recursal/Fanatic-Fandom huggingface dataset:
Bestiary: Ellyllon Ranger

## Description

*Ellyllon Rangers hide in the terrain, loosing tiny arrows on their prey.*

### Encounter Suggestions

Ellyllon Rangers are stealthy foes who strike from the shadows or underbrush. They rarely engage opponents directly, preferring to *Study Target* them before filling them with arrows.

## Basics

### Attacks (Rider)

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction

### Defences

 Resistance
 Vitality
 Morale
 Favour

### Special

 Creature of Will
 Iron Weakness

## Construction Rider

### Characteristics

 Fortitude
 -1
Bestiary: Coblynau Centipede Rider

## Description

*Coblynau Centipede Riders are trained warriors.*

### Encounter Suggestions

Coblynau will usually try to ambush would-be attackers. Their preferred form of attack is to charge using the Centipede performing a *Charging Thrust* (with a potential +6 damage).

## Basics

### Attacks (Rider)

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction

### Special

 Creature of Will
 Iron Weakness
 Centipede
 Insect Immunities

## Construction Rider

### Characteristics

 Fortitude
 -1

## Construction Centipede

### Characteristics

 Fortitude
 +1
Bestiary: Kinnara

## Description

Kinnara (male) and Kinnari (female) are half-bird/half-camboa creatures famed for their music and dance. They have the upper half of a camboa (scaled humanoid) and the lower half of a bird (clawed feet and a large plumed tail).

### Encounter Suggestions

Kinnara and Kinnari are almost encountered in pairs (one of each). Each Kinnara will attempt to bewitch and harry their enemies rather than directly engaging them. Specifically they will attempt to *Hypnotize* foes. If cornered they can use dirges to weaken enemy attacks while using *Offending Note* repeatedly to wear down opponents.

### Quest Suggestions

A common task of less moral, wealthy quest givers is to attempt to kidnap a Kinnara and Kinnari.

## Construction

### Characteristics

 Fortitude
 -1

### Talents

 Greater Despair
 Lasting Ballad
Bestiary: Hyegnoll

## Summary

Hyegnolls are humanoids whose appearance and temperament resemble the scavenger Hyena. They rove in bands in the lower reaches of Alkebulan, south of Kymer but are also found as raiders harrying caravans that try to cross the duskward deserts towards the Pegouin Oases.

### Encounter Suggestions

Hyegnolls are raiders and skirmishers, preferring to pick on weakened enemies (like their scavenger ancestors). A battle with Hyegnolls should almost never be a straight fight, but rather an ambush or a ranged assault. Hyegnolls should almost always retreat (not flee) from an encounter that isn't going their way so that they can regroup and attack later. All Hyegnolls have access to Hyena Form granting them a fast speed meaning they can often escape infantry. Also, Hyegnolls aren't particularly loyal and will abandon crippled allies, gathering new allies before renewing the assault.
Disease: Misophonia

## Summary

Misophonia suffers become enraged or disgusted at the sound of human speech noises.

## Acquisition

### Curses

Supernatural abilities such as *Cognitive Defect* or *Descent into Madness* can inflict *Misophonia* defect on a subject.

### Brain Injury

A creature that suffers a *Brain Injury* may be subject to *Misophonia*. The *Disease Burden* for *Misophonia* starts at D8.

## Mechanics

When acquired, the target must roll a D20. On a even result, they suffer from *Disgust Defect*. On an odd result they suffer from *Enraged Defect*.

* The target must roll one *Fizzle Dice* on any *Speechcraft* checks during a conversation lasting more than 1 minute.

### Disgust Defect

* For every 10 minutes of conversation this character is subjected to they must make a *Mettle* save (TS = 16) or become *Sickened* until they can find 10 minutes of silence.

### Enraged Defect

* For every 10 minutes of conversation this character is subjected to they must make a *Mettle* save (TS = 16) or become *Antagonized* and lost D4 *Morale*. If this character runs out of *Morale*, they immediately start a fight to shut up the speakers.

## Cures

There are no non-Divine cures for *Misophonia*.
Bestiary: Tanuki Warrior

### Encounter Suggestions

Tanuki will never attack head on, preferring to attack from trees or other high vantage points where they have cover and stealth. They will flee when approached. Tanuki can adopt the appearance of objects and other creatures and will use this to hide from enemies.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +1
Bestiary: Chinthe

### Encounter Suggestions

*Chinthe* are usually placed at temples as guardians. They remain as still as stone appearing as statues until roused. Once roused they will act defensively trying to grapple adversaries that breach their guarded area. Chinthe will act placidly, mocking creatures that try to harm them (they are very tough while calm). A successful *Religion* check will reveal the *Chinthe's* weakness of being taunted. *Chinthe* have a lot of *Favour* which they can use to augment their rolls, especially *saves* (they receive double the bonus i.e. 2D4).

## Basics

### Defences

 Resistance
5/\*, 9/\*
 Vitality
 Morale
 Favour

## Construction

### Characteristics

 Fortitude
 +1

###  Talents

 Deliverance
 No Escape
Bestiary: Tanuki Scout

## Description

Tanuki Scouts rely on traps and slings to waylay and attack their enemies.

### Encounter Suggestions

Scouts will never attack head on, preferring to attack from trees or other high vantage points where they have cover and stealth. They will flee when approached. Tanuki can adopt the appearance of objects and other creatures and will use this to hide from enemies.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +1
Area of Effect

## Summary

### Cones

Cones represent when a powerful amount of energy is being distributed from a single point, usually directed in an uncontrolled manner.

#### Small Cone

A small cone will hit all enemies in a 90 degree arc within 20 ft.

