NPCs and Enemies
How to read stat blocks:
lvl: The "level" represents the strength of the foe. Most foes only level from 1-5. If a level is not listed, it is possible to determine it based on their Stamina Score and number of stamina points. For example, the Cubii listed in part one is level 5.
Spd: The enemy's speed score
Str: The enemy's strength score
Sta: The enemy's stamina score
Spi: The enemy's spirit score
Sav: The enemy's savvy score
SP: Stamina Points
AC: Armor Class
Resistances: Elements the enemy resists
HP: Health points
Per: Persuasion bonus
Dec: Deception bonus
Int: Intimidation bouns
Con: Connection bonus
Some enemies have zero in a stat. These have special rules. A creature with zero savvy has no intelligence and cannot be socially reasoned with, like a low-level golem or undead. A creature with zero speed is immobile. A creature with zero spirit cannot cast spells, and a creature with zero strength cannot make weapon or unarmed attacks. All creatures have some stamina to take actions.
Part 1: General FoesThis section lists basic enemies for colorfolk to fight, from non-magic civilians to generic fire mages to golems and zombies
CivilliansGeneric human citizens of whatever land you may be in.
Major Affinity: None
Barred Affinity: All
Spells Known: None
Weaponry: A single unarmed attack per round is the best they can muster, or possibly a thrown object, although running and hiding is a typical civillian modus operandi. Of course, this statblock can be customized by adding weapons to make any sort of non-magic human so long as the Spirit score remains zero. For example, a gangster might have a gun and higher savvy.
Level | Spd | Str | Sta | Spi | Sav | SP | AC | Resistances | HP | Per | Dec | Int | Con |
1 | 7 | 7 | 7 | 0 | 7 | 20 | 10 | +5 Water | 12 | 0 | -1 | -2 | 0 |
2 | 7 | 7 | 7 | 0 | 7 | 40 | 10 | +5 Water
| 19 | +1 | -1 | -2 | 0 |
3 | 7 | 7 | 7 | 0 | 8 | 60 | 10 | +5 Water
| 26 | +1 | -1 | -2 | +1 |
4 | 8 | 7 | 7 | 0 | 8 | 80 | 10 | +5 Water
| 33 | +1 | 0 | -2 | +1 |
5 | 8 | 8 | 7 | 0 | 8 | 100 | 10 | +5 Water
| 40 | +1 | 0 | -2 | +2 |
Civilian MagesIn places like the Magic Underground, there are those who know some magic, but never specialized in it. They may use magic in self-defense if needed, but are not otherwise much stronger than a random civilian.
Major Affinity: Pick One
Barred Affinity: All Others
Spells Known: Any first-level spells from their spell school, as well as "universal" and "varied" schools. At fourth level, they can also use second-level spells.
Weapons: The civilian mage can use unarmed strikes, but favor magic.
lvl | Spd | Str | Sta | Spi | Sav | SP | AC | Resistances | HP | Per | Dec | Int | Con | First-Level Spells Per Day | Second-Level Spells Per Day |
1 | 7 | 7 | 7 | 7 | 7 | 20 | 10 | +1 to their major affinity | 12 | 0 | -1 | -2 | 0 | 2 | 0 |
2 | 7 | 7 | 7 | 7 | 7 | 40 | 10 | +1 to their major affinity
| 19 | +1 | -1 | -2 | 0 | 3 | 0 |
3 | 7 | 7 | 7 | 7 | 8 | 60 | 10 | +1 to their major affinity
| 26 | +1 | -1 | -2 | +1 | 5 | 0 |
4 | 8 | 7 | 7 | 7 | 8 | 80 | 10 | +2 to their major affinity
| 33 | +1 | 0 | -2 | +1 | 8 | 2 |
5 | 8 | 7 | 7 | 8 | 8 | 10 | 10 | +2 to their major affinity
| 40 | +1 | 0 | -2 | +2 | 13 | 3 |
KnightsArmed and armored defenders of the piece in medieval human lands. Low-level knights may be mere town guards, but high-level ones are capable of great feats.
Major Affinity: None
Barred Affinity: All
Spells Known: None
Weaponry: Knights generally wear metal armor, gauntlets, a helmet, a shield, and a shortsword. Substitue leather armor and no gauntlets for a town guard.
Lvl | Spd | Str | Sta | Spi | Sav | SP | AC (Knight Variant) | AC (Town Guard Variant) | Resistances (Knight Variant) | Resistances (Town Guard Variant) | HP | Per | Dec | Int | Con |
1 | 6 | 9 | 6 | 0 | 6 | 18 | 15 | 13 | +1 air, +1 earth, -1 lightning, +3 fire, +1 light, -1 dark, +2 mundane | +1 lightning, +2 fire, +1 ice, +5 water, +1 light, -1 dark, +2 mundane
| 20 | +1 | -2 | 0 | -2 |
2 | 7 | 9 | 6 | 0 | 6 | 36 | 15 | 13 | +1 air, +1 earth, -1 lightning, +3 fire, +1 light, -1 dark, +2 mundane
| +1 lightning, +2 fire, +1 ice, +5 water, +1 light, -1 dark, +2 mundane
| 25 | +1 | -2 | +1 | -2 |
3 | 7 | 9 | 7 | 0 | 6 | 60 | 15 | 13 | +1 air, +1 earth, -1 lightning, +3 fire, +1 light, -1 dark, +2 mundane
| +1 lightning, +2 fire, +1 ice, +5 water, +1 light, -1 dark, +2 mundane
| 30 | +1 | -2 | +2 | -2 |
4 | 7 | 10 | 7 | 0 | 6 | 80 | 15 | 13 | +1 air, +1 earth, -1 lightning, +3 fire, +1 light, -1 dark, +2 mundane
| +1 lightning, +2 fire, +1 ice, +5 water, +1 light, -1 dark, +2 mundane
| 35 | +2 | -2 | +2 | -2 |
5 | 8 | 10 | 7 | 0 | 6 | 100 | 15 | 14 | +1 air, +1 earth, -1 lightning, +3 fire, +1 light, -1 dark, +2 mundane
| +1 lightning, +2 fire, +1 ice, +5 water, +1 light, -1 dark, +2 mundane
| 40 | +2 | -2 | +3 | -2 |
Pirate
Whether ancient ship raiders or modern members of the Piracy International Coalition, Pirates are not to be trifled with.
Mages"Mage" is the general term for any magic-user. Pure mages are capable of being extraordinarily powerful and come in a variety of subtypes. For the sake of simplicity, a generic mage statblock is shown, and more specialized mages have their affinities, resistances, and spells known listed below.
