3, Intelligence 3, Wits 4 (Paranoid) Talents: Alertness 3, Athletics 3, Brawl 5 (Multiple Foes), Dodge 3, Intimidation 4 (Threats), Leadership 3, Streetwise 4 (Mercenary Guilds)

Skills: Archery 3, Melee 5 (Swords), Ride 3, Security 2, Stealth 2, Survival 3 Knowledges: Academics 1, Investigation 1, Law 1, Linguistics 2, Medicine 1, Mythos Lore 1, Occult 2, Politics 1 Illumination: 1 Backgrounds: Artifact 4, Contacts 4, Resources 4 Willpower: 8 Sorceries: 1: Arms of Gilgamesh, Clarity of Enki, Endurance of Kingu, Find the Weakness, Swiftness of Assur, Unravel the Lesser Sorceries Equipment: Artifact broadsword (Str+6 L; can affect incorporeal), artifact ancientstyle plate armor (+6 soak; -1 Dex), shield (+1 parry), dagger (Str+1 L), crossbow (4 L; range 100) Notes: This mercenary has fought dozens of engagements and travelled to countless lands (even other worlds it's rumored). More honorable than he cares to admit, he's been known to forgo his usual fee for a good cause.

Merchant
Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 3, Manipulation 4 (Convincing), Appearance 2 Mental: Perception 2, Intelligence 3, Wits 2 Talents: Awareness 1, Empathy 3, Expression 2, Streetwise 2, Subterfuge 3 Skills: Etiquette 2, Ride 1, Security 1 Knowledges: Academics 2, Law 1, Linguistics 2, Politics 2 Backgrounds: Resources 3, Standing (Merchant Guild) 1 Willpower: 4 Equipment: Dagger (Str+1 L), fine clothing, wares for sale Notes: Peddling anything from food, to weapons, to ancient tomes, merchants are a common sight all over the Young Kingdoms.

Military Officer
Physical: Strength 3, Dexterity 2, Stamina 3 Social: Charisma 3, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 4 (Educated), Wits 3 Talents: Alertness 2, Athletics 1, Brawl 2, Dodge 2, Intimidation 3, Leadership 3 Skills: Etiquette 2, Melee 3, Ride 3 Knowledges: Academics 2, Investigation 1, Law 2, Linguistics 1, Politics 3 Backgrounds: Mentor 3, Resources 3, Standing (Military) 2 Willpower: 6 Equipment: Broadsword (Str+5 L), Young Kingdoms plate (+5 soak; -2 Dex), shield (+1 parry), banner Notes: The leaders on the battlefield, military officers are generally minor nobles

serving a more powerful lord. This is a typical officer with a few engagements worth of experience under his belt.

Nomad
Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 2, Wits 2 Talents: Alertness 2, Athletics 2, Brawl 1, Dodge 2 Skills: Archery 2, Melee 2, Ride 3, Stealth 1, Survival 3 Knowledges: Enigmas 1, Medicine 1, Occult 2 Backgrounds: Allies 3 (Clan Members), Standing (Clan) 1 Willpower: 4 Equipment: Scimitar (Str+3 L), short bow (3 L; range 60), weather-resistant clothing (+1 B), horse Notes: A warrior of the desert tribes, the nomad guards his family and clan as they move across the harsh wastes. He might be encountered as a hireling protecting a merchant's caravan or in a night-time raid of a town for supplies.

Old Noble
Physical: Strength 2, Dexterity 2, Stamina 3 Social: Charisma 4 (Polite), Manipulation 4 (Slick), Appearance 1 Mental: Perception 3, Intelligence 4 (Experienced), Wits 4 (Careful) Talents: Alertness 2, Awareness 2, Empathy 3, Intimidation 3, Leadership 4 (Speeches), Subterfuge 4 (Misdirection) Skills: Etiquette 4 (Nobility), Ride 2 Knowledges: Academics 3, Investigation 2, Law 2, Linguistics 2, Politics 4 (Young Kingdoms) Corruption: 1 (Slortar) Backgrounds: Allies 4 (Guards), Artifact 2, Mythos Library 1, Resources 5, Standing 3 (Kingdom) Willpower: 7 Sorceries: 1: Aura of Sarpanit, Clarity of Enki, Commune with the Spirit, Find teh Weakness, Insight of Anu, Voice of Nergal, Wards of Protection, Wisdom of Marduk Equipment: Fine clothing and jewelry, artifact signet ring (Endurance of Kingu; 7 Wisdom) Notes: Old and corrupt, this powerful noble uses nearly any means to get their way. The relationship isn't always one-sided, however, he's experienced enough to know that often the best way to accomplish his tasks is through good working relationships with useful pawns.