#### Medium Cone

A medium cone will hit all enemies in a 90 degree arc within 30 ft

#### Large Cone

A large cone will hit all enemies in a 90 degree arc within 40 ft.
Disease: Manaburn

## Summary

*Manaburn*is an arcane disorder that afflicts many mages that use large amounts of mana, especially *wild mana*. When a mage uses a large amount of mana they may be afflicted by *manaburn**.*** This reduces their maximum mana. fortunately, the effects of Manaburn are usually temporary in nature, requiring only several hours (or days, in very severe cases) of reduces mana use to clear up.
Bestiary: Earth Primordial

## Description

An Earth Elemental is a medium sized Djinn who has taken on the form of Earth, increasing its hardiness at the expense of mobility.

### Encounter Suggestions

*Earth Elementals* usually attack surrounded by lesser Djinn such as *Earth Sprites*, waiting for unwary travellers before striking from beneath the earth. In general, they will use their free spell to create an *Wall of Stone* to alter the terrain, using *Shift Wall* to ensure they have an terrain advantage (including perching atop the wall). The *Earth Elemental* will then rain *Hail of Stones* on enemies or use *Earth Shackles* to immobilize enemies.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction, 3 Monstrous Reactions

### Defences

 Resistance
 Vitality
 Morale
 Mana

### Special

 Spawn Sprite
 Unliving

## Construction

### Characteristics

 Fortitude
 +5

### Skills

 Earth Magic | Arcane
 Brawn | Athletics
 Climb | Athletics

### Talents

 Improved Earthen Shackles
 Shifting Soils
 Simple and Swift
 Deep Reserves
 Master of Earth
 Distant Caster
 Stoneswimmer

### Techniques

 Earthen Shackles
 Stonebolt
 Local Tremor
Bestiary: Gnemlin Pyromancer

## Summary

Gnemlin Pyromancers are Adherents of the arcane arts whose focus is scorching opponents with fire magic.

### Combat Tactics

The *Gnemlin Pyromancer* is a Gleeful maniac, who delights in tumbling around enemies striking wildly with fists and *Flamebolt*. Generally, a Pyromancer will open with a *Fireball* before attempting to outflank an opponent and shower them with *Flamebolts* or opportunistically use *Gout of Flame*. When cornered, the *Pyromancer* will adopt a *Stance of the Flames* using any gained *Bonus Actions* to cast *Flamebolt* while using *Singeing Swipe* to rake opponents.

## Basics

### Defence

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +0

### Traits

 Symbiosis
 Blind and Scared
* Each time this character takes damage, they lose 1 *Morale*

### Techniques

 Wild Strike (Singe)
 Tumble
Bestiary: Hydra

### Encounter Suggestions

Hydras function best in areas with restricted movement, such as swamps and caverns. A hydra will trample into the thick of their enemies using their heads to 're-position' enemies that try to attack from behind. The *Hydra Body* will usually move during its turn using *Absorb Blow* to reduce any damage it takes only resorting to its attacks opportunistically.

The *Heads* will split up attempting to *Grapple* targets to keep them away from the more vulnerable body. *Grappled* targets are then hurled into other attackers.

## Basics

### Body Attacks

* **Actions:** 1 Regular, 1 Bonus
* **Reactions:** 1 Reaction, 2 Monstrous Reactions

### Special

#### Hydra's Heads

Hydra heads act independently, each taking a single Regular Action and Bonus Action by itself. Each head may be attacked independently, having 6 Vitality and 5/\* resistance to all damage except Slash. If severed, the Hydra will take one whole turn to regrow into two new heads unless it takes at least 1 point of *Fire* or *Acid* damage.

### Defences

 Resistance
 Vitality
 Morale

### Special

 Hydra Heads

 Construction

###  Characteristics

 Fortitude
 +3

### Skills

 Jaws | Monstrous
 Endurance | Athletics
 Brawn | Athletics

### Talents

 Improved Toughness
 Greater Toughness
 Skin of Iron
 Skull Cracker

### Techniques

#### Head

 Fling Target
Bestiary: Sika Blood Majin

## Description

Blood Majin are fearsome sorcerers which use their magic to drain the blood and rend the flesh of their adversaries.

### Encounter Suggestions

*Blood Majin* should be encountered with several mooks to prevent them being attacked. *Blood Majin* will usually try to scare off one adversary to begin with using *Shake the Mind*. After that they will use *Bleed* and *Wound* to injure opponents. If they take damage, they can use *Draw Life* to try to regain health. If their mooks fall they can also use *Zombie Shuffle* to bring one back.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 -1

### Talents

 Distant Caster
 Specialist
Curse Rules

## Summary

Curses are a combination of idiosyncratic properties. Each curse had different symptoms and different cures depending on how the curse was formed in the first place. A character who wishes to bestow a curse must have access to the *Bestow Curse* technique.

## Curse Rules

The establishment of a curse is a complex process. It combines rituals, sacrifices, links and incantations. Unlike other techniques, curses are permanent and have specific rules for undoing the curse.

### Designing a Curse

Firstly, a character who wants to bestow a curse must design the kind of curse they want to inflict upon the target. Designing a curse consists of considering the effects (*Symptoms*) the time the effects occur (*Conditions*) and the manner of undoing the curse (*Cure*). Each of these has an associated Curse cost. Once all of these elements of a curse have been chosen, the character adds each of the associated costs up to calculate the curses final cost. Each curse must have at least one *Condition*, one *Symptom* and one *Cure*.

### Paying the Cost

Paying the cost of a curse occurs in two ways. Firstly there is a material cost. The creator of the curse must produce a number of *Crafted Items* (this may occur over days) equal to the *Curse Cost* (once created they no longer count towards the character's maximum crafting limit though a character may only be preparing for a single *Curse* at a time this way).

