recursal/Fanatic-Fandom huggingface dataset:
ND/Kobold

Kobolds serve the Empire of Night as miners, and have a privileged position among the peasantry: they can use metal tools, and even wield them in war as sappers and engineers. They are otherwise as oppressed as any human farmer, and possibly more so as the Orcs are even more likely to casually kill them.

## Physical Description

Kobolds are bipeds, standing roughly 4' tall. Their heads are doglike, with a pronounced snout. Their skin is made from thin scales and comes in a variety of colors and patterns. Some people believe Kobolds are just a variety of Reptilians, though Kobolds hold themselves distinct.

## Society

Kobolds are peasants. The human peasantry think them disgusting and untrustworthy thieves and don't tolerate their presence. In The Liberation, kobolds work as miners and smiths, vital to the military effort, but still face severe prejudice and mistrust. Dwarfs consider Kobolds to be vermin on the scale of extremely large rats, and exterminate them mercilessly.

Kobold names are almost always single syllables, usually guttural at the front and ending with sibilants. Kobolds do not have a lot of variety in their names, but every Kobold seems to be able to distinguish between references to individual Kobolds that share the apparently same name. Non-Kobolds don't seem to learn this trick and Kobolds that spend a lot of time around humans get nicknames.

## Racial Template

Kobold [5]
Chummy [-5]
Cowardice (12 or less, \*1) [-10]
Enhanced Dodge 1 [15]
Extra Hit Points 1 (Affects HP, +0%) [2]
Extra HT 1 (Affects HT, +0%) [10]
Night Vision 6 [6]
Perk: Ack! Me Dead! [1]
Reduced SM 1 [10]
Reduced ST 2 (Affects ST, +0%) [-10]
Scales [1]
Social Stigma (Vermin) [-15]
"Ack! Me Dead" gives a Kobold a +5 to Acting rolls to play dead in combat. Mechanically, this is Hyperspecialization (Acting to play dead in combat).

Determine Kobold height by looking up their ST without the racial modifier and subtracting 18". Look up the average weight for their ST without the racial modifier and halve it. A typical ST 8 Kobold is 3'9" to 4'7" and weighs between 65 and 90 lbs.

### Optional Traits

Various phobias are very common in among Kobolds.

### Mass Combat Notes

Kobold units have the Night trait, and most have the Fragile trait. Kobolds in Imperial service are often Disloyal, but as they are severely outnumbered by orcs, they do not have an opportunity to rebel.

Kobolds usually serve as Light Infantry or Miners, and there are rumors of Kobold artillery units. Kobolds can serve in any type of unit in theory, but are hard to train to reasonable quality except for Miners.
ND/Table of Distances

These are tables of distances between various locations, recorded so people don't have to keep measuring them up on the map.

### Typical travel speeds

 Flying boat | 200 miles every day | 200 miles every day | 200 miles every day

Fast marches are three days of no security forced marches followed by a day of no security march.

## Direct Distances

These are the distances for overland flight and assume the Dodenrike and mountain spines cannot be crossed. Absolute direct distances via teleporation are marked with 't' when they differ from the flight path and distance. Path segments that cross mountains are marked with 'M' and that seas are marked with 'S' but do not add to the overall distance.

### Eastern Theater

Major Cities
These are all valid Confluence sites for Walk Between Worlds.

255 from Bisorn to Penela (road hub).
125 from Bisorn to Puttayos (road hub).
80 from Narvelmerna to Gohun (road hub).
50M from Narvelmernia to Tumunzahar.
400 highway or 100 from Thorvrast to Gohun (road hub).
25 + 25M +25Mm (highway) or 60M from Thorvrast to the northeast God Ward.
50Mm +25m (highway) or 60M from Thorvrast to Tumunzahar.
Direct travel routes between Fiana Ard Mara and Gandabria or Menkgu require crossing the Dwarfen Safeholds.
Minor Cities

250 from Elverum to Hexvud.
150 from Elverum to Soroverstine.
Direct travel routes between Fiana Ard Mara and Gandabria or Menkgu require crossing the Dwarfen Safeholds.
### Northwestern Theater

Major Cities
These are all valid confluence sites for Walk Between Worlds.

Minor Cities

### Southwestern Theater

Major Cities
These are all valid confluence sites for Walk Between Worlds.

Minor Cities

## Road Distances

These are distances are in miles along a highway, with mountain stretches indicated as 'M', miles on a military road as 'm', off-road on plains as 'p', off-road on hills as 'h', off-road on forest as 'f', off-road on desert as 'd', and off-road mountains as 'Mo'.

### Major Hubs

255 from Penela to Bisorn (teleport site).
125 from Puttayos to Bisorn (teleport site).
80 from Gohun to Narvelmerna (teleport site).
400 from Gohun to Thorvrast (teleport site).