Level | Spd | Str | Sta | Spi | Sav | SP | AC | HP | Per | Dec | Int | Con | Level 1 Spells/Day | Level 2 Spells/Day | Level 3 Spells/Day | Level 4 Spells/Day |
1 | 5 | 5 | 8 | 9 | 7 | 24 | 8 | 10 | -1 | -2 | 0 | 0 | 5 | 2 | 0 | 0 |
2 | 5 | 5 | 9 | 9 | 7 | 48 | 8 | 15 | -1 | -2 | 0 | +1 | 8 | 3 | 0 | 0 |
3 | 5 | 5 | 9 | 10 | 7 | 72 | 8 | 20 | 0 | -2 | 0 | +1 | 10 | 4 | 1 | 0 |
4 | 6 | 5 | 9 | 10 | 7 | 96 | 9 | 25 | 0 | -2 | +1 | +1 | 14 | 6 | 1 | 0 |
5 | 6 | 5 | 10 | 10 | 7 | 140 | 9 | 30 | 0 | -1 | +1 | +1 | 20 | 8 | 1 | 0 |
6 | 6 | 5 | 10 | 10 | 8 | 168 | 9 | 35 | 0 | -1 | +1 | +2 | Infinite | 10 | 2 | 1 |
7 | 7 | 5 | 10 | 10 | 8 | 196 | 10 | 40 | +1 | -1 | +1 | +2 | Infinite | 12 | 2 | 1 |
8 | 7 | 5 | 10 | 11 | 8 | 224 | 10 | 45 | +1 | -1 | +1 | +3 | Infinite | 15 | 3 | 1 |
9 | 7 | 5 | 10 | 12 | 8 | 252 | 10 | 50 | +1 | -1 | +2 | +3 | Infinite | 20 | 3 | 1 |
10 | 8 | 5 | 10 | 12 | 8 | 280 | 11 | 55 | +1 | 0 | +2 | +3 | Infinite | Infinite | 4 | 2 |
11 | 8 | 5 | 11 | 12 | 8 | 308 | 11 | 60 | +2 | 0 | +2 | +3 | Infinite | Infinite | 5 | 2 |
12 | 8 | 5 | 11 | 12 | 9 | 336 | 11 | 65 | +2 | 0 | +3 | +3 | Infinite | Infinite | 6 | 2 |
13 | 9 | 5 | 11 | 12 | 9 | 364 | 12 | 70 | +2 | +1 | +3 | +3 | Infinite | Infinite | 9 | 3 |
14 | 9 | 5 | 11 | 12 | 10 | 392 | 12 | 75 | +2 | +2 | +3 | +3 | Infinite | Infinite | 12 | 3 |
15 | 9 | 5 | 12 | 12 | 9 | 450 | 12 | 80 | +2 | +3 | +3 | +3 | Infinite | Infinite | 16 | 4 |
Fire Mages
Also called Pyromancers, fire mages are the most common type of elemental mage, due to the potency of their magic.
Major Affinity: Fire
Barred Affinity: All Others
Spells Known: All spells on the fire and varied list
Resistances: 5% fire absorption at level 1, which increases by 5% per level to a maximum of 75% at level 15.
Water Mages
Also called hydromancers or aquamancers, water mages are often underestimated, as water magic is incredibly potent in the right hands
Major Affinity: Water
Barred Affinity: All others
Spells Known: All spells on the water and varied spell list
Resistances: 5% water absorption at level 1, which increases by 5% per level to a maximum of 75% at level 15.
Earth MagesAlso called Terramancers, Earth mages are frequently deployed in battle to devastating affect
Major Affinity: Earth
Barred Affinity: All others
Spells Known: All spells on the earth and varied spell list
Resistances: 5% earth absorption at level 1, which increases by 5% per level to a maximum of 75% at level 15.
Air Mages
Air mages are not particularly potent in battle, but they have many strong spells that strike fear into the hearts of any mage.
Major Affinity: Air
Barred Affinity: All others
Spells Known: All spells on the air and varied spell list.
Resistances: 5% air absorption at level 1, which increases by 5% per level to a maximum of 75% at level 15.
Ice Mages
Ice magic is less concerned with direct damage and more concerned with controlling the battlefield... which isn't to say it isn't incredible at doing damage too...
Major Affinity: Ice
Barred Affinity: All others
Spells Known: All spells on the ice and varied spell lists
Resistances: 5% ice absorption at level 1, which increases by 5% per level to a maximum of 75% at level 15.
Lightning Mages
Lightning mages were once viewed as the weakest of mages. But in an era where electricity abounds, lightning mages can pretty much instantly destroy any technological foes.
Major Affinity: Lightning
Barred Affinity: All others
Spells Known: All spells on the lightning and varied spell lists
Resistances: 5% lightning absorption at level 1, which increases by 5% per level to a maximum of 75% at level 15.
Dark Mages
Dark mages are widely considered the most dangerous mages to fight, although their power comes at a cost.
Major Affinity: Dark
Barred Affinity: All others
Spells Known: All spells on the dark and varied spell lists
Resistances: 5% dark absorption at level 1, which increases by 5% per level to a maximum of 75% at level 15.
Light Mages
Light magic is commonly associated with healing, although that is not all it can do.
Major Affinity: Light
Barred Affinity: All others
Spells Known: All spells on the Light and Varied spell lists
Resistances: 5% light absorption at level 1, which increases by 5% per level to a maximum of 75% at level 15.
Honey Mages
Honey magic is often seen as illegal or illicit, and few true honey mages exist.
Major Affinity: Honey
Barred Affinity: All others
Spells Known: All spells on the honey and varied spell list
Resistances: 5% honey absorption at level 1, which increases by 5% per level to a maximum of 75% at level 15.
Druids
Nature mages, druids commnad the very animals and plants to do their bidding.
Major Affinity: Earth, Water
Barred Affinity: Lightning
Spells Known: All spells on the earth and water lists, as well as Minor Druidic, Druidic Master, and Command Creature (animals only)
Resistances: +5 earth and water resistance, -2 fire resistance (reduces to -1 at level 6 and 0 at level 11)
Necromancers
Using magic to create or control undead, necromancers have an understandably low reputation. However, many necromancers view the undead as tools and use their powers for good.
Major Affinity: Dark, Lightning
Barred Affinity: Fire
Spells Known: All Dark spells and spells with Dark as a component, particularly Command Creature (undead only), Create Undead, and Improve Undead
Resistances: 10% dark and lightning immunity at level 1, which increases to 20% at level 6 and 30% at level 11, +3 light resistance
Masteri MagesThe creaters of Golems, Masteri Mages are now extinct, thanks to the colorfolk, but a campaign set in the early days could use them as a fantastic foe.