In addition to the material costs, the character must also generate sufficient power to complete the curse. The total power a character can create towards a curse depends on their *Divine Curses* skill (i.e. their normal bonus) as well as any *Components* they use to produce the curse. If the character's *Divine Curses* is insufficient to pay the cost, the character may not bestow the curse (or requires more components to boost the power).

### Curse Rituals

Most Curses require at least an hour of preparations, however the bestowing of the actual curse can simply require a single *Regular Action*.

* In the Bright of Day
* In the Lands of Others
* In the Light of the Moon
* In the Shadows of Night
 Symptoms
* Dazing Curse
* Famine Curse
* Identity Curse
* Immortality Curse
* Lost Soul
* Paranoid Curse
* Selective Blindness Curse
* Shifter's Curse
 Cures
* Rule of Three
* Slay the Innocent
* Until they Find the Sea
 Components
* Gnomanoid Sacrifice
* Hair
* Jewelry
* Living Sacrifice

## Symptoms

### Bloodletter's Curse

 Effect
 Curse Cost

### Curse of Defeat

 Effect
 Curse Cost

### Dazing Curse

 Effect
 Curse Cost

### Famine Curse

 Effect
 Curse Cost

### Identity Curse

 Effect
 Curse Cost

### Immortality Curse

 Effect
 Curse Cost

### Lost Soul

 Effect
 Curse Cost

### Paranoid Curse

 Effect
 Curse Cost

### Restless Curse

 Effect
 Curse Cost

### Selective Blindness Curse

 Effect
 Curse Cost

### Shifter's Curse

 Effect
 Curse Cost

### Slippery Fingers Curse

 Effect
 Curse Cost
Bestiary: Camboa

## Description

### Beasts

* Binturong (Bearcat)
* Black Bear
* Boar
* Buffalo
* Crocodile (Small)
* Crocodile (Large)
* Cobra
* Eagle
* Elephant
* Elephant Trunk Snake
* Hawk
* Insect Swarm
* Kukri Snake
* Monitor Lizard
* Stingray
* Tiger
* Tiger Shrike
* Whip Snake

### Fae

* Yaksha
* Nang Tani (Banana Tree Fae)

### Mythological Creatures

* Chinthe (Leogryph)
* Gajasimha (Elephant-Lion)
* Kinnara (Human/Bird)
* Krasue (Intestine Ghost)
* Kting Voar (Spotted Cow that scares snakes)
* Mrenh Kongveal (Camboa Elves?)
* Naga (Seven Headed Snake)
* Suvannamaccha (Camboan Mermaid)
Bestiary: Coblynau Miner

## Description

*Coblynau Miners are small humanoids found underground in the realms of the Fae.*

### Encounter Suggestions

Coblynau will usually try to ambush would-be attackers, trapping them and attacking them from afar. When cornered, they will use *Fists of Stone* or their trusty *Miner's Pick* to attack their adversaries.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction

### Defences

 Resistance
 Vitality
 Morale
 Mana

### Special

 Creature of Will
 Iron Weakness

## Construction

### Characteristics

 Fortitude
 -1
Bestiary: Grork Slaver Stormcaller

## Description

A *Stormcaller* is rare amongst slaveships but when present should be a high-ranking creature within that group, close to that of a captain. The *Stormcaller's* job is to ease the weather surround a *Slaver Ship.* Once on land, they augment their allies with powerful magic.

### Encounter Suggestions

A *Stormcaller* should be present with *Slavers*. The *Stormcaller* will use *Lay Fog* a few times to complicate the battlefield as its opening gambit. Once the enemy closes, the *Stormcaller* will use its most powerful spells such as *Lightning Bolt* and *Zap* unless directly confronted where it will use *Electrocute* before attempting to disengage. If available, the *Stormcaller* will try to stand on water using *Waterwalking* to create a barrier between themselves and the enemy.

## Construction

### Characteristics

 Fortitude
 +1

### Talents

 Deep Reserves
 Electroreception
Equipment: Holy Relics

## Summary

Holy Relics are objects blessed by the gods themselves.

### Rarity

Holy Relics come in many different varieties, but for the purpose of tabletop gaming, it is important to have a sense of how powerful a weapon is and when a player should be eligible to find it without the game becoming completely unbalanced. In general a character should not have many items whose enchantment levels exceed half their own level.

### Blessing

Most Holy Relics come with a single point of Favour which recharges each day. To use the item will expend this Favour however a player may use their own Favour to reuse the ability of the item.

## Blessings

### Invoking

Invoking objects contain within them a prayer. When invoked, the prayer is cast.

Special Rules

Enchantment Levels
 +1
Bestiary: Wolf Spider

## Description

Wolf Spiders are large spiders named after their behavioural resemblance to wolves. Wolf spiders actively hunt and pursue their prey rather than relying on webs. They have excellent eyesight, and their face is dominated by a large pair of eyes above a row of four eyes. They are usually dark brown - tan coloured and, though they can be found terrestrially all over Patera, are most common in woodlands, Erebian grasslands and meadows.