### Zerniless Local

72Mm from Karlmost to Astimbeo, 57 direct.
75Mm from Vodowmost to Ganuturin, 54 direct,
36Mm + 45 (or 36Mm + 11Mo) from Voyity Chol to Visoky Brucod, 32 direct.
54Mm + 45m from Novyrado to Michinowari, 75 direct.
### Menkgu Local

Distances across the plains (all p unless otherwise noted)

61m from Sunacutto to Warrevrast, 61 direct.
61m + 93Mm from Sunacutto to Edarisgrimst, 84 direct.
93Mm from Warrevrast to Edarisgrimst, 74 direct.
### Gandabria

150m from Torlest to Miradair.
60 + 140m from Torlest to Sandar, 135 direct.
10 + 140m from Penela to Sandar, 85 direct.
50 direct from Bemposta to Sandar.
ND/Bril

## Description

Bril is a God, part of a forgotten pantheon that includes Hartun, Yoilanta, and Danu. Bril is the god of the hunt. He respects those who patiently outthink their prey and opponents. He is also the god of tactics, trickery and drinking. He is the patron of strategists, hunters and those who succeed against long odds by their wit.

Although Völundr does not appear to be part of the pantheon, there are references in the myths to a similar figure who serves a foil and rival to Bril.

## Game Mechanics

### Divine Elements

Bril's divine elements are Chaos, Deception, and War.

Divine Servitors mass combat stats

### Optional Traits

Priests of Bril tend to be puckish and often display annoying traits like Prankster [-1] or, in extreme cases, Trickster [-15]. When they acquire this trait it is often offset by the Daredevil [15] advantage.
ND/Stone Golem Guardian

***Name:*** The Guardian

***Appearance:***  A 15' tall man, made of solid gray granite with emeralds for eyes. Its jaw has been shattered and its left arm torn off. Its surface is carved to resemble stylized plate armor.

The Guardian is a stone golem, created before the founding of the Empire of Night. It served the family that owned the castle of Costvud in Hanist and sacrificed itself during the family's desperate retreat from Orc forces. It remained buried under the castle for centuries before being recovered by the Resistance in April 508 ANI.

The Golem has been badly damaged over its decades of service. It's jaw has been shattered, rendering its speech nigh unintelligible, and its left arm was ripped off at some point. Ariana Rees has attempted to repair it, but the gifts of the Forge God do not extend to animated stone masonry.

Even in its damaged state, the Guardian is the single most powerful individual in the Liberation Army. Its stone body is nigh-invulnerable, it runs faster than most horses, it is as strong as forty men, and it can throw boulders with enough force to shatter castle walls. It is definitely opposed to the Empire and seems to enjoy punting Goblins.

It is difficult to communicate with the Guardian. It can't speak, and although it's literate, it has little patience with writing for extended periods. It has revealed almost nothing of its background, especially who created it and how.

Attributes [95]
**ST** 90 (Size 2 -20%) [40] (includes +70 ST from Giant Stone Golem)
**DX** 11 [20]
**IQ** 11 [15]
**HT** 14 [0] (includes +4 HT from Giant Stone Golem)
**Hit Points** 90
**Will** 11 [10]
**Perception** 11 [10]
**Fatigue Points** NA
**Basic Lift** 1620
**Damage** 10d/12d
**Basic Speed** 6.25
**Basic Move** 12
**Ground Move** 18
Advantages [701]
Giant Stone Golem [701]
Damage Resistance 30 [150]
Doesn't Breathe [20]
Doesn't Eat or Drink [20]
Doesn't Sleep [20]
Enhanced Ground Move +1/2 [10]
Extra Basic Move +6 [30]
Extra ST +70 (Size +2 -20%) [280]
Extra HT +4 [40]
High Pain Threshold [10]
Injury Tolerance (Homogeneous, No Blood) [45]
Immunity to Metabolic Hazards [30]
Perk: Striking Surface [1]
Perk: Stony [1]
Fragile (Brittle) [-15]
Hidebound [-5]
Increased Size +2 [-20]
Low Empathy [-15]
Cannot Float [-1]
Perks [1]
Ramming Speed [1]
Disadvantages [-35]
Cannot Speak [-15]
Intolerance: Luminals [-5]
One Arm [-15]
Quirks [-2]
Likes punting goblins [-1]
Gets impatient when writing [-1]
Skills [55]
Axe/Mace DX/A - DX+7 18 [28]
Brawling D/X - DX+3 14 [8]
Engineering (Combat) IQ/H - IQ+1 12 [8]
Shield DX/E - DX+5 16 [16]
Throwing DX/A - DX+3 14 [12]
Soldier IQ/A - IQ+1 12 [4]
Techniques [2]
Hitting Little People (Brawling) +2 [1]
Kicking (Brawling) +0 [1]
Total 839
Attacks
9" steel wedge on the end of a 8' pole (ie, "hand ax"): Axe/Mace-16, 12d+10 cu or 12d+9 cr, Reach 1-3. 40 lbs.
Goblin punting Kick: Brawling-12, 10d+5 cr, R 1-3.
Body Slam: Brawling-12, 16d+1 cr, R0.
150 lb boulder (4' in diameter): Throwing-14, 12d cr, Acc 0, max range 315 yards.
Notes
The Guardian is not quite officially a hero unit, lacking the necessary skill, but is treated as a Poor Quality Giants Hero unit anyway.
ND/Sefni

Dame Sefni Merch Morris, Thane Mac Morris is a faun noblewoman of the Fae Courts. She is a prominent noble, one of the high Thanes that advise Queen Carys.