Major Affinity: Fire, Earth, Ice
Barred Affinity: Light
Spells Known To This Class: All Fire, Earth, Ice, and Varied spells, plus Command Creature (golems only), Create Golem, and Improve Golem. Also, the spell Supercooled Air.
Resistances: 5% fire, earth, and ice absorption at level 1, increases to 10% at level 6 and 15% at level 11. +1 mundane resistance, increasing to +2 at level 4, +3 at level 7, +4 at level 10, +5 at level 14.
Solanum ZombiesThe Solanum virus is an extremely potent virus of extraterrestrial origin. Once contracted, it can only be cured by drinking a Potion Of Kraken Pus, and is fatal within a week if not cured. But the worst part is what happens to the corpses after- the Solanum slows their decay and takes over their brains, making them rise up to spread their plague.
Major Affinity: None
Barred Affinity: All
Spells Known: None
Weaponry: Solanum Zombies have unarmed attacks, which do 1d8+3 damage, or 1d6+2 if not "fresh". They can only make one per turn, costing 2 stamina points. Additionally, Solanum zombies know the combat maneuver "grapple". When grappling an opponent, they can make a bite attack for three stamina points with an extra +3 to hit. On a hit, the target takes 2 damage and contracts Solanum. Finally, Solanum zombies can only be killed by either dropping it to zero hit points with fire damage, or rolling a natural 20 on an attack, which allows the attacker to damage/destroy the brain. Otherwise, the zombie regains 5 hit points at the end of each of its turns, or 3 if not "fresh". Dropping a Solanum zombie to zero hit points without fire damage only temporarily incapacitates it.
Age | Spd | Str | Sta | Spi | Sav | SP | AC | Resistances | HP |
Fresh | 5 | 8 | 12 | 0 | 0 | 90 | 8 |
| 36 |
Older than 48 hours after death | 4 | 7 | 12 | 0 | 0 | 60 | 8 | -1 fire, -1 mundane, -1 earth | 24 |
Necromantic ZombiesThe result of casting a create undead spell on a corpse, or even a mere skeleton, is a level one necromantic zombie. Often little more than a pile of bones animated with magic, level one undead can barely function without guidance, and will fall apart within a week. Level 2 zombies are slightly more durable, but still pretty dumb- a level two zombie will follow its quarry in a straight line, run into a wall, and keep trying to go through a wall. Level three zombies are more durable still, able to recognize danger and think semi-strategically, although still not truly intelligent. Level four zombies are still better, to the point that when its controller dies, rather than simply collapsing, it will continue going about its duties as before. By level 5, a zombie has some basic intelligence, but if level five zombies live too long, they may become minor liches and turn on the necromancer who controls them.
Major Affinity: None
Barred Affinity: All
Spells Known: None
Weaponry: Necromantic zombies make a single unarmed attack per round, or two if level four or higher. Level three and above undead can also handle one-handed melee weapons
Level | Spd | Str | Sta | Spi | Sav | SP | AC | Resistances | HP | Per | Dec | Int | Con |
1 | 6 | 6 | 12 | 0 | 0 | 30 | 8 | +3 mundane, +1 water, -1 fire, +2 lightning, -1 ice | 12 | N/A | N/A | N/A | N/A |
2 | 6 | 7 | 12 | 0 | 0 | 60 | 8 | +3 mundane, +1 water, -1 fire, +2 lightning, -1 ice
| 20 | N/A | N/A | N/A | N/A |
3 | 7 | 7 | 12 | 0 | 0 | 90 | 8 | +3 mundane, +1 water, -1 fire, +2 lightning, -1 ice
| 25 | N/A | N/A | N/A | N/A |
4 | 7 | 8 | 12 | 0 | 0 | 120 | 8 | +3 mundane, +1 water, -1 fire, +2 lightning, -1 ice
| 30 | N/A | N/A | N/A | N/A |
5 | 7 | 8 | 12 | 0 | 2 | 150 | 8 | +3 mundane, +1 water, -1 fire, +2 lightning, -1 ice
| 36 | -2 | -2 | +3 | -2 |
LichesLiches come to be in a few different ways- a mage may choose lichdom to escape immortality, or an undead may reach a stage where it attains sentience and strikes out on its own. Either way, these magically enhanced undead are nearly always a threat to humanity. Rumors that some of the original colorfolk live deep beneath the great hall as good liches watching over their descendants are believed to be false.
Liches come in several subtypes: Minor Liches are the weakest, youngest liches, created when a Level 5 Undead reaches sentience. True Liches are the next stage up, representing mages who have cheated death or Minor Liches who have survived long enough. Finally, Dread Liches are the most powerful form.
Major Affinity: Dark for all liches, the affinity known in life for true liches and dread liches (pick one if formerly a minor lich), and a third affinity chosen from fire, electric, ice, or water for Dread Liches.
Barred Affinity: None
Spells Known: True Liches know all spells they have an affinity for plus universal spells. Dread Liches know all spells.
Weaponry:
Stone GolemThe most common golem type, stone golems are generally unintelligent brutes even at high levels.
Major Affinity: Earth
Barred Affinity: All others
Spells Known: None
Weaponry: Stone golems have a fist attack and a ranged boulder attack. The fist attack deals (lvl+1)d6 earth damage and costs 2 stamina points, and the boulder deals lvld8 earth damage and costs 5 stamina points with a range of 3-10. Level 4+ golems can spend three additional stamina points when attacking and roll a d4, causing a blunt injury on a 1. Finally, stone golems have 50% earth immunity.
lvl | Spd | Str | Sta | Spi | Sav | SP | AC | Resistances | HP | Per | Dec | Int | Con |
1 | 4 | 10 | 10 | 0 | 0 | 28 | 15 | None | 30 | N/A | N/A | N/A | N/A |
2 | 4 | 11 | 10 | 0 | 0 | 56 | 15 | +1 Mundane | 40 | N/A | N/A | N/A | N/A |
3 | 5 | 11 | 10 | 0 | 0 | 84 | 15 | +1 Mundane | 50 | N/A | N/A | N/A | N/A |
4 | 5 | 12 | 11 | 0 | 0 | 112 | 15 | +2 Mundane
| 60 | N/A | N/A | N/A | N/A |
5 | 5 | 12 | 11 | 0 | 2 | 140 | 15 | +2 Mundane
| 70 | -5 | -5 | +5 | -1 |
Fire GolemA relatively rare golem type, fire golems are the least physically strong, but still quite imposing due to their fire damage.