## Basics

### Attacks

 Leaping Strike | +0 (+6 vs 10)
 Lockjaw | +4 (16 Escape)

### Defences

 Resistance
 Vitality
 Morale

## Construction

### Characteristics

 Fortitude
 +0

### Skills

 Jaws | Monstrous
 Acrobatics | Athletics
 Climb | Athletics

### Techniques

 Lock Jaw
Bestiary: Gnoman Empire

## Description

### Bestial Creatures

#### Beasts

* Brown Bear
* Dog
* Donkey
* Horse
* Wolf

#### Mythological Creatures

* Achlis
* Caladrius (Mythical Bird which heals disease)
* Catoblepas
* Cetus
* Crocotta
* Hydra
* Monoceros
* Strix (Mythical Bird of ill-omen)

### Constructs

#### Legio Automata

* Automatus Eruta
* Automatus Ignis
* Automatus Serratus

### Mythological Gnomanoids

* Abarimon
* Cacus (Fire breathing giant)
* Faun
* Harpy
* Nereid

### Plant Creatures

* Dandelion
* Timber Wolf

### Undead

* Genius Loci (Spirits of a Location)
* Lemures (Vengeful Spirits)
Bestiary: Akh Sorceress

## Description

### Encounter Suggestions

The *Akh Sorceress* is a ranged attacker, requiring support from stronger allies to avoid being surrounded and overwhelmed. The *Sorceress* will usually attempt to *Possess* the weakest willed creature in the group. Then she will use its position to cast her own spells such as *Gout of Flame* or *Earthen Shackles*. In defence the Sorceress can use *Wind Shield* to protect against ranged attacks.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +0

### Talents

 Deep Reserves
 Simple and Swift
Environment: Wind

### Debris

Whenever a creature is called to suffer damage from small debris blowing in the wind, they suffer the listed damage (*Crushing*).

### Flying

Creatures which fly suffer penalties to their checks to maintain altitude. A creature which fails a Flying check in Strong winds (or stronger) is pushed by the wind a total number of feet equal to twice the wind speed (in knots).

### Ranged Weapons

Once wind becomes sufficiently strong, using *Ranged Weapons* becomes far more difficult. Any creature using the ranged projectile weapon suffers the listed penalty.
Bestiary: Ellylldan

## Description

*Ellylldan are Fae tricksters, gnomanoids which carry a long stick with a colourful lantern on the end of it. This lantern gives the Ellylldan powerful magic allowing it to create illusions and hypnotic patterns.*

### Encounter Suggestions

*Ellylldan* are encountered alone or in small groups, usually in marshes. *Ellylldan* rarely directly engage their adversaries directly, instead attempt to trick them into following. A favourite tactic is to use the *Hypnotic Light Show* ability from the other side of a swamp luring their adversaries in. Adversaries thus affected will often blunder into swamps. When pursued, *Ellylldan* will often use *Minor Image* to present a false impression of where they are or have gone and attempt to hide. Only when cornered will they resort to *Burning Beam* or their *Lantern Staff* to attack.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction

### Defences

 Vitality
 Mana

### Special

 Follow The Lights
 Creature of Will
 Iron Weakness

## Construction

### Characteristics

 Fortitude
 -1
Bestiary: Water Sprite

## Description

Water sprites are aetherial beings which have an affinity for water magic.

### Encounter Suggestions

Water sprites are usually found in large numbers in magical regions surrounding lakes, rivers and ponds. Water sprites are very difficult to spot in natural environments.

Water sprites will usually wait in hiding before attacking in numbers against foes that venture into their territory. Once roused, they use their *Hammer* attack or attempt to *Drown* an enemy, often from below the water if possible. If confronted they will often attempt to escape by using *Waterwalking* to raise themselves above their enemies and out of reach except by swimming where they are at an advantage.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction

### Defences

 Resistance
 Vitality
 Morale
 Mana

### Special

 Water Camouflage
 Unliving

## Construction

### Characteristics

 Fortitude
 +1

### Skills

 Water Magic | Arcane
 Contortion | Athletics
 Swim | Athletics

### Techniques

 Aetherial Shield
 Drench
 Drown
 Waterwalking
Bestiary: Hyegnoll Fanatic

### Encounter Suggestions

*Hyegnoll Fanatics* are quite unlike other *Hyegnolls* in that they are powerful frontline fighters. They should usually be found protecting a *Hyegnoll Deathpriest* or in the company of mooks (usually *Hyegnoll Raiders*). *Fanatics* should lead from the front providing an obvious target for their enemies to draw fire from their allies.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Rage

## Construction

### Characteristics

 Fortitude
 +0

### Talents

 Extra Rage
 Fit

### Techniques

 Berserk Rage
Faith Skills

## Summary

Faith represents a character's connection to the supernatural. Faith is not simply belief in a god or pantheon, but can extend to less defined concepts from personal patrons to the force of nature itself. Faith manifests itself through Prayer and the resource of Prayer, Favour.

## Techniques

### Divine Power

 Action
 Favour Cost
 Duration
 Range
 Effect

### Mobile Prayer

 Action
 Favour Cost
 Duration
 Range
 Effect
Disease: Lycanthropy

## Summary

Lycanthropy is a specific kind of Wereform that can effect any Gnomanoid,

## Acquisition

*There are many superstitious ways of contracting Lycanthropy, among them being bitten by a werewolf, drinking from a werewolf's footprint, sharing food with a werewolf, or drinking downstream from a werewolf. Although these are superstitions, they may contain some truth. Most modern Lycanthroplogists believe that the only way to contract Lycanthropy is by ingesting a Lycanthropes Saliva or Pheromones. This includes biting, sharing water, or even drinking from a footprint - if pheromone residue was left by the footpads.*

### Close Contact

Characters who share food or drink with a lycanthrope or otherwise engage in activities that transfer saliva or pheremones (such as bathing\* with, drinking close downstream\*, kissing, or drinking from a fresh footprint) may make two *Fortitude* saves (TS = 14) and take the better.
Failing both saves results in contracting *Dormant Lycanthropy* until the next full moon. At the next full moon, character's may make two *Mettle* saves (by choice). Failing both saves results in the first transition to *Werewolf Form* and acquisition of *Full Lycanthropy*. Passing either save results in immune suppression of the disease and vaccinates the carrier (+5 on *Fortitude* saves against Lycanthropy in the future) .