Dame Sefni is also Lady Brangwen Merch Lludd's most powerful and prominent ally. Dame Sefni fervently believes that Brangwen was illegally disinherited from the Titian Throne, and will tell anyone who asks, or expressed any interest in the subject, or should have expressed interest in the subject. Over centuries of extended argument, Dame Sefni has refined and rehearsed her arguments into nigh-impenetrable jargon, countering objections that her listeners would make if they too had spent a few years obsessing over the subject. She is not very persuasive, and tends to be politely avoided by anyone who doesn't actually need a favor from her.
ND/Sif-fus

Sif-fus is a Reptilian Scryguard who met the Resistance leaders in October 508. She was sent by her clan chieftan Thaz-Reel to observe these strange wetlanders and learn of their powers.

Game Mechanics
ST 13 [30]
DX 13 [60]
Will 12 [20]
Perception 12 [20]
Charisma +1 [5]
Detect Magic and Magic Users (Sense Based: Smell -20%; Imprecise -20%) [18]
Magic Resistance 8 (Backlash 3) [40]
Reptilian [40]
Curiousity 12 or less [-5]
Intolerance (Orcs) [-5]
Sense of Duty (Fellow Tribesmen) [-10]
Dislikes Aisling [-1]
Diplomacy-12
Karate-16
Observation-15
Soldier-15
Stealth-17
ND/Savage Lands

The northeastern most peninsula of the main continent consists of this untamed wilderness. It is a low-mana zone, poor in natural resources, rich in hostile wildlife. The Dwarves of the Dwarven Safeholds have no use for it, the Fae of the Fae Court find it exhausting to even enter, and repeated attempts to colonize the area by Minotaur refugees of those two realms have been lost without a trace. Even the Empire of Night has given up on trying to outflank the Dwarven Safeholds seaward defenses through the Savage Lands.

Some Fae believe that there are normal mana zones within the Savage Lands, past the border that no Fae can cross, and that a Dragon, fiercely jealous of her privacy, lives in the Savage Lands.
ND/Isenmarch

Isenmarch is located in the south-central region of the Empire of Night, west of the Dodenrike. Humma borders it to the west and Dorakarture to the north.

The Ulb River runs south out of the mountains between Isenmarch and the Dodenrike, before merging with the Elsa River at Boras and eventually flowing out to the Thunder Bay. The Elsa River is theoretically navigable as far as Sluggelse, but contrary prevailing winds and the Dodenrike death zone mean that wise sailors go no farther than Culmar on the bay coast. The Moss River runs from the southern mountains, defining the Shonerwald peninsula. Other major rivers include the Stora, Corsor, and Vasa in the south.

Before the establishment of the Empire, Isenmarch competed with Hanist over control of the Thunder Bay.

Isenmarch was the first human realm to successfully rebel after the Capitol Coup. The Luminal Bone Needle began reconquering it in October 509 and has pushed the borders of Free Isenmarch to the Moss River.

Shartharagathol and Urbazbbhund in the north of the Isen Mountains are technically part of Isenmarch, but can only be reached from Sharbhund by travelling over treacherous mountain passes that are frozen over between October and March. The Empire of Night administers them as part of Humma.
ND/Uzbagabud

Uzbagabud is the great western mountain range on the Coast of Storms. It is bordered by Islatauraian to the southeast, Piiraladel to the west, and Tar-Aldorian to the northeast.

Uzbagabud is believed to be a nation of Dwarfs, and under assault from the Empire of Night just like the Dwarfen Safeholds in the east.
ND/Bergen

Bergen was the historic capital of Hanist, a city of some 15400 souls. It is located at the very north of the country where the Berger river is joined by the Fenstra River. After the conquest by the Empire of Night, the capital was relocated to Elverum on the Lustra River.

Modern Bergen was the headquarters of the Masque's Marauders legion until they left with the orcish legions on February 15, 508 ANI. After that date, it was garrisoned by the lead company of Rolg's Firetusks regiment.
ND/Tar-Aldorian

Tar-Aldorian is the thin strip of land on the western shores of Mesogaius Lake, Belegaer Lake, and the Yeges Sea. It is bounded by Islatauraian in the west, Piiraladel in the southwest, Uzbadabud in the northwest, and Majorosa and Dorakarture in the east.

Tar-Aldorian is described in some legends as the birthplace of humanity, though the exact extent of mythological Tal-Aldorian is unclear. Modern Tar-Aldorian has been extended by the Empire to reach the Yeges Sea.