Major Affinity: Fire
Barred Affinity: All others
Spells Known: None
Weaponry: Fire golems have a fist attack and a ranged fireball attack. The fist attack deals lvld8 fire damage and costs 2 stamina points, while the fireball deals (lvl+2)d4 fire damage and costs 5 stamina points. Additionally, level 4 and 5 fire golems can activate a flame aura for ten stamina points. While active, any creature that starts its turn within melee range of the golem or lands a melee attack takes lvld6 fire damage unless its fire-resistance AC is 12 or above. Finally, Fire Golems have 50% fire absorption.
lvl | Spd | Str | Sta | Spi | Sav | SP | AC | Resistances | HP | Per | Dec | Int | Con |
1 | 6 | 9 | 10 | 0 | 0 | 28 | 14 | -5 Water, -2 Ice, -2 Air | 30 | N/A | N/A | N/A | N/A |
2 | 7 | 9 | 11 | 0 | 0 | 56 | 14 | -5 Water, -1 Ice, -1 Air
| 40 | N/A | N/A | N/A | N/A |
3 | 8 | 9 | 11 | 0 | 0 | 84 | 14 | -5 Water, -1 Ice, -1 Air
| 50 | N/A | N/A | N/A | N/A |
4 | 8 | 9 | 11 | 0 | 2 | 112 | 14 | -5 Water
| 60 | -5 | +5 | +5 | -1 |
5 | 8 | 10 | 11 | 0 | 2 | 140 | 14 | -5 Water
| 70 | -5 | -5 | +5 | 0 |
Ice GolemThe rarest golem type, Ice Golems are strong, powerful, and dangerous.
Major Affinity: Ice
Barred Affinity: All others
Spells Known: None
Weaponry: Ice golems have a fist attack and a ranged snowball attack. The fist attack does (lvl+2)d6 ice damage and costs 2 stamina points. The snowball attack does lvld8 ice damage and costs 5 stamina pints. Additionally, at 4th level, the golem also gains an ice breath attack. The attack uses spirit to hit, costs 10 stamina points and on a hit deals lvld6 ice damage to all creatures within 4 spaces.
lvl | Spd | Str | Sta | Spi | Sav | SP | AC | Resistances | HP | Per | Dec | Int | Con |
1 | 4 | 12 | 12 | 0 | 0 | 30 | 16 | +5 ice, -3 fire, -2 lightning | 30 | N/A | N/A | N/A | N/A |
2 | 4 | 12 | 12 | 0 | 0 | 60 | 16 | +5 ice, -3 fire, -2 lightning
| 40 | N/A | N/A | N/A | N/A |
3 | 5 | 12 | 12 | 12 | 0 | 90 | 16 | +5 ice, -3 fire, -2 lightning
| 50 | N//A | N/A | N/A | N/A |
4 | 5 | 12 | 12 | 12 | 0 | 120 | 16 | +5 ice, -3 fire, -2 lightning
| 60 | N/A | N/A | N/A | N/A |
5 | 5 | 12 | 12 | 12 | 2 | 150 | 16 | +5 ice, -3 fire, -2 lightning
| 70 | -5 | -5 | +5 | -5 |
CubiiThe Cubii (singular Cubus) are powerful alien beings from an alternate universe, who are trying to bend the entire multiverse to their will. From their "capital", the seven-dimensional city of Flass Vaddsyf, the 12 Cubii Ancestors command quintillions of Cubii troops in an unending war against their creator, Abaddon, the embodiment of the void between universes. But the only part of that nonsense that concerns us is the fact that a small band of Cubii sent the prism to earth, and when it was accidentally turned into a force for good, they sent another, perhaps more powerful weapon, the Great Horned Beast. Even know, a small group of Cubii still manipulate the Cult Of The Horned One behind the scenes, hoping to someday make all life in the multiverse, starting with Earth, their thralls. Cubii are genderless, and mate in groups of twelve, always for life. Each Cubus in that group carries 11 babies to term at once, one from every other member of that group, and is then infertile forevermore. To our mere mortal eyes, Cubii appear as ash-grey humanoids with cat-like sheathable claws, a devil-like tail, and leathery wings, ranging in size from six inches to eight feet high.
Major Affinities: All
Barred Affinities: None
Spells Known: Technically all, although spellcasting exhausts the Cubii and they are likely to make use of their innate talents instead.
Weaponry: All attacks a cubus makes have an additional +1 to hit. Cubii can make up to three unarmed attacks per round, two with claws and one with their tail. The tail attack deals 2d4 mundane damage for 1 stamina point. The claw attack, meanwhile, deals 3d6 damage and costs 2 stamina points each. 2d6 of the damage is normal mundane damage, but the remaining damage is of a type not otherwise encountered in this universe, and it hits on all occasions except a critical miss. Cubii can also use a number of supernatural spirit attacks, most notably mind hijacking costing 5 stamina points, which forces all beings level 4 or lower hit by it to obey the Cubus' commands for the next 12 rounds. Finally, if cornered, Cubii can teleport to any location within roughly 1 lightyear, travel to any point on any other dimension, and even switch universes or return to their homeland on an action, for no stamina cost, which they will do if the fight is not going their way. No Cubii has ever died, and none of them want to be the first. That said, they have 25% immunity to all damage, so that might be tricky to accomplish. Cubii can also fly at three times their walk speed.
Cubus Type | Spd | Sta | Str | Spi | Sav | SP | AC | Resistances | HP | Per | Dec | Int | Con |
Normal | 7 | 5 | 12 | 12 | 3 | 90 | 15 | None | 100 | -2 | +3 | +3 | -10 |
(Future expansions may include more powerful Cubus variants... depending on how the lore proceeds)
Dragons
Dragons are fearsome beasts, descended from ancient flying dinosaurs, that have powerful, supernatural abilities. There are 11 major types of dragons. The 8 main types each have a corresponding element, while powerless dragons lack such a trait. Each of these subtypes come in three sizes, and often have a human form they can take as well. In ancient times, this human form resembled a human with dragon wings, but an unknown magical corruption means that all dragons alive today have incomplete human transformations, leaving them covered in scales and somewhat deformed in human form. Demonic Dragons and Dragon Lords follow completely different rules, and are believed to be artificial creations.
Fire Dragons
Water Dragons
Air Dragons
Earth Dragons
Ice Dragons
Lightning Dragons
Light Dragons
Dark Dragons
Honey Dragons
Powerless Dragons
Demonic Dragons
Dragon Lords
Part 2: Elbaf/Mythical Creatures
Dragons and kobolds and orcs, oh my! The fabled land of Elbaf is where magical creatures fled after the Colorfolk drove them away in the middle ages. The stats are perfect for a campaign set in ancient times, or a modern visit to Elbaf to stop the Guild Of Death from gaining a political foothold.