Sailor
Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 2, Intelligence 2, Wits 3 Talents: Alertness 2, Athletics 2, Brawl 2, Dodge 2, Intimidation 1, Streetwise 2 Skills: Archery 2, Melee 1, Stealth 1, Survival 1, Technology 2 Knowledges: Linguistics 1, Medicine 1, Occult 1, Science 1 Backgrounds: Contacts 2, Resources 1, Standing (Ship's Crew) 1 Willpower: 4 Equipment: Short bow (3 L; range 60), short sword (Str+2 L), whiskey ration Notes: Responsible for crewing the ships of the Young Kingdom's navies, private merchants, or even pirates, sailors are usually a rowdy bunch in port but quiet and superstitious at sea. They can fill any job from carpenter, to gunner, to oarsman.

Scholar
Physical: Strength 1, Dexterity 3, Stamina 2 Social: Charisma 3, Manipulation 3, Appearance 2 Mental: Perception 4 (Insightful), Intelligence 5 (Bookworm), Wits 2 Talents: Awareness 3, Dodge 2, Expression 2, Subterfuge 2 Skills: Etiquette 2, Meditation 2, Stealth 1, Technology 1 Knowledges: Academics 4, Enigmas 2, Investigation 3, Linguistics 2, Mythos Lore 1, Occult 3, Science 2 Illumination: 1 Backgrounds: Familiar 1, Mythos Library 2, Resources 2 Willpower: 5 Sorceries: 1: Clarity of Enki, Distill the Sorcery, Insight of Anu, Reveal the Hidden, Summon the Lesser Entity, Wisdom of Marduk Equipment: Satchel of books, dagger (Str+1 L), quill and ink Notes: Content to walk the line between the rigidity and science of law and the wild abandon and creativity of chaos, this scholar feels there is no need to choose, she can have both. By doing so, she is walking the path of balance and has learned to love knowledge for what it is, not how you can bend it to your will.

Ship's Captain
Physical: Strength 3, Dexterity 3, Stamina 4 (Hardy) Social: Charisma 3, Manipulation 2, Appearance 2 Mental: Perception 4 (Attentive), Intelligence 3, Wits 4 (Suspicious) Talents: Alertness 2, Athletics 1, Awareness 2, Brawl 1, Dodge 1, Intimidation 4

(Towering Presence), Leadership 4 (Naval), Streetwise 3 Skills: Archery 2, Melee 3, Security 1, Technology 2 Knowledges: Academics 2, Investigation 2, Law 1, Linguistics 2, Mythos Lore 1, Occult 2, Science 3 Backgrounds: Allies (Crew) 4, Contacts 4, Resources 3, Standing (Navy) 4 Willpower: 7 Equipment: Naval uniform, rapier (Str+3 L), dagger (Str+1 L) Notes: An experienced sailor and minor noble, this captain of a Young Kingdom's naval quadreme is stren but fair. He fights efficiently, utilizing a fencing style learned in various ports he's visited, but is usually surrounded by Marine guards anyway.

Soldier
Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 2, Intelligence 2, Wits 3 Talents: Alertness 2, Athletics 2, Brawl 3, Dodge 2, Intimidation 2 Skills: Archery 1, Melee 3, Stealth 1, Survival 2 Knowledges: Investigation 1, Medicine 1, Occult 2 Backgrounds: Contacts 1, Mentor 2, Resources 1 Willpower: 4 Equipment: Pike (Str+4 L), short sword (Str+2 L), half plate (+3 soak; -1 Dex) Notes: No typical militiaman, this represents a soldier trained and experienced on the battlefield. In exchange for decent pay, lodgings, and a guaranteed career, he has put his life on the line for his kingdom.