The Lamdeon River runs east into Mesogaius Lake, and the Deber River connects Mesogaius Lake to Belegaer Lake. The Ilseduine drains into Belegaer near the citadel of Aglarond, and the Serni River drains the Belegaer into the Yeges Sea. On the sea coast, the Fanandsire runs out of Islatauraian and into the sea past Durthang.
ND/Elerina Fantur

Elerina Fantur is a noblewoman of the Empire of Night, serving as the Imperial Legate to the Fae Courts. Her presence and role is not generally known among the Fae, and most people believe she is a Hifnewidew country cousin of Queen Carys.

### Imperial Legate

The exact role of the Imperial Legate is unclear, but Elerina is believed to monitor the Fae for activities that would anger Dread Lord Karsen and report them for Imperial retaliation.
ND/Brummel

Brummel, Athel Silence, is Catshee nobleman with a position roughly equivalent to Duke. He is probably the most powerful noble to have ever been persuaded by Thane Sefni Mac Morris' arguments about the Oberon controversy, and is one of Lady Brangwen's few supporters.

Brummel is notoriously lazy, even for a Catshee. While not all of his feudal underlings are Catshee, enough of them are that his household troops are the smallest and weakest of any of the high lords of the Fae. His support of Brangwen is limited to the infrequent encouraging word, the occasional donation of money to further her schemes, and a sincere promise to vote for her or make rulings in her favor should the opportunity ever come up.
ND/Shatterstone's Tomb

Shatterstone's Tomb is a cave on the northern edge of the hills in southern Venrike. According to the Winter Queen, she "hid it" from the Luminals just before being imprisoned behind the God Wards. She did this by creating a substantial no-manaa zone in the cave, though not all of the cave is a no mana zone.
ND/Bearsteed Experiments

Backstory
Gumasheechue, commonly known as riding bears, are the result of a Luminal breeding program seeking improved cavalry steeds for Orc heavy cavalry. The goal was stronger steeds that could handle themselves better in combat while moving faster.

The program was still not complete when the Legions left Hanist in February 508. The bears were smarter but slower than intended.

To be written, something about secret Luminal breeding program taking a long time to produce results, short tempered orcs and short tempered bears becoming less fond of each other over time, bears smarter than anyone realized, and a heroic rebellion where the bears in combination with some humans murder all the orcs in their sleep.

Attributes [132]
ST 27\* [77]
DX 12 [40]
IQ 6 [-60]
HT 12 [20]
HP 27 [0]
Will 13 [30]
Per 12 [20]
FP 12
Basic Lift 146
Damage 3d-1/3d+1
Basic Speed 6 [0]
Basic Move 7/14 [5]

* -10% cost from SM+1

Advantages [83]
Claws (Blunt) [3]
Combat Reflexes [15]
Fearlessness 2 [4]
Temperature Tolerance [4]
Enhanced Move (Ground) 1 [1]
Night Vision 1 [1]
DR 3 [15]
Teeth (Sharp) [1]
Bear-mando 4 [20]
Bear-mando is 5 points/level. Skill bonus: Stealth, Brawling, Judo, Karate, Knife. Reaction bonus: Woodsmen, assassins, and recon troops. Alternate benefit: -1 to Leadership or Morale rolls to maintain discipline rolls to enemy troops.
Perks [1]
Fur [1]
Quirks [-1]
Thinks of humans as adorable pets [-1]
Disadvantages [-104]
Animal Ally [-44]
Bad Temper (12) [-10]
Ham-Fisted 2 [-10]
Semi-Upright [-5]
SM+1 [-10]
Bloodlust (6) [-20]
Intolerance (Orcs) [-5]
Skills [39]
Mount DX/A-**14** (DX+2) [8]
Survival (Woodlands) Per/A-**13** (Per+1) [4]
Swimming HT/E-**13** (HT+1) [2]
Stealth DX/A-**17** (DX+5) [4]†
Knife DX/E-**18** (DX+6) [4]†
-Targeted Attack (Neck-Arteries)-**14** [2]
Brawling DX/E-**18** (DX+6) [4]†
Judo DX/H-**16** (DX+4) [4]†
-Choke Hold-**16** [1]
-Disarming-**20** [2]
Karate DX/H-**16** (DX+4) [4]†
-Neck Snap-**23** [0]

†+4 Bonus from Bear-mando
Stats [132] Ads [83] Perks [1] Disads [-104] Quirks [-1] Skills [39] = Total [295]
Professions/Weaponsmith

#### General

* Weapons can now have more than 1 visible component set up for each hardpoint. During crafting, one is chosen at random

#### Bowcaster

* Raised Resource Quantity for Bowcaster
* Raised min/max damage for Bowcaster
* Bowcaster does now HEAT damage and has Medium AP

#### Heavy Weapons

* Flamethrower: Increased Damage, Crafting takes more resources.
* Mines: Increased Damage, Crafting takes more resources.
* Grenades: Thermal/Proton/Cryoban/Imperial - Increased Damage, Crafting takes more resources
* Rocket Launcher: Increased Damage, Crafting takes more resources.
* Heavy Acid Beam: Increased Damage, Crafting takes more resources.
* Heavy Particle Beam: Increased Damage, Crafting takes more resources.
* Heavy Lightning Beam: Increased Damage, Crafting takes more resources.