Civilized PeoplesElves
Tall, pointy-eared forest-dwellers, Elves are one of Elbaf's most powerful cultures.
Dwarves
Stout, bearded miners and crafters, the dwarves isolate themselves beneath the mountains to avoid conflict.
Demons
Despite the name, and the fearsome appearance of these short, black, pointy-eared creatures, demons are peaceful, friendly humanoids who dwell in hot climates and prey on small rodents, and are kind and welcoming to a fault.
Animaloids
Animaloids are said to be the result of a bizarre magical disaster thousands of years ago. Animaloids have human level intelligence, are bipedal, and have opposable thumbs, but otherwise resemble a variety of animals, from lions to squirrels to spiders. In ancient times, the Animaloids lived in a walled city in a magically created desert on Magykka, but the colorfolk destroyed the desert and deposed the current Animaloid king, and the survivors fled to Elbaf. Today, they are similarly isolationist, living in a city in the northeastern desert, and little is known about their culture or how they sustain themselves in the hot, dry climates they choose to live in. The subtypes of Animaloids include:
Lions: The kings of the animaloid people in ancient times, lions today are near extinction
Spiders: The spider family became a major political force during the time of Damoni, due to their expert silversmithing, and took over the throne after the colorfolk deposed the lions
Squirrels:
Elephants:
Wolves:
Eagles:
Bears:
Snails:
Ladybugs:
Orcs
Orcs and colorfolk have a complicated, painful history. In ancient Magykka, orcs were hunter-gatherers who lived in family-unit tribes. Though they couldn't metabolize plants, they were able to get by hunting various game, and the colorfolk often teamed up with them in battle due to the strength and combat skill of the orcish tribes. Unfortunately, as humans began expanding throughout Elbaf, the traditional food sources of the orcs began disappearing, and a few of the more desperate tribes began stealing livestock to sustain themselves. Colorfolk negotiators attempted to figure out a peaceful solution, but a few tragic mishaps led to a breakdown of communication on both sides that led to all-out war. Many of the orcs were wiped out, and eventually the rest sailed away on seven ships. Six made it to Elbaf, but the seventh drifted off course and ended up in modern-day Iceland, where their descendants work with the GOD. The Elbaf orcs attempted to return to their hunter-gatherer ways, but the rise of the Deszeld Empire is once again hampering their way of life. However, the orcs are slow to forgive, and many still blame the colorfolk for the tragedy of the orc wars.
Major Affinity: Earth, Water, Light
Barred Affinity: All others
Spells Known: Level 4 and 5 orcs can become shamans, learning the Enhanced Punch, Elemental Punch, Elemental Assault, Elemental Strike, Minor Druidic, Heal, and Restore spells.
Weaponry: Orcs wield maces and axes, although in a pinch their fists will do just fine. They also know the Beatdown combat maneuver starting at level 3.
Level | Spd | Str | Sta | Sp | Sav | SP | AC | Resistances | HP | Per | Dec | Int | Con |
1 | 7 | 9 | 6 | 6 | 6 | 18 | 9 | +3 mundane | 16 | -2 | -2 | +1 | 0 |
2 | 7 | 9 | 7 | 6 | 6 | 40 | 10 | +3 mundane | 25 | -2 | -2 | +2 | 0 |
3 | 7 | 10 | 7 | 6 | 6 | 60 | 10 | +4 mundane | 34 | -1 | -2 | +2 | 0 |
4 | 7 | 10 | 7 | 7 | 6 | 80 | 10 | +4 mundane | 43 | -1 | -2 | +2 | +1 |
5 | 7 | 10 | 8 | 7 | 6 | 120 | 11 | +4 mundane | 52 | -1 | -2 | +3 | +1 |
Vampires
Vampires are powerful undead creatures that crave humanoid blood. Despite this, most Elbafian vampires are rather civil and non-violent. Their worship of what they call "Onyona, the Onion God" has lessened most of their historic weaknesses (sunlight and religious iconography in particular), and they often agree to help capture vicious creatures like ogres and trolls in exchange for their blood.
Scorpion Men:
Humanoid creates with six legs and long, flowing hair, usually in a ponytail, that forms into a stinger. Vicious and cunning brutes that attack anyone who invade their territory. Distant cousins to the Insectoid species.
Lizardmen
Snakemen
Tall, scaly reptile men with a long tail instead of legs, snakemen are mistrusted by many, and for good reason, as many have joined the ranks of the Deszeld army.
Minotaurs
Creatures resembling bull-headed humans, these beings were feared in ancient times until Heph The Great was able to bond with one. Though still very powerful and fearsome, minotaurs are among the free people of Elbaf.
Centaurs
The warlike and proud centaurs gallop through the valleys and plains of Elbaf, viciously defending their territory.
Giants
Resembling massive humans, giants live in small tribes of a few individuals. Because of the massive amount giants need to metabolize each day, land that could support thousands of humans can only support a fraction of that in terms of giants. A few giant tribes turned to eating humans to survive, but a few giants were peaceful and helped the colorfolk wipe these giants out. In return, the colorfolk helped build "arks" for the giants to move to Elbaf. Today, a large portion of the western coast has become home to the first true giant "town", and the inhabitants there are grateful to the colorfolk, but more savage and aggressive giants are rumored to exist.
Major Affinity: Stone/Earth, though varies based on the subspecies
Barred Affinity: All
Spells Known: None
Weaponry: Giants have a fist attack that does 2d12+lvl damage, or a giant's club that does 3d8+lvl damage. They can make one or the other each round, costing the normal stamina cost for these weapons. They are big enough that they can hit enemies up to three spaces away with these attacks.
Level | Spd | Str | Sta | Spi | Sav | SP | AC | Resistances | HP | Per | Dec | Int | Con |
1 | 6 | 12 | 4 | 0 | 7 | 15 | 12 | -5 mundane | 30 | 0 | -3 | +2 | 0 |
2 | 6 | 12 | 5 | 0 | 7 | 36 | 12 | -5 mundane | 50 | +1 | -3 | +2 | 0 |
3 | 6 | 12 | 5 | 0 | 8 | 54 | 13 | -5 mundane | 70 | +1 | -3 | +3 | 0 |
Kobolds
Kobolds are small dragon creatures with surprising battle prowess despite their minimal strength. In addition to those on Elbaf, the Bronze Mage is known to have some in a pocket dimension.