*\*Since Saliva and Pheromones diffuse in water, it is up to the GM's discretion to decide if this is an infection vector at any given time - depending on the volume of water, Proximity to infection source, and time since Infection source entered the water.*

### **Lycanthrope Bite**

Characters who are bitten by a werewolf either in *Werewolf Form*, using bestial jaws, or otherwise has an Active Lycanthrope's Saliva come into direct contact with their blood must make a Fortitude save (TS = 20) or contract *Dormant* *Lycanthropy*.

## Mechanics

### Embrace of the Moon

Creatures with *Full Lycanthrope* may take *Skill School Ranks* in *Lycanthropy*.

### Lycanthrope Traits

Trait Summary
 Default Flaws
* Wild Hunter

### Default Traits

#### Werewolf Form

 Effects
* *Werewolf Form* automatically activates during a Full Moon
* *Werewolf Form* has unlimited duration during a Full Moon
* This character gains a number of *Morph* points equal to half their level (fractions round down) which they may only use on *Werewolf* techniques

### Default Flaws

#### Wild Hunter

* This character is unaware of their behaviour during *Werewolf Form*
* This character gains the *Simple-Minded* trait.
Bestiary: Gnoman Centurion

## Description

The Gnoman Centurions are fierce and disciplined warriors.

### Encounter Suggestions

Gnoman Centurions should be accompanied by Legionnaires. When attacked they will cluster together, using *Close Formation* to maximize their defence.

## Basics

### Defences

 Resistance
 Vitality
 Morale

### Equipment

 Medium Shield
 Pugio
 Lorica Segmentata

## Construction

### Characteristics

 Fortitude
 +0

### Talents

 Impenetrable Defence
 Extraordinary Mettle
Bestiary: Gnoman Pitfighter, Hammer & Sword

## Description

*The Gnoman Pitfighters are a deadly bunch.*

### Encounter Suggestions

The Hammer and Sword Pitfighter wins their bouts by using dirty tricks such as *Blinding* or *Hobbling* their opponent. Once disabled, they will lay into them using their *Hammer*, using their *Blade* to defend using *Bladeshield* and using *Absorb Blow* to minimize damage.

## Basics

### Defences

 Resistance
 Health
 Morale

### Equipment

 Hammer
 Knee Spikes
 Pit Chain

## Construction

### Characteristics

 Fortitude
 +0

### Talents

 Improved Dirty Fighter
 Toughness
Bestiary: Tengu

## Description

*The Karasu Tengu are might swordsmen and controllers of the wind.*

### Encounter Suggestions

Tengu of the Wind are agile fighters preferring to duck in and out of combat and strike from above. They have access to very cheap *Windwalking* allowing them run across the air as if they were flying. This allows them to use techniques such as *Flying Attack* or *Cycle from Heaven* before retreating into the air using *Windshield* to deflect ranged attacks. Or they may simply using *Cutting Gust* repeatedly to inflict small injuries on nearby targets.

If grounded, they can fight well using *Storm of Strikes* and *Riposte*. They can also chain techniques together such as *Qi Strike*, *Gathering Winds* and *Spinning Chop* before finishing with *Slice the Air* or *The Twisting Winds*.

In all cases, whenever the *Tengu* uses a *Way of the Wind* technique, they may cast *Buffeting Gust* as a *Bonus Action* or if they have spare *Qi*, use *Cutting Gust*.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +0

### Talents

 Wind Arcane Arts
 Improved Buffeting Gust
 Improved Wind Shield
 Deep Reserves
 Float on the Wind
Bestiary: Gryphon

## Description

*Gryphons take the form of a lion with the head and wings of an eagle. Their legs are those of a lion, giving them superb mobility on both the ground and in the air.*

*Gryphons are the result of shapeshifters who became stuck in a hybrid form. Over time, they lost their gnomanoid sentience, becoming creatures of the wild and forming wild populations.*

### Encounter Suggestions

Gryphons have the luxury of being able to fly, something they should use to full effect where they can. A gryphon's preferred method of attack should be to use *Fly-by* where possible to either *Blind* their enemies using *Blinding Peck* or pick off a weak enemy using *Grappling Claws*. Once *Grappled*, this character should then use *Lift Foe* to attempt to lift the enemy from the ground, taking them to an out of the way location. While flying they can use *Rearclaw Rake* to damage the enemy and *Barrel Roll* to avert damage caused from ranged attacks. If enemies charge a *Gryphon* it can use its *Reactions* to knock them prone using *Buffeting Rebuke* or fly away (Monstrous Reaction).

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction, 2 Monstrous Reactions

### Defences

 Resistance
 Vitality
 Morale

## Construction

### Characteristics

 Fortitude
 +2

### Talents

 Vicious Beak
 Strong Winged
 Improved Initiative
 Improved Fly-by
Bestiary: Hyegnoll Packmaster

## Description

Hyegnoll packmasters use trained Hyenas to surround and harry their prey. Packmasters are accompanied by two trained *Hyenas*.

### Encounter Suggestions

*Hyegnoll* *Packmasters* should either be accompanied by a small group of mooks (usually *Hyegnoll Harriers*) or in small groups (~one per Hero). Like *Harriers* Hyegnoll packmasters should use their ranged weapons (and *Study Target*) to inflict damage from afar, reserving their Hyena companions for defense if the enemy closes. In *Hyena Form*, *Packmasters* and *Harriers* can often outspeed their enemies allowing for hit-and-run style tactics. Packmasters will usually have one non-Alkebulan *Favoured Quarry* so if multiple appear, they should target their preferred prey.