#### Lances

* Nightsister Lance raised Damage, Armor Piercing changed from none to light.
* Vibro Lance small raise in Damage.
* Vibro Axe small raise in Damage.

#### Shield Generators

* Shield Generators have now more condition, Crafting takes more resources.

### Looted Components

#### Updated Stats

* High Powered Energy Capacitor
* High Powered Vibro Motor
* High Velocity Feed Mechanism
* Large Energy Capacitor
* Nightsister Vibro Unit
ND/Ivo Shandor

Prior to the Liberation, Ivo Shandor worked as a leader in the Resistance between Duzen Iken and Mortilbaser, applying his talents as an alchemist to tend the needs of several villages and spending much of the his time hiding his meager (and illegal) magical talent from orcish witch-hunters. He joined the Liberation Army during the campaign in southern Hanist, winning immediate notoriety for his 'party trick' of turning into a large wolf and tearing out goblins' throats. His particular brand of magic might be called 'Druidic', focusing on plants, animals, and manipulation of the natural world. Shandor is a bit of a mystic, with odd and arbitrary-seeming rituals he observes for everything from meals to bathing to preparing his bedroll and a propensity for partaking of some of the more consciousness-expanding natural preparations he concocts, but his power has grown by leaps and bounds since the Liberation began and even a somewhat weird battle-wizard is an asset the army can't afford to be without.

Attributes [140]
**ST** 12 [10]
**DX** 12 [40]
**IQ** 12 [30]
**HT** 12 [20]
**Hit Points** 12 [0]
**Will** 12 [20]
**Perception** 12 [20]
**Fatigue Points** 12 [0]
**Basic Lift** 29
**Damage** 1d-1/1d+1
**Dodge** 10
**Basic Speed** 6 [0]
**Basic Move** 6 [0]
**Ground Move** 6 [0]
Advantages [139]
Born War-Leader 2 [10]
Combat Reflexes [15]
Destiny (Great) [15]
Gifted Commander (Impetuous) [5]
Known Spells [24]
Heal Animal [4]
Repel Animal 1 [6]
Strategic Communications [5]
Skin of the Packmate [9]
Sorcery 4 [50]
Sorcery Talent 2 [20]
Perks [0]
Disadvantages [-35]
Addiction (Weird Mushrooms) [-10]
Disciplines of Faith (Ritualism) [-5]
Easy to Read [-10]
Nightmares (12 or Less) [-5]
Sense of Duty (Companions) [-5]
Supernatural Feature (Werewolf's Shadow) [-10]
Quirks [-1]
Tends to greet people by sniffing them [-1]
Skills [67]
Administration IQ/A - IQ+0 12 [2]
Alchemy IQ/VH - IQ-2 10 [2]
Brawling DX/E - DX+2 14 [4]
Diplomacy IQ/H - IQ+0 12 [2]
Herb Lore IQ/VH - IQ-2 10 [2]
Innate Attack DX/A - DX+3 15 [12]
Intelligence Analysis IQ/H - IQ+0 12 [1]
Leadership IQ/A - IQ+2 14 [2]
Meditation Will/H - Will-2 10 [1]
Naturalist (Earth) IQ/H - IQ-2 10 [1]
Navigation (Land) IQ/A - IQ-1 11 [1]
Occultism IQ/A - IQ+0 12 [2]
Poisons IQ/H - IQ-2 10 [1]
Soldier IQ/A - IQ+2 14 [2]
Staff DX/A - DX+4 16 [16]
Stealth DX/A - DX+1 13 [4]
Strategy (Land) IQ/H - IQ+2 14 [4]
Tactics IQ/H - IQ+1 13 [2]
Thaumatology IQ/VH - IQ-1 11 [4]
Techniques [0]
Points Summary
**Attributes/Secondary Characteristics** [140]
**Advantages/Perks/TL/Languages/Cultural Familiarities** [139]
**Disadvantages/Quirks** [-46]
**Skills/Techniques/Spells** [67]
**Unspent** [0]
**= Total** [300]
Deed CP & Enchantments (Spent/Earned)
**Weapon:** -/-
**Armor:** -/-
**Choice:** -/-
**Enchantments**
Equipment
Weapons
Loadouts & Encumbrance
ND/Luminal

The Luminals are the high aristocracy of the Empire of Night. They are the archdukes that rule provinces, the generals and marshals that command legions and larger armies, the archbishops and bishops of the black churches, and the archmages in arcane glory. They are the favored lieutenants and confidants of the Dread Emperor Karsen.