Goblins
Small green humanoids with an unfair reputation as criminals, goblins make up a large part of Elbaf's laborers. While some are mischievous, they aren't necessarily malevolent. Since the goblins often kept to themselves, the only ones that the humans would see were the evil ones, the ones who stole gold and jewelry, who attacked other species, etc. Because no one truly saw the "whole" picture, this has created popular ideas about goblins that aren't completely true, or are out of context.
Hobgoblins
These resemble small, hairy little men, and are possibly cousins to goblins. They often live within human dwellings, and some of them do small deeds around the house in return for food. Others are practical jokers, and others still are outright dangerous.
Anatomically, they are similar to humans. Though how they breed is unknown, given that only males have been known to exist.
Bugbears
Relatively bigger creatures, they are larger than goblins and hobgoblins but smaller than ogres. Their appearance is a cross between a bear and a goblin, and traditionally stories of them were used to frighten disobedient children. While intelligent, they are also aggressive to the point where they will eat anything they can kill. Unlike Orcs which are open to negotiations depending on the tribe's chief, Bugbears do not bother, possessing an "act first" mentality. A "chaotic evil" race, they almost never make their own goods; weapons and armor are usually in a poor condition due to being pilfered from fallen enemies, but it doesn't change the fact that they are naturally strong and are very capable night time and stealth fighters.
Ori-Kari
In days of old, the Ori-Kari were powerful guardians of the sea, but constant war with the Venner Dolphins and Deszeld has reduced this once-mighty empire to swamp-dwelling refugees.
Fishmen
Amphibious gilled creatures, the fishmen live in shallow bays, acting as emissaries between those on the land and those in the sea.
Merfolk
The merfolk have a massive city in one of Elbaf's biggest bays, where they trade with the elves and fishfolk and protect ships from the Sirens and other threats.
Venner Dolphins
Dolphins with incredibly high intelligence and telekinetic powers, the Venner Dolphins are feared as tyrants by other seafaring creatures.
Spiritfolk
Resembling cloaked human skeletons, these incorporeal beings are in fact non-hostile, but they do want to be left alone and prefer frightening their foes into fleeing.
Creatures And Monsters
Angels
Despite what the name implies, angles are feral beasts. Though they look remarkably like nude humans with feathered wings and halos, they in fact have no language and eat other creatures without a second thought, and are the most feared creatures on the island.
Special Cows
Though they appear to be regular black-and-white cows, special cows can speak and have wings. Believed to be the result of a magical experiment gone wrong, special cows pay little attention to the political tensions on the island so long as they can graze.
Trolls
There are various types of trolls in the world. They can be as small as three feet, or as large as 20 feet. Trolls can be strong but dim-witted, but they are those which are also docile. Some are said to be man eaters, and others have been observed to turn to stone when exposed to sunlight. They do live in groups, but troll society is largely not understood because they prefer to live outside of human contact.
Prior to their arrival in Elbaf, the only times the Colormen would come in contact with the trolls was when they came to the Colormen asking for medical help
Blue Gorillas
Large, gorilla like creatures with a skull painted where their face should be, they are a physically strong race whose weapon of choice is a double-sided ax. However, they also are lacking in intelligence; with rumors of a mage who controls them with a flute running rampant.
Kitsune
Fox spirits originating from Japan and other parts of the Far East, the Kitsune have an appearance that resembles a normal fox, but when they turn 100 years old can take on a human appearance. Usually that of a beautiful woman... for reasons no one quite understands. In fox form, they start with one tail, but may grow up to nine as they get older. While they can become fully human, circumstances can reveal their tails.
Kitsune usually fall under two types- the "Zenko," the benevolent beings, and the "Yako," the mischievous, or sometimes outright malevolent beings.
Elbrats
Gremlins
Asura
Spidrants
Resembling jet-black, bipedal ants, Spidrants are known for their bloodthirstiness, their unnatural precision, their preference for using numbers to overwhelm, and their ability to spin webs. While individual Spidrants cannot be reasoned with, they are known to have a "queen" and a number of "princesses" that are somewhat more intelligent.
Hekatonkheires
Also called the "Hundred-Handed Ones", the three Hekatonkheires live in the wastelands, fighting with Cyclopes, ogres and others for whatever meals they can scrounge up.
Elmorians
Resembling demons, but with purple features in place of red, Elmorians are far more agressive then their demon cousins.
Pisantorias
Askrulls
Cyclopes
These 150 ft tall behemoths are the worst combination possible: large, angry and aggressive. If you don't see one in your life time... consider yourself lucky. After the race was hunted to near extinction as a result of a combined effort from the Colormen working with many species, there were only 7 cyclopes left... all male. By the time of the "present" on Elbaf only five are still alive. As they are considered one of the "pariah races" they dwell within the wastelands of Elbaf, as they are not welcome anywhere else.
Griffins
Oni:
More or less a Red skinned Ogre with horns, Oni are said to the distant descendants of Demon/Ogre Hybrids from the Far East. They are vastly smarter than ogres and similar in size, they are a barbarian people who wear leathers and furs for clothing and pillage and plunder other species to survive. Though rather simple, they are masters of warfare and no matter the weapon can even take down a giant if underestimated. Their weaponry ranges from swords to iron clubs, and leaves them to be feared when on the move. They are so dangerous many species on Elbaf have taken to hire them as mercenaries or security just to prtoect them from other savages or members of their species.
Rocs
Massive predatory birds that prey on smaller creatures. They have little intelligence and view humanoids as food.
Ogres
They appear in various fairy tales as monsters that eat children, and that is exactly what they do, much to the horror of many humans, as well as other species. These humanoids don't get very tall, peaking at 8-12 feet at most, but they are only slightly more intelligent than the Cyclops. They are extremely aggressive, and while they will eat plants and animals, they are also cannibalistic, particularly with eating human children. Since ogres tended to be solitary creatures their nature regarding reproductive behavior, social hierarchy and relations is fairly unknown. On Elbaf they are considered one of the "pariah races" and as such, live in the caves of the mountains of Elbaf, within an area the other races have established as the "ogre territory," though some individuals also live in the wastelands. Rumors of "intelligent ogres" are yet to be proven true.
Wyverns
Resembling dragons, Wyverns are much less intelligent and much more bloodthirsty. True dragons look at them with contempt.
Skyvarians:
What people typically think when describing angels, they're intelligent humanoid creatures with giant white wings protruding from their backs. They speak the human tongue and usually nest atop high peaks or even, if rumors are true, on clouds themselves. Distant cousins to Harpies but are more closer to humans than them.