Thief
Physical: Strength 2, Dexterity 4 (Nimble), Stamina 3 Social: Charisma 2, Manipulation 3, Appearance 2 Mental: Perception 2, Intelligence 2, Wits 2 Talents: Alertness 2, Athletics 1, Brawl 1, Dodge 2, Streetwise 3, Subterfuge 2 Skills: Melee 1, Security 2, Stealth 3, Survival 1 Knowledges: Investigation 1, Law 2, Occult 1 Backgrounds: Contacts 3, Standing (Thieves' Guild) 1 Willpower: 4 Equipment: Beggar's clothing, suit of dark clothing, lockpicks, dagger (Str+1 L), variety of swiped goods Notes: A moderately successful panhandler and pickpocket, this thief has a lot of street contacts and is skilled at breaking and entering or other intrusion methods.

Young Noble
Physical: Strength 3, Dexterity 4 (Poised), Stamina 3 Social: Charisma 3, Manipulation 2, Appearance 3 Mental: Perception 2, Intelligence 3, Wits 2 Talents: Alertness 2, Athletics 3, Brawl 2, Dodge 4 (Sidestep), Leadership 4 (Inspiration) Skills: Etiquette 2, Melee 4 (Fencing), Ride 3, Stealth 2 Knowledges: Academics 2, Law 1, Linguistics 1, Politics 2 Backgrounds: Resources 3, Standing (Nobility) 2 Willpower: 5 Equipment: Rapier (Str+3 L), dagger (Str+1 L), leather armor (+2 L, +1 B), riding horse Notes: A dashing young noble and bit of a rebel, this heir to a barony sees his duty as defending the commoners under his charge, whether they like it or not.

Artifacts, Tomes, & Sorcery


Due to the differing beliefs in this realm, artifacts are seen as "demonic" (corrupted) or "elemental" (illuminated) energies bound to objects to strengthen them or give them a variety of effects. This works exactly as normal artifacts, however. Common enchantments include boosting the effects of weapons and armor to do more damage, or in the case of armor lowering the Dexterity and Perception penalties associated with it (each decreasing of 1 point of penalty considered to be a 3 point effect each time taken). Demons and elementals are also bound to objects to "carry" them around in a more subtle form. This can be an automatic part of a successful Bind sorcery and keyed to a circumstance, command word, or whatever the sorcerer feels like. Devices are not uncommon, either; most notably among servants of Law. From clockwork guardians, to finely-carved ceramic plate, devices are often a step or two above current possible technology in the Young Kingdoms. They usually don't actively project sorceries, but simulating their effects in "technological" ways is not uncommon. Different names are usually used for the attribute boosting (and a few other) sorceries, since, of course, the Babylonian pantheon is not known. The following gives the original name and the revised name in parenthesis first for Chaos then Law: Arms of Gilgamesh (Arms of Mabelode/Tovik), Aura of Sarpanit (Aura of Arioch/Elgis), Clarity of Enki (Clarity of Pyaray/Arkyn), Endurance of King (Endurance of Hionhurn/Mirath), Insight of Anu (Insight of Chardros/Theril), Radiance of Inanna (Radiance of Slortar/Salik), Swiftness of Assur (Swiftness of Balo/Donblas), Voice of Nergal (Voice of Balaan/Goldar), Wisdom of Marduk (Wisdom of Slortar/Vallyn).

Other sorceries with different names are Shield of Eibon (Shield of Drinij Bara), Denial of Eibon (Denial of Gaynor), and Key of Tawil at-'Umr (Sail the Timeless Sea). Common languages to find tomes written in on this world include High Melnibonan, Low Melnibonan, Mabden (Old Pan Tangian), 'pande (language of eastern kingdoms), and sometimes even Common. They often are tinged with the personal religions of this world, talking more about Law, Chaos, and Balance than the larger picture, but truly enlightened authors realize that this is just a tiny part of a much, much larger picture and include much more information about what most on this world who know of it call The Million Spheres.