The Luminals deliberately cultivate an aura of mystery about themselves, wearing masks and all concealing body armor when appear in public. Most peasants do not know the name of the overlords of their lands, much less any details about their abilities, skills, preferences, or proclivities. Even the orcs are unclear on the names of their masters.

## Speculation

All known Luminals are Elfs, and it appears the aristocrats of Hanist were all elf. It is possible that all Luminals are elf.

## Known Luminals

~~Arcane~~Whitemist
Whitemist was the archmage of Hanist and the custodian of the Black Library.
Masque
Masque is a legendary bodyguard of the Dread Emperor Karsen.
Gravecall
Gravecall was a necromancer in Zerniless involved in the war against the Dwarfen Safeholds.
Rockhound, Beardburner
Rockhound or Beardburner is a Marshal in northeast Menkgu involved in the war against the Dwarfen Safeholds.
Sanguine
Sanguine is a Marshal in eastern Gandabria involved in the war against the Dwarfen Safeholds.
Scather
Scather was a Marshal in eastern Gandabria involved in the war against the Dwarfen Safeholds. He led the first attempt by Luminals to put down the rebellion.
Bone Needle
Bone Needle is an archmage, leading the fight against the rebellion in Isenmarch.
### Rumored Luminals

In messages and records seized from the orcs, the Resistance has seen references to these names that may be Luminals.

Calamity
Diamond
Skarn
Stonerazer
ND/Tsaj-Maz

Tsaj-Maz is a Reptilian chieftain in the deserts of southern Menkgu. He leads the largest local tribe, an impressive 1500 Reptillians including nearly 80 warriors, and has great local influence. Sven helped free Tsaz-Maj's daughter, and the chieftain has been a loyal friend and supporter since.

Thaz-Reel and Tsaj-Maz are rivals.

Game Mechanics
Born War Leader 2 [10]
Charisma +2 [10]
Gifted Commander (Cunning) [5]
Gifted Commander (Lead from the Front) [5]
Magic Resistance +10 [20]
Intolerance (Orcs) [-5]
Sense of Duty (Fellow Tribesmen) [-10]
Administration-14
Leadership-14
Stealth-15
Strategy (Raids)-13
Survival (Desert)-18
Tracking-18
ND/Thaz-Reel

Thaz-Reel is the leader of a small tribe of Reptilians in southern Menkgu. Although a brave and clever leader, he is distrustful of outsiders. Thaz-Reel was one of the first Reptilians to notice the absence of Orc patrols out of Vukdarned after that fortress was conquered by The Liberation, but although he was clever enough to move his tribe into the unexploited territory, he didn't realize the full implications of the change in circumstances.

Thaz-Reel attempted to take the Resistance leaders hostage when the malfunctioning Flying Boat landed them in his new territory in October 508. He was eventually persuaded to be more sensible by his astrologer, Maz-Tseel, and dispatched Sif-fus to learn more of these crazy but powerful neighbors.
General Griffon

**Battles/wars** | * Gulf War
* First Tiberium War
* War against the GLA
* Second Tiberium War
* Firestorm Crysis
 **Station** | Davis-Monthan Air Force Base, Arizona, United States of America

General **Lawrence Griffon** is a 3-star general in the US Air Force during the war against the GLA.

## Forces

### Units

* All USA aircraft 15% cheaper & 15% faster production.
* All Eagles are built as veterans (Except Strike Eagles).
* All Gray Ghosts are built as veterans.
* All Raptors are built as veterans.
* All MANTAs are built as veterans.
* Gray Ghosts instead of Eagles.
* Avenger IIs instead of Strike Eagles.
* Stealth Raptors instead of Raptors.
* Stealth Fighters available from start.

### Buildings

* All USA Patriot Battery Systems 15% cheaper & 15% slower production.
* All USA Patriot Missile Systems 15% cheaper & 15% faster production.
* All USA Fortified Patriots 15% cheaper & 15% slower production.

### Upgrades

* Extra Fuel upgrade for Eagles, Strike Eagles, Avenger IIs, Falcons, Raptors, Gray Ghosts, Stealth Fighters & MANTAs.

### Generals Powers

* B-52 Carpet Bombing instead of Spectre Gunship.

### Limitations

* All USA vehicles 15% more expensive & 15% slower production.
* All USA infantry 15% more expensive & 15% slower production.
* All USA Pillboxes 15% more expensive & 15% slower production.
* All USA Fortified Pillboxes 15% more expensive & 15% slower production.
* All USA Firebases 15% more expensive & 15% slower production.
* All USA Railgun Firebases 15% more expensive & 15% faster production.