Sirens
While they may have the appearance of alluring human females or mermaids, the truth is far more sinister. When unlucky sailors get too close to the rocks on which they live, their monstrous forms appear and they devour the sailors.
Their behavior and reproductive habits are unknown, since getting too close to them results in an untimely death. Due to a Colorfolk campaign in the late 1300s/early 1400s, the siren species were wiped out, reducing their population to a single rock formation off the coast of eastern Elbaf. Considered one of the "pariah" races, all sentient species leave them alone.
Thunderbirds
Similar to Rocs, but less aggressive and with some sort of lightning power, Thunderbirds are revered by many Elbafians as gods.
Manticores
Contrary to legend, the creatures Elbafians call Manticores are giant, gem-encrusted black scorpions. They have child-like intelligence and many creatures, particularly vampires, keep them as pets.
Chimeras
A wild, savage beast, it was mostly native to Asia minor, though some made their way to Greece. With the head and main body of a lion, the head of a goat coming from the "lion's back" and a tail that was actually a serpent, it also breathed fire and spread destruction wherever it went. It was said that even ogres feared them.
So dangerous were they only a small population (somehow) made it to Elbaf. And even on Elbaf, many individuals of assorted species see it as their duty to slay the chimeras.
The Tomte/Nisse
A small creature common to Scandinavia, they are anywhere from a few inches to three feet. The appearance of a small, old man with a beard, they act as guardians of one's home and farm. If treated well by its host, it protects family and animals from misfortune. However, if mistreated, they are short tempered and take their revenge by playing tricks, stealing things, or even hurting/killing livestock.
Succubi/Incubi
Sex demons who prey on their victims via their dreams. They look like attractive human females/males... with the addition of horns, tails, fangs, wings and cloven feet so... not so attractive anymore, eh? By arousing their target they feed off their life force, killing them over time. In other words- they don't live on the physical plain of existence.
Gnomes
What mages call gnomes is very different from the garden gnomes we may know and love. These gnomes are invisible spirit creatures that fly around in massive flocks of thousands feeding off of the thoughts of others. This feeding is in fact quite harmless and may even benefit the target. When under the command of a spirit master like Zima Onyx, however, gnome flocks become dangerous, invisible weapons. Female gnomes are more powerful and are known as Wovii for reasons unknown.
Cerberus
A creature that doesn't actually live on Elbaf. The three-headed dog guardian to the gates of the underworld, Cerberus has been rumored to occasionally come to our plane of existence to hunt down the occasional soul that escapes from the underworld. The rumors to date, have been unconfirmed though.
Jiangshi
Ghosts
The spirits of the deceased that have failed to move on to the afterlife. Depending on the stability of the spirit can either look like a see-through human or a "bed sheet." Mostly harmless as they only want to move on and be at peace, but unstable spirits are known to cause poltergeist activity.
Banshees
Companion to the grim reaper of Irish Mythology (the Dullahan), the Banshee is the "harbinger of death" whose piercing scream is its most famous trait. Despite what anime may lead you to believe, their appearance isn't exactly... "attractive." Long, streaming white hair and red eyes "from continual weeping," a ghastly skin complexion and dressed in grey cloaks. Relatively speaking, despite their painful screams they are quite harmless... only making themselves known to those whose death is nigh.
Part 3: Servants Of Metalicana
The Servants Of Metalicana are a diverse, militant band of mages under the command of the great dragon Metalicana. Based in the northwestern part of Elbaf, they are a perfect enemy for any campaign.
The Nine Sons The Nine Sons are the name given to the nine commanders of the major divisions of SOM. They oversee the day-to-day operation of the faction.
The Seven Deadly Sins
The Seven Deadly Sins are the next rung up on the ladder. These legions are perhaps more powerful than those of the Sons, but the commanders of these legions are also the most likely to stab each other in the back for advancement.
The Five Dragoon GeneralsThe Dragoon Generals oversee much of the operation of SOM, and their underlings are the most powerful of SOM's grunts
The Three Calamities
These three are the most powerful members of SOM, and answer directly to Metalicana. They don't directly command any subordinates, but they are so powerful they don't need to.
Vados
Lady Aremur
Doruk Mountainmover
MetalicanaMetalicana is the draconic leader of the servants of Metalicana. Legend says he is a former colorfolk, Man In Iron, but now he is a power-hungry general and quite fearsome in his own right.
Major Affinity: All
Barred Affinity: None
Spells Known: All level 1-3 spells, and all universal level 4 spells.
Weaponry: Metalicana has two actions per round instead of one. However, the only actions he can take twice in a round are his claw attack, a move action, or casting a spell. His claw attack does 4d6 mundane damage plus 1d6 dark damage, costing 3 SP per use. Additionally, he has a bite attack that does 5d8 mundane damage and costs 5 SP. His most powerful weapon, though, is his dragon breath, which affects all creatures within three spaces of him, doing 3d10 damage to them. 1d10 of the damage is mundane damage, but the rest is a special metallic damage that cannot be resisted by normal means. This breath attack costs 20 SP, so Metalicana knows to use it only when many enemies are surrounding him. Metalicana can also sacrifice one of his actions to command a subordinate within ten spaces to take an extra action. Metalicana has a flying speed equal to three times his walking speed, 60% mundane immunity, and all level 1 and 2 single-target spells cast at him have a 30% chance of reflecting back and hitting the caster. When Metalicana dies, his armor ruptures, and all creatures within 10 spaces take 3d10 lightning damage. The one who dealt the killing blow takes an additional 7d10 ice damage on top of the lightning damage. Lastly, Metalicana regains 1d10+5 HP per round while an ally is within 3 spaces of him.
Metalicana can shift to a humanoid form as well. In this form, his speed increases to 8. His claw attacks only do 3d6 mundane damage and 1d6 dark damage, his breath weapon deals d6 damage instead of d10, and his bite does a mere 1d8 damage in this form. However, he is much faster and agile, and can still fly. In human form, he darts across the battlefield and does as much damage as possible. Transforming from one form to another costs both of his actions in a round and 50 SP.
Spd | Str | Sta | Spi | Sav | SP | AC | Resistances | HP | Per | Dec | Int | Con |
6 | 12 | 12 | 12 | 12 | 1500 | 20 | +5 fire, +3 mundane, +2 water, +5 ice, +2 lightning | 300 | +10 | +10 | +10 | +5 |
Part 4: Vile Evil Confederacy
One of the most iconic enemies of the colorfolk, the Vile Evil Confederacy is a front for the Church Of The Horned One, a cult dedicated to summoning an ancient evil known as the Horned One. However, in recent years, the Colorfolk have come to view this faction of mages as friends and allies due to the far greater threat of the Servants Of Metalicana.