Clockwork Guardians
Type: Device Appearance: Often in the form of animals of various sorts, made of rare metals (strong for combat models, precious for more light-duty tasks) Pool: Depends on function performed Level/Complexity: varies, but minimum usually 3/8 Effect: Treated much like a familiar, actually, except they are a machine. Energy: Active for up to 12 hours before requiring a 6 hour "rest" period to recharge. Special: Use of the artifact background or creation of a device creates a "familiar" of this type or similar. The level of power should be roughly equal to a familiar of that level. Generally these will perform like the animal they are based on though more intelligent and often stronger and more resilient.

The Emperor's Tokens


The artifacts of the Ruby Throne of the Melnibonan Empire are powerful and vast, unmatched by any in this realm or most any other. These are the major ones generally carried (or close by) under most circumstances, however, the Emporer has access to hundreds of others for any circumstance he may wish.

Actorios
Type: Artifact Appearance: A ring with a swirling magical gem, the actorios is the ultimate symbol of the Emperor's power and influence. Pool: 12 (when needed) Level/Complexity: 7/31 Effect: Can duplicate the effects of Command the Elements and Master the Lesser Creatures on a vast scale; as well as Contact (Beast Lords), Contact (Elemental Gods), and Contact (Plant Lords) Energy: N/A. Due to these being the effects of ancient pacts, the powers use no energy. Special: Due to ancient pacts forged between the Melnibonan emperors and the gods of balance, the wearer of the actorios (the Emperor of Melnibon) can chant certain songs to summon their aid whenever necessary. Chanting these songs generally takes

less than a minute. While normal use of the lesser two sorceries would only influence a small number or area, the ring's effects are far greater (for example tens of thousands of eagles descending upon an invading force).

Ancestor's Shield
Type: Artifact Appearance: A large rectangular full shield painted with the image of the first Emperor arriving on Melnibon. Pool: Dexterity+Dodge; 8 (Sorceries) Level/Complexity: 3/8 Effect: +3 to parry, Wards of Protection, Hallucinatory Vistas Energy: 15

Armor of the Dragon Throne


Type: Artifact Appearance: Made of a golden metal and embossed with dragons all over. Pool: 9 Level/Complexity: 6/23 Effect: +10 soak, no penalties; Arms of Gilgamesh, Endurance of Kingu, Reveal the Hidden, Swiftness of Assur; Adapt the Body, Shield of Eibon Energy: 25

Scepter of the Emperor


Type: Artifact Appearance: A carved ivory scepter set with dozens of rubies, diamonds, emeralds, sapphires and more. Pool: 9 Level/Complexity: 4/15 Effect: Dismiss the Entity; Apport Through Great Distances, Unravel the Greater Sorceries (up to Level 4), Whispers of the Mind Energy: 25 Special: Also serves as a summoning focus object for 88 Bal'boost demons (not factored into artifact cost)

Sword of Arioch
Type: Artifact Appearance: Made of a golden metal (matching the armor) and beautifully-decorated on the hilt with gemstones. Pool: Dexterity+Melee Level/Complexity: 6/15 Effect: +2 to wielder's melee pool, Str+9 L damage, can affect creatures not normally able to be injured physically. Energy: N/A

Runeswords of Chaos
It's not known how many of these powerful and evil weapons were made, but the two