### Reinforcement Units

* **Infantry**(Skirmish): Airman, Ranger & Pacificator
* **Infantry**(TW1): Airman
* **Infantry**(GLA War): Ranger
* **Infantry**(TW2): Pacificator
* **Vehicle**(Skirmish): Abrams Tank, Crusader Tank & Templar Tank
* **Vehicle**(TW1): Abrams Tank
* **Vehicle**(GLA War): Crusader Tank
* **Vehicle**(TW2): Templar Tank

### Starting Units

* **Skirmish**: 4 Airmen, 2 Rocket Defenders, 1 ALSV, 1 Humvee & 1 Apache Guardian
* **TW1**: 4 Airmen, 2 Rocket Defenders, 1 ALSV, 1 Humvee & 1 Abrams Tank
* **GLA War**: 4 Rangers, 2 Missile Defenders, 1 Sentry Drone, 1 Humvee & 1 Crusader Tank
* **TW2**: 4 Pacificators, 2 Missile Guardians, 1 Guardian Drone, 1 Stryker & 1 Templar Tank

## See Also

* General Bradley, Tank Commander
* General Thorn, Special Ops Commander
* General Townes, LASER General
* General Alexander, Super Weapon General
* General Granger, Air Force General
* General Ironside, Boss General
ND/Leanshee

Leanshees are a type of Fae, known for their supernatural beauty and charisma. Many serve the royalty and nobility of the Fae as heralds, ambassadors, and diplomats. While most fae nobility are immune to Leanshee influence, their guards and councilors often aren't, and a Leanshee can at least secure an audience to begin negotiations.

Nymphs are a bloodline of Leanshees, with rather more strident views on protecting the forest. They are not native to the Fae Court, but immigrated into the territory during the establishment of the Empire of Night.

Leanshees make up about 5% of the population of the Fae Court. They are generally considered gentry but have many noble families. By common agreement among the other Fae, Leanshee are not eligible for the throne and may not marry into the royal family.

## Physical Traits

Leanshees resemble stunningly attractive and charismatic human with slightly pointed ears. Their skin tones match the whole range of human tones, but Leanshees tend to be nut brown. Leanshees hair comes in more colors than human, and some blonds have green tinged hair and other Leanshees have light green hair.

## Racial Template

Leanshee [35]
Appearance (Transcendent; Universal, +25%) [25]
Charisma 5 [25]
Extra HT 1 (Affects HT, +0%) [10]
Faerie Mana Dependency [-25]
### Optional Traits

Leanshees tend to be hedonists at a minimum, and irresponsible party people at the worst. Compulsive Carousing, Lecherous, and Short Attention Span are common among Leanshees. On the positive side, many Leanshees have beautiful voices and the Voice advantage.

Nymphs add Code of Honor (Forest Protector) [-10], and Intolerance: Anyone involved in woodcutting, charcoal burning, etc. [-5]. The Nymph racial template is only 20 points.
ND/Reptilian

Reptilians come in many varieties, but the general theme is a bipedal lizard between 5' and 7' tall.

The Empire of Night used to persecute reptillians with great fervor, but have generally reduced any reptilian civilization to a handful of savage tribals living a hunter-gatherer existence in swamps of Zerniless and the deserts of Menkgu. The reptilians are not thriving under such conditions, but they are much better at living in a swamp or desert than the Orcs are at chasing them through a swamp or desert, and so the Orcs generally no longer make an effort. Reptilians who are foolish enough to try settling down, and especially those who attempt metal-working, soon attract the attention of the Orcs again and massacred.

## Society

Reptilians live in TL0+1 hunter-gatherer tribes of a few hundred to slightly over a thousand, divided into family subgroups. Tribes are led, at various times depending on the situation, by shamans, warchiefs, or senior hunters.

Reptilian shamans are oral historians with a depressingly easy syllabus: almost all knowledge of magic and theology has been stamped out of reptilian culture. The shamans know a little herb lore and a smattering of superstition.

In general, Reptilians would love to move out the wastelands they live in now, resettle in places with plentiful clean water, stop having to fight orcs, and recover their lost culture and technology. They are cynical about the odds of that ever happening.

Reptilians have sibilant names of two syllables.

## Racial Template

Reptilian [40]
+1 ST [5]
Acute Taste and Smell 2 [4]
Claws (Sharp) [5]
Damage Resistance 2 (Tough Skin) [6]
Discriminatory Smell [15]
Nictitating Membrane 2 [2]
Peripheral Vision [15]
Striker (Tail; Crushing; Clumsy, -2 to hit) [3]
Teeth (Sharp Teeth) [1]
Temperature Tolerance 3 (all hot) [3]
Scales [1]
Born Biter +3 [0]
Disturbing Voice [-10]
Social Stigma (Savage) [-10]
### Optional Traits

High levels of Magic Resistance are extremely common among reptilians, as is Invisibility (Magic Senses). Scryguards can train their Magic Resistance to include Backlash, though usually only for a few levels.

## Military

Reptilians train and fight almost exclusively as light infantry, focusing on hit and run raids and fighting withdrawals to allow the rest of the tribe to flee to safety. Stand-up fights with orcs are futile.