BishopsThe rank and file of VEC, every low-ranking mook is considered a bishop here. There is no one generic VEC mook, just a bunch of weird people with strange powers ranging from useful and powerful to useless and comical. "Bishops" often don't know why they are called bishops; knowledge of the Horned One is kept to Archbishops and above, and the Bronze Mage is seen as the leader by most.
Rodney the Intern
Catherine the Intern
Derrick the Janitor
Tyler the Janitor
Sebastian the Chef
Heather the Sous Chef
Short Fuse
Stormtrooper
The Fist
Doctor Laser
Captain Hypoglycemia
Mark
Ocean Man
The General
Sticky Hands
Owl Man
Lightning Man
Thunderclap
Digitoid
Phazer
Murd Megastone
The Duplicator
The Salamander
Cracker Jack
Cracker Jill
General Colossomo
Captain Dynamo
The Cushion
Eddie Denim
Lock-On John
Sonic Boom
Kraka Toa
Waka Tuka
The Hurler
Silent Night
Kniitwiit
June
Roxana
The Vixen
The Lioness
The Huntress
8135A
Vengeance Bringer
Silicia
Nessetarina
Gennaro and Beardsley
Steve the Ripper
ArchbishopsThe archbishops have been with VEC since the beginning, but aren't quite worthy of the inner circle of Cardinals. They're remarkably okay with this, probably due to the Horned One preventing them from not being.
Cutebunny
Doomboy
Inferno
Kendarboo Flickerbee
Lacerate
Lightbender
Icemeister
Sickoia
Paincauser
Darkstorm
Darkhart
Chaos
The Giant Monkey Man
The Little Monkey Man
Blackmagei
Deathnote
Vigaga
Slops and Grub
Saltlick, Hay, and Oats
Medium
Yykyyk
Aquarius
Tellurium
Tim
Worldender
Cardinals The top ranks of the Cult, the Cardinals are each individually powerful on their own, and taking on a VEC cardinal is something that all Colorfolk fear.
Chessmaster
Hivemind
Priori
Vivian Bloodsphere
Xex
Mindreader
Orator
Elvene
Honeybadger
Blood Alchemist
Percy Silver
The LeadersDeputy High Priest Bloodlust
High Priest Bronze Mage
The Horned One
Major Affinity: All
Barred Affinity: None
Spells Known: Technically all that his Thralls and worshippers know, but the Horned One himself rarely casts spells because he's too powerful to need them.
Weaponry: Every round, the Great Horned Beast makes one horn attack in addition to his regular action. The horn attack deals 3d8+5 mundane damage to a creature within two spaces and has an extra +3 to hit, costing 5 stamina points. His regular action can be one of many things, including a fist attack, dealing 2d12 damage and grappling the target for 5 stamina points, and a swallow attack, which swallows a grabbed target for five stamina points, where they take 2d6 dark damage every round in his stomach. If he takes 50 or more damage in a single attack, the horned one regurgitates the contents of his stomach, alive or dead. The horned one also has spirit-based attacks, such as an earth tremor attack where he stomps his feat, dealing 4d6 earth damage to all creatures within 6 spaces for 30 stamina points, as well as his Scaled Fire attack, which deals xd6 fire damage to all creatures within 3 spaces, wherein x is the amount that the Horned One rolled higher than his foe's Fire AC, for 20 stamina points. The Horned One also has 33% Light and Dark absorption, as well as 25% immunity to fire, earth, air, water, ice, and lightning damage. Finally, the Horned One's Greatest Power is his Thrall Ability. A creature that swears its loyalty to the Horned One gains 10% immunity to all damage as long as it is in its service. If a loyal creature like this dies under the control of the Horned One, and the Horned One eats its corpse with the swallow attack listed above, then the Horned One can use its action to revive the figure as a Thrall with full health. The horned one cannot use the horn attack that turn, and revival costs 50 SP. Thrall's act and behave as they did in life, except their minds are completely subsumed by the Horned One, they gain 10% light absorption, +1 dark, +1 fire, and +1 mundane resistance, the ability to levitate, +2 spaces per turn when they levitate, and an aura that causes all creatures not loyal to the Horned One to take 1d8 light damage when within one space. Should a thrall die, the horned one can repeat the process. The second-level thrall gains 20% light absorption, +2 dark, +2 fire, and +2 mundane resistance, +4 spaces per turn when they levitate, and the aura damage increases to 2d8. This process can theoretically repeat infinitely. When the Horned One dies, all thralls return to life with full health and their autonomy restored, but are reluctant to engage in combat due to the death of their god.
Spd | Str | Sta | Spi | Sav | SP | AC | Resistances | HP | Per | Dec | Int | Con |
6 | 12 | 12 | 12 | 6 | 2070 | 20 | +5 Mundane, +4 Water, +5 Air, +1 Earth, +3 Ice, +5 Light, +5 Dark, +2 Fire | 500 | +5 | +2 | +5 | +5 |
Part 5: The Magic UndergroundA community of mages with conflicting goals, the colorfolk frequently find themselves on the wrong side of the Magic Underground.
The Guild Of Damoni
The Guild Of Damoni is an Iceland-based magical army. Unlike most factions, the Guild has embraced technology in ways unprecedented in the magic community. They are also the most treacherous and underhanded members of the magic underground.
The Icetouched
A magical source of healing magic in northern Siberia became the headquarters of the most powerful healers in history. The icetouched resemble blue-skinned, emaciated humanoids, but their magical healing ability is unparalleled.
The Spirit Speakers
The Spirit Speakers are based in southern Mexico, and are responsible for preserving much of the magical lore and knowledge lost when the Order Of Gerade exterminated many of the mages in the New World. Notably, their moral system is very different from other factions, and they tend to be more tolerant of traditionally evil magical practices like necromancy and human sacrifice.
Majika Supremus
Founded in Constantinople over 1000 years ago, Majika Supremus believes they have the sworn duty to keep magical knowledge secret from non-mages. They often come into conflict with other factions due to their controversial methods of enforcing said "laws".
The Order Of Gerade
The Akademie Der Magier
Located high in the German alps, this is the foremost source of magical study and knowledge in the world. Mages from around the globe view this as a source of knowledge and wisdom, although others view them as a bit puritanical.
The Order Of Gerade
Founded by British settlers in America, the OOG has a dark history of using violent means to systematically destroy rival magic factions. Nowadays, they occupy a similar role to that of Majika Supremus, and have also emerged as a source of magical innovation and the development of new spells.