Bestiary

7 entries found.

Bandit
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Bandit
13
14
12
10
11
11
9
15
2
6
3
0
1
2
73
2
Horn Knife
:
A19
D15
Init17
damD4+4
Short
Stone Mace
:
A15
D14
Init11
damD6+4
Leader
14
14
12
10
11
13
10
19
3
7
4
0
1
2
81
3
Bronze Sword
:
A18
D14
Init17
damD6+3
In the fringes of the Empire, when life goes bad, banditry is an easy answer. Travelling merchants, Crdlu herders, or messengers can be robbed or held for ransom with just a collection of low quality weapons and the use of intimidation and threats. Dealing with a Bandit group is a plausible mission for low level Red Order soldiers.

Most bandits don't have organised bases, they are either drawn from the population of a single poorly controlled village, or are nomads who raid villages (and occasional travellers). A bandit group will sometimes be equipped with Krakath, Crdlu and Frian, and may be found leading carts too, especially when fresh from a village raid. If a bandit group is forced to make camp in the wilderness then they are likely to have no more than tents or a cave to do it in, and may be hard to distinguish from a Tribal group.
Bar room brawlers
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
11
10
9
10
11
10
8
15
3
3
0
0
1
2
45
Punch and Kick
:
A12
D10
Init12
dam2
A bunch of drunkards in a bar. They are full of fight when roused, but are actually uncoordinated and will flee from lethal violence. It is assumed that they will mostly fight with fists, teeth and claws. If they start picking up improvised weapons then reduce Attack by 2 and raise damage to D4+2.
Bonded Official
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Bonded Offical
10
10
10
11
10
12
11
15
9
5
3
0
0
3
63
3
Official Writ
:
A17
D14
Init17
damD4+3
Senior Bonded One
10
10
10
11
10
13
11
15
14
7
3
0
0
4
74
5
Seal of Office
:
A18
D14
Init18
damD4+4

Bonded Officials run the major areas of Order bureaucracy. Trusted by the Magi they are a key part of the Eternal Empire. They are often commanded by a senior Magi and may be charged with carrying out orders that the Mage does not wish to do themselves.

Skills

  • Law 2 / Politics 3
  • Merchant 2 / Administrate 4, Bargain 4
  • Oratory 3 / Command 4, Debate 4
  • Subterfuge 2 / Deception 4

Paths / Qualities

  • Bonded-One
  • Assured (+4 social health)
  • Edge : Wiley
Flunky
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
10
10
10
12
9
12
11
15
6
6
0
0
0
0
51
Charm
:
A12
D12
damD4+2
Fragile
A standard political flunky, a minor (or slightly more major) aide to a more significant threat.

In a trained group they supply the following A+2, D+2, Dam+2, Init+1
Guard (order)
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Guard
12
12
11
10
13
11
10
17
4
5
4
0
2
3
84
2
Bronze Mace
:
A17
D16
Init10
damD6+5
Shield
Horn Bow
:
A17
D13
Init11
damD6+3
Ranged 12. Accuracy 4.
Naga Axe
:
A18
D13
Init12
damD8+4
Unbalanced
Overseer
14
14
10
11
15
13
11
18
5
6
4
0
2
4
88
4
Sickle Sword
:
A20
D19
Init12
damD6+4
Parry (2). Shield

The Orders have many armed troops working for them, a substantial number of which make up the city Guards, sentries, bodyguards and retinues of Bonded Ones and Magi. Better trained and better armed than the common Guards employed by Merchants, these Order Troops are usually given uniforms in the colours of the Orders they serve, and are more dedicated to their tasks than those who work only for a common wage. Progression in the ranks of the Order soldiery can elevate a Freeman to the status of Clerk, at which point the Guard is expected too (and can afford to) arm themselves. Senior Guard Overseers will thus have the best weapons and armour they can afford.

Guard

  • Observation 2 / Search 5
  • Oratory 1 / Command 2
  • Subterfuge 1 / Deception 2
  • Warfare 1 / Parry 1, Shield 1

Overseer

  • Observation 2 / Search 5
  • Oratory 2 / Command 5
  • Subterfuge 1 / Deception 3
  • Warfare 2 / Parry 4, Shield 3
  • Merchant 1 / Administrate 5 (clerk)
Guard (private)
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
11
11
11
10
11
10
11
15
2
5
3
0
2
2
65
Horn Spear
:
A14
D15
Init13
damD6+2
Parry (1), Long
Bronze Dagger
:
A13
D12
Init17
damD6+2
Parry (1), Short

Even in the major cities of the Empire there is little guarantee that a private dwelling will receive much in the way of protection from the Orders and their minions. Many a Noble or Merchant will protect their lands with private Guards, usually low level warriors (or in cheap cases level 0 ones) armed with affordable weapons and something approximating a uniform. Pay for such a Guard is not great, but the job is usually not very dangerous, and the opportunity to strut around with a weapon appeals to many. The Guard above carries a Horn Spear and Bronze Dagger, with a slung wicker shield and medium hide armour.

Skills

  • Observation 2 / Search 3
  • Warfare 1 / Parry 1
Judge
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Judge
9
10
10
13
9
12
12
14
13
8
3
0
0
3
62
3
Law
:
A24
D12
Init11
damD6+2
Presiding Judge
10
10
10
13
8
14
13
15
13
9
3
0
0
4
69
4
Law
:
A24
D12
Init11
damD6+2

At level 3 a typical Bonded Judge presiding over a lower court (one intended for Clerks). At level 4 a presiding Bonded Judge assisted by two lesser Judges for a court set to try a Bonded One. These Judges have Social Armour and Assurance (and are Bonded Clerks). A Noble Judge would have +1 Status and -1 Wealth.

Skills

  • Law 4 / Nastrim's Code 10, Politics 5
  • Oratory 3 / Command 4, Debate 4
  • Subterfuge 2 / Deception 4

Paths / Qualities

  • Bonded-One, Clerk
  • Assured, Distinction
  • Edge : Judgement