## Basics

### Defences

 Resistance
 Vitality
 Morale

## Construction

### Characteristics

 Fortitude
 +0

### Traits

 Son of the Sand
 Favoured Quarry

### Talents

 Master Trainer
 Extra Favoured Quarry

### Techniques

 Bestial Claws

### Tricks

 Fetch
 Settle
Bestiary: Voidjelly

## Description

*Voidjellies are strange daemonic creatures which swim through the aether, close to the ground giving them an otherworldly floating movement. They are blind*

### Encounter Suggestions

*Voidjellies* are found in blooms around ruptures in the space-time continuum such as collapsed portals. They are blind and thus are only dangerous if players move within 25 ft of them, so either use them to guard areas or as surprise ambushes. Simply vacating a Voidjelly region should be sufficient to 'defeat' them and ranged attacks will destroy them with impunity.

The *Voidjelly's* main form of attack is to grapple and then constrict the target injecting poison. Defensively, if they have sufficient *Mana*, when attacked they will use *Pause Missile*. During their next turn they will *Jump in Time* as a defence mechanism to avoid further fire or *Blink Step* away. If a creature is within range, they will *Blink Step* in or use *Bending Strike* to initiate their *Grapple*. As *Voidjellies* can float (up to 30 ft above the ground) they can hover at around 20 ft and opportunistically use *Bending Strike* to snatch up prey, dragging them up into the air for consumption.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +2

### Skills

 Time Magic | Arcane
 Place Magic | Arcane
 Space Magic | Arcane
Tetsuya Kiwako-Naima

## Kusanagi Kiwako

-Kiwako-dono (by Mashiro-Maqbul)

-Grandmother Kusanagi (by Ib)

-Erica (Deceased Granddaughter)

- Koukai-Faruq Ott (Grandson)

- Abbas Fez (Grandson)

-Khalid Fik (Granddaughter)

- Mashiro-Maqbul Rikiya-Mustafa (Adopted Son)

-Mneme (Adopted Daughter-in-law)

-Rikiya-Mustafa Rios (Adopted Grandson)

-Unnamed child, child-in-law and granddaughter

**Tetsuya Kiwako-Naima** is the current head of the former Kusanagi Family. She currently resides in Kyoto with her husband and is the reason their grandchildren came to Japan.

## Personality

Kiwako has faith that her grandchildren can handle the cult situation not because they come from a line of powerful mages; but because they've demonstrated their strength through training. Being concerned about their health, she arranges for a well-known doctor to help them in their task.

The Kusanagi head is shown to be strict and stern to both her grandchildren and strangers alike, terrifying the latter.

## Appearance

"*Those turquoise eyes that have lived through war, were reborn and now see generations’ worth of peace. She looks at no one except for us four. Doll-like in the way she holds herself and I can pinpoint her genes passed onto us."*

## Backstory

Kiwako met Daniel Vincent when they were both in their younger years.

During her youth, the Kusanagi and Hoshizora were rival families; to the point they started a war with one another. It's implied that during these troubled times, that she and Mashiro became star-crossed lovers. The war raged on until Kiwako and Mashiro declared a new start for the now joint families, supported by their Bruneian friends.

## Story

Kiwako and her husband don't appear in Volume 1, but they are mentioned throughout the story. She is the one who arranges for her grandchildren and Ib to handle the mage cult situation; while also coming into contact with Dr.Vincent.

### **Ren'ai-Vega**

Upon the arrival of her grandchildren and Ibtihal-Eloise, she disciplines a group of strangers for harassing them. She entrusts Ib to train her grandchildren, holding up her and her husband's family heirlooms. After their training, the conversation between Kiwako and her granddaughter revealed that the siblings were actually brought to Kyoto to defeat their ancestors' homunculi.

She meets with Shiori and Jounetsu before they leave, asking them to watch over her granddaughter.

## Relationships

Despite their families' difficult past, Kiwako and her husband were able to fall in love with each other; thus prompting the unity of Kusanagi-Hoshizora families.
Geography: Alkebulan

## Summary

Alkebulan is one of the two Deimic continents of Patera. It is the home one of the oldest civilizations, the Kymerlian empire.

## Climate and Terrain

Alkebulan has a diverse climate. Along the major riverway, the Knile, Kymer is a thriving agricultural region with seasonal flooding. However, as one strays further and further from this source of water, the conditions of Alkebulan become more an more inhospitable. Much of Duskward Alkebulan is arid desert with little vegetation save for a few small oases. Further Rimward Alkebulan turns into the ubiquitous mountainous regions of the rim. Despite its connection to the rim, very little travel occurs across the rim towards Alkebulan due to the difficulty crossing the deserts.

## Inhabitants

### Major Races

* Kymerlian
* Nagu

### Minor Races

* Hyegnoll
* Pegouin
Bestiary: Kamaitachi

## Description

*Kamaitachi resemble a small weasel holding a blade in each claw which is found at the centre of a small whirlwind.*

### Encounter Suggestions

Kamaitachi are found in open plains where they descend from above, wreaking havoc on lightly armoured foes. A Kamaitachi will either try to swoop in and out using *Fly-by* or if surrounded, resort to *Whirlwind of Cuts*. After taking any substantial amount of damage, the Kamaitachi will try to flee by flying directly upwards.

## Basics

### Defences

 Resistance
 Vitality
 Morale

## Construction

### Characteristics

 Fortitude
 -2

### Talents

 Specialist
 Specialist
Bestiary: Kymerlian Amen Guard

## Description

The Kymerlian Amen Guard are warriors from the Pharaoh's personal army. These guard are drawn from the Crocodilian-headed population.

### Encounter Suggestions

The *Amen Guard* traditionally accompany higher ranked officials of the *Kymerlian* monarchy. The *Amen Guard* will usually retain their *Kymerlian Form*, however, if near water, they may opportunistically take on their *Crocodilian* form to enable them to easily *Grapple* and *Deathroll* their enemies. They may also use approach this if attempting to capture enemies.