most famous are Stormbringer and Mournblade. They appear to be large black greatswords covered in golden runes, but in actuality they are an entity unto themselves; powerful, merciless, and intelligent. The wielder of a greatsword is guaranteed to be remembered forever, most likely for the horrible acts they perpetrated under the sword's influence before it destroyed them. Type: Artifact/Entity Appearance: Six foot long greatsword with runes carved all over the blade. Pool: Dexterity+Melee (combat); 12 (sorceries) Level/Complexity: Transcends normal artifacts Effect: Adds +6 Melee (Greatswords specialty too) to wielder's skill. Str+12 L damage, but if the target survives, also compares the sword's Corruption (5) times two against the victim's Perception. Each success drains a point of permanent Willpower from the victim. If reduced to 0 Willpower (even having health levels left) the victim is destroyed. Either way, killing a target will feed the blade its permanent Willpower in temporary Energy (even over it's maximum of 50) which it can use in any way it normally could. Commonly boosts its wielder with Arms of Gilgamesh and Endurance of Kingu during battle; also protects with Knit the Flesh, Shield of Eibon, and similar. Energy: 50 (but see above) Special: More an entity than an item, a Runesword has its own agenda (chaos) and plans. The Runesword is so corrupt it has an influence on its carrier, granting them a Corruption of at least 2 while carried (it is theoretically possible to have an Illumination and Corruption score both depending on the wielder). A Runesword's stats are as follows: Physical: Strength 2, Dexterity 8 (Darting), Stamina 14 (Unbreakable) Social: Charisma 3, Manipulation 6 (Convincing), Appearance Object Mental: Perception 6 (Attuned), Intelligence 6 (Experienced), Wits 7 (Eternally Patient) Talents: Alertness 3, Awareness 6 (Intuition), Empathy 8 (Motivations), Intimidation 5 (Appearance), Subterfuge 7 (Sowing Disorder) Skills: Meditation 6 (Ponder Fate), Melee 8 (Itself), Stealth 4 (Blending In) Knowledges: Academics 6 (History), Enigmas 5 (Riddles), Investigation 3, Law 3, Linguistics 7 (Quick Learning), Medicine 3, Mythos Lore 5 (Chaos), Occult 7 (Chaos Gods), Politics 5 (Coups), Science 3 Willpower: 10 Corruption: 5 (Unknown) Sorceries: 1: All; 2: All; 3: Apport Through Great Distances, Bind the Lesser Entity, Clarity of Battle, Imbue the Sorcerous Crystal, Rend the Mind, Song of Control, Summon the Greater Entity, Travel Beyond the Flesh, Unravel the Greater Sorceries, Whispers of the Mind; 4: Cross the Spheres, Denial of Eibon, Harness the Energy of the Spheres, Peer Beyond the Veil, Remove the Soul; 5: Avatar of the Paragon, Contact (Arioch; probably others as well) Notes: Being a sword makes it difficult to influence the external world directly (though Runeswords are known to sometimes twist in their user's grip to strike down one of his or her allies or someone at random), so a Runesword is most likely to use their sorceries to influence and get their way, always causing pain, destruction, and

chaos, but with a long-term purpose.

The Theocrat's Items


Though nowhere near as impressive as the artifacts of the Dragon Emperor, the Theocrat of Pan Tang still takes to battle with an impressive set of equipment, many of which seem to be mocking copies of the Melnibonan Emperor's.

Axe of Hionhurn
Type: Artifact Appearance: A large black, red, and gold weapon steaming and glowing as if pulled fresh from the fire. Pool: Dex+Melee Level/Complexity: 5/12 Effect: Str+9 L, adds +1 to wielder's Melee skill when used, can wound beings normally immune to physical attack Energy: N/A

Blade of Mabelode
Type: Artifact Appearance: A steel broadsword with the arrows of chaos in rubies on the hilt. Pool: Dex+Melee; 8 for Sorcery Level/Complexity: 5/11 Effect: Str+7 L, Remove the Soul, can wound beings normally immune to physical attack Energy: 20

Shield of Chaos
Type: Artifact Appearance: A metal shield with the symbol of chaos, its polished surface seems to ripple like quicksilver. Pool: Dex+Dodge Level/Complexity: 3/3 Effect: +3 parry Energy: N/A

Theocrat's Signet Ring


Type: Artifact Appearance: A large ruby set in a gold band carved with ancient symbols. Pool: 8 Level/Complexity: 4/8 Effect: Find the Weakness, Reveal the Hidden; Apport Through Great Distances Energy: 15 Special: This ring is mostly used for its focus as a binding object for 2 Bal'boosts and 10 of each (40 total) lesser elemental type, (this cost not factored into above).

Vestments of Battle

Type: Artifact Appearance: Pan Tangian black plate that seems to glow as if red hot. Pool: 5/18 Level/Complexity: Effect: +9 soak, -1 Dex; +1 Intimidation while worn; Arms of Gilgamesh, Endurance of Kingu; Adapt the Body Energy: 15

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