## Basics

### Defences

 Resistance
 Vitality
 Morale

### Equipment

 Medium Shield
 Bronze Armour

## Construction

### Characteristics

 Fortitude
 +1
Bestiary: Grork Slaver Brute

## Description

Slavers lead to slaves. Grork have slaves. The Brute is a standard role in a Slaver team. The Brute's role is to beat tougher opponents senseless or take weak enemies and run with them.

### Encounter Suggestions

The *Slaver Brute* is a specialised heavy infantry that specialises in powerful attacks and grappling. The *Brute* is not reckless and should work together with its allies. The *Brute* adopts one of two tactics. The first is to find a weak enemy (magic users, musicians etc) and beat them senseless. Against slow enemies they will use *Stunning Strike* to incapacitate them. If they flee, they will use *Lunging Grab* and *Lift Foe* to take them out of the battle. If engaged with a heavily armoured fighter, the *Brute* will use *Spinning Wind-Up* to knock them senseless in a single blow if possible.

## Basics

### Defences

 Resistance
 Vitality
 Morale

### Equipment

 Dagger
 Leather Armour

## Construction

### Characteristics

 Fortitude
 +2

### Talents

 Specialist
 Massive Weapon Master
Bestiary: Bear, Black

## Description

A Black Bear is the smallest of the bears, and is native to Asu. These bears are sometimes known as 'moon Bears' due to the peculiar Crescent-moon shaped pattern on their chest. They are experts at climbing and often sleep in trees.

## Basics

### Defences

 Resistance
 Vitality
 Morale

### Special

 No Escape
 Simple Minded

## Construction

### Characteristics

 Fortitude
 +1

### Skills

 Jaws | Monstrous
 Climb | Athletics
 Vigor | Athletics

### Talents

 No Escape
 Expert Climber

### Techniques

 Grappling Claws
Bestiary: Osiris Wraith

## Description

The wraiths of the Kymer desert are not true servants of Osiris, but wear his guise as mockery of the god of the underworld. They have partially mummified legs and green skin, though their eyes are empty sockets. They wield a crook and a flail.

### Encounter Suggestions

An *Osiris Wraith* should usually be accompanied by Anubis Guards. In combat they should focus on using their arcane spells to disrupt their enemy using *Disarm*, *Earthen Shackles* and *Festering Wounds*. They can also use their Crook to snag problem characters (casters and archers) and drag them into range of their guards. The flails actual attack should only be used as a last resort.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

### Special

 Unliving
 Burnable

## Construction

### Characteristics

 Fortitude
 +1

### Talents

 Skull-Cracker
 Vermin Friend

### Techniques

 Buffeting Gust
 Earthen Shackles
 Wound
 Festering Wounds
Bestiary: Giant Dragonfly

### Encounter Suggestions

Giant Dragonflies are opportunistic hunters preferring to grapple and abscond with potential food, biting it to death as they escape.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction, 1 Monstrous Reaction

### Defences

 Resistance
 Vitality
 Morale

## Construction Dragonfly

### Characteristics

 Fortitude
 -1

### Skills

 Jaws | Monstrous
 Flight | Athletics
 Vigor | Athletics

### Talents

 Curved Grip
 No Escape
Crafting Rules

## Summary

Crafting is the process of creating objects and other object-like things.

### Ingredients

All crafted items require a certain number of ingredients to produce. Unlike the items crafted using *Technics* skills these ingredients will be specific to the item being built and must be accounted for.

### Tools

All crafted items require certain tools to produce. One cannot produce a spear without something to sharpen it, a sword without a forge or a magic item without a source of magic.

### Crafting Time

Each crafted item has a crafted item requirement. This is basically a number which dictates how many 'crafting units' a particular item requires. Characters with multiple crafting skills are generally better at their trade than those with fewer. Characters with *Technics* skills may use their *crafted items* skills towards this.

## Example Crafted Items

 Sword
 Full Plate Armour
Disease: Kleptomania

## Summary

Kleptomaniacs suffer from a strong *Compulsion* to steal items that are generally not needed and usually have little material value.

## Acquisition

### Curses

Supernatural abilities such as *Reflexive Compulsion* or *Descent into Madness* can inflict the *Kleptomania* *Compulsion* on a subject.

### Brain Injury

A creature that suffers *Insanity* may become afflicted by *Kleptomania*. The *Disease Burden* of *Kleptomania* starts at D8.

## Mechanics

### Desire to Steal

In any encounter, if there are items lying around with no one watching them specifically, this character must make a *Mettle* save (TS = 14) or be overcome by a strong desire to steal the item. While so afflicted, this character is *Stupefied* (*Fizzle Dice* on all *Fervour, Mettle, Intellect* and *Wit* checks) until they either steal the item or leave the vicinity. To leave the item, the character must make a *Mettle* save (TS = 14) or be compelled to linger (this check may be re-rolled until success). A *Critical* *Failure* causes the loss of 1 *Morale*.

## Cures

There are no non-Divine cures for *Kleptomania*.
Bestiary: Atlantid Chemwarrior

## Description

The High Atlantid are an advanced race where even the lowest warriors are highly educated.

### Encounter Suggestions

Warriors attack in tight formations, shielding their allies when they are injured so they can use their Elixirs to regroup.

## Basics

### Defences

 Resistance
6/\*
 Vitality
 Morale
 Crafted

### Equipment

 Heavy Shield
 Axe Polearm
 Elixir of Vigor
 Brutish, Thickskin Mutagen

## Construction

### Characteristics

 Fortitude
 +0

### Talents

 Clear Mind
 Specialist
Disease: Severe Burns

## Summary

Burns include damage to skin and tissue due to chemical or heat exposure.

## Acquisition

### Severe Acid/Fire Damage

Whenever a creature suffers *Fire* or *Acid Damage* as a result of an attack which generated *Critical Success* or a failed save which was a *Critical Failure*, they are considered to have been *Severely Burnt.* Such severe burns have long term, sometimes permanent effects beyond immediate *Stamina* and *Vitality* loss.

Burn % *Stacks*. For example, if a character loses 15% of their total Health from an attack and is Severely Burnt, they suffer the effects in the table bellow. However, If they suffer an additional 10% from a similar attack, their burn % is increased from 15% to 25%, and they suffer the increased effects. The healing time is re-rolled and reset.

### Severe Injury

A creature reduced below zero *Vitality* by a *Fire* or *Acid* attack may also be subject to *Severe Burns*.

## Mechanics

### Severe Burn Effects

*Medically, burns are classified into 'degrees' based on the penetration depth of tissue damage.*

To determine the *Depth* of a *Severe Burn*, calculate the total damage as a percentage of the creature's total health (*Stamina* + *Vitality*), rounded down to the nearest 10%. This affects the *Disease Burden* of the disease. Characters subtract their *Fortitude* to their *Disease Burden* roll.

### Burn Sensitisation

*Burn Sensitisation* always appears with a value. While this is active the following penalties apply:

* All damage from *Fire* and *Acid* sources are increased by the stated value
* The chance of a *Fire* or *Acid* attack rolling a *Critical Success* (or a save being a *Critical Failure*) are increased by the stated value
* Natural *Vitality* recovery from rest is reduced by the stated value
* The creature's maximum *Stamina* is reduced by the stated value

## Cures

### Curing Burns

Burns heal naturally with bed-rest.

* Each day of bed-rest will reduce the *Disease* *Burden* of *Severe Burns* by 1.
	+ This healing may be *Accelerated* by a successful *Medicine* check (TS = 14).
		- In the *Grorko-gnoman* *Medical Tradition*, the *Healer* must spend 12 hours/day cleaning the wound and bloodletting. Sterile Maggots may also be introduced to the wound to help clean it, adding an additional day's worth of healing.
		- In the *EasternMedical Tradition*, the *Healer* must ensure the patient rests in a room of appropriate Feng Shui for at least 12 hours a day.
	+ This healing may be *Accelerated* by *Faith Healing.*

### Infections

Burns are extremely susceptible to dirt, grime and other infectious agents.

* Each day a creature spends doing 'dirty adventuring' they increase the *Disease Burden* by 1.
Bestiary: Hyegnoll Cackler

## Description

*Hyegnoll Cacklers* combine haunting tunes on fiddles with horrific laughter.

### Encounter Suggestions

*Hyegnoll Cacklers* are a secondary leader type and should usually accompany a group of mooks (usually *Hyegnoll Raiders*) as well as a more senior *Hyegnoll* (such as a *Deathpriest*, *Sandshifter* or *Chieftain*). *Cacklers* are support troops and should keep their distance, surrounding themselves with *mooks* while granting bonuses and penalties to allies via their *Dirges* and *Marches* (see *Music Rules*).

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Songs

## Construction

### Characteristics

 Fortitude
 +0

### Talents

 Carrying Songs
 Fit
Bestiary: Gnemlin Assassin

## Description

### Encounter Suggestions

Gnemlin Assassins should mostly strike from the shadows, using *Mobile Attack* to run in, strike (either melee or thrown) and retreat. Using this approach they may also invoke *Bladeshield* for the defence bonus. If Assassins outnumber their opponent, they will attempt to surprise and surround them, using *Sudden Strikes* to incapacitate one opponent before fleeing back to a safe location. When cornered, they can use both *Sudden Strikes* as well astheir *Duelling Dagger* to perform up to three attacks each turn.

## Basics

### Defence

 Resistance
 Vitality
 Morale

## Construction

### Characteristics

 Fortitude
 +0

### Traits

 Symbiosis
 Blind and Scared
* Each time this character takes damage, they lose 1 *Morale*
Bestiary: Oni Brute

### Encounter Suggestions

Oni can be encountered individually or in small groups. Oni are tough and overconfident, easily able to defeat single gnomanoids in one-on-one combat. In general they will use a combination of *Flattening Strike* and *Stunning Strike* to overwhelm opponents. Against enemies that are not easily reachable, they will throw the nearest object to hand (which they can add *Enraged* damage to). When damaged they will initially attempt to become *Enraged* after which they will use *Absorb Blow* to become nearly unkillable.

## Basics

### Defences

 Resistance
5/\*
 Vitality
 Morale

## Construction

### Characteristics

 Fortitude
 +3

### Talents

 Skull Cracker
 Fury from Afar
Bestiary: Fuyuurei

## Description

Fuyuurei are wandering spirits found in Sikakoku.

### Encounter Suggestions

Fuyuurei are wandering ghosts. They will not attack unless provoked but will inadvertently trigger *Horrific Presence* on nearby Gnomanoids. Unlike many other ghosts, this means characters can interract with *Fuyuurei*. They may possess some relevant information (Knowledge skill). Players may attempt to convince the *Fuyuurei* that they have already died by making *Speechcraft* checks. If a player succeeds by 5 or more, the *Fuyuurei* will lose *Morale*, but if the player fails or only succeeds by 4 or less, the *Fuyuurei* will immediately become hostile.

## Basics

### Attacks

 Chilling Strike | +5
 Hide Form | 19 (Wit)

### Defences

 Resistance
 Vitality
 Morale

## Construction

### Characteristics

 Fortitude
 +0

### Skills

 Appellation | Speechcraft
 Spectral | Racial
 Undead | Racial