Reptilians organize their most magically resistant tribesfolk into assassination teams. These teams, known as Scryguards, aggressively work to murder the orc priests and wizards. Without magical support for clean water and navigation, few orcs are willing to chase reptilians into the wastes they call homes.
ND/Ilena Merch Oberon

Lady Ilena Merch Oberon is a Hifnewidew noblewoman of the Fae Courts, the oldest daughter and heir of Sir Berian Mac Oberon and fourth in the line of succession of Queen Carys.

Ilena is a virulent Purist with strong anti-Unseelie prejudices, and has had a falling out with her father over the issue. She spends most of her time with her cousin Prince Arwen, another anti-Unseelie bigot.
ND/Kara Berg

Kara Berg is a human woman in her fifties. She owned a bar in the village of Lelund in Otern county, Hanist.

Kara also served as the head of the Resistance in Otern. Her activities mostly involved passing rumors and occasionally refugees to the Resistance in Stineyer and Engenstut County. She would have liked to do more, but the lack of remote places for covert training and the presence of collaborators in Otern made that very difficult.

After the rebellion freed Cape Har, Kara assists The Liberation as an administrator. In May 508, she was appointed Countess Otern and began serving on the Ruling Council.

Game Mechanics
Administration-14
Area Knowledge (Otern)-16
Area Knowledge (Hanist)-13
Intelligence Analysis-14
Professional Skill (Spycraft)-15
ND/Goblin

Goblins serve the Empire of Night as scouts, couriers, and skirmishers. A lone goblin archer riding a war wolf, carrying a message between Orc forts, is perhaps the only representative of the Empire that the Resistance can safely ambush, but doing so is still dangerous because of the threat of retribution and the fearsomeness of the wolf and rider.

Goblins are bullies, and don't like anyone taller than themselves. They like to prank, humiliate, and harm anyone who offends them. They are less likely to casually kill someone than the Orcs, but almost every peasant has been forced to kneel in the mud while a goblin uses him or her as footladder, or had their meal stolen from them and then casually tossed aside.

The Resistance has never seen a goblin baby or child.

## Physical Description

Goblins look like short, muscular humans with green or grey skin and large, batlike ears that often flop over. They tend to have oversized noses that could sometimes be characterized as snouts but are often just very long and pointed.

## Goblin Society

Goblin society, like orcish society, is tied up with their military service. Goblins live with Orcs and ride under their banners and pennants, and identify to the Banner Taeza's symbol. When a full regiment or legion goes to war, goblins fight in companies under the command of their own Pennant Zo, but any larger formation is commanded by an Orc.

After Aisling recruited goblins into The Liberation Army, she found out more about goblins. No goblin remembers much about their childhood or any parents, but they all trained in the area around the Imperial Capitol before shipping east. Goblins all revere Dread Emperor Karsen as the All-Father, though whether that is literal or metaphorical is uncertain. Most goblins don't serve the Luminals willingly, but are coerced by their superiors and the threats of horrific punishment. That does not make them particularly willing to serve with the Liberation, because they expect the Liberation to fail horribly when the Luminals return and traitors will be crucified.

## Goblin Racial Template

Goblin [30]
ST +1 [5]
HP +1 [2]
Acute Vision +1 [2]
Infravision [10]
Reduced Consumption 1 (Cast-Iron Stomach -50%) [1]
Resistant to Metabolic Hazards +3 [10]
Sharp Teeth [1]
Dislikes Anyone Taller [-1].
Goblins are 1 foot shorter than a human of their same ST but weigh as much as a human of their height normally would (a typical goblin is about 4'9" and weighs about 90 lbs).

### Optional Traits

Bully and Trickster are extremely common traits among goblins.

Goblins in The Liberation have Social Stigma: Monster [-15], as the common peasant hates, fears, and distrusts them. They use the "Liberated Goblin" template which is worth 15 points.

Although Goblins can navigate at night with their infravision, they are diurnal creatures and prefer to operate during the day.

### Mass Combat Notes

Goblin units have Night and reduce their Maintain costs $2K. They serve the Empire as Light Infantry and Wolfriders (Horse Archers) but could be trained for other rolls.
ND/Wynne Merch Wynn

Dame Wynne Merch Wynn is a Cribog gentlewoman who serves as the Most Exalted Greenskeeper in Queen Carys' court in the Fae Courts. She is stridently Purist, and disapproves of other Fae that associate with mixed bloods.

### Most Exalted Greenskeeper

The Most Exalted Greenskeeper is the senior minister of the Fae Courts. She has responsibility for all tasks that are not another officer's task, as well as reviewing the work of all the other officers. One of her most prominent portfolios is law enforcement: what little police and investigative forces, as well as prosecutors of crimes, is controlled by the Most Exalted Greenskeeper. In general, most of the day to day work of administering the Fae Courts is performed by the Most Exalted Greenskeeper.
ND/Legion Ranks

The Orc legions of the Empire of Night have a reasonably flat command structure. The Liberation only knows of nine ranks (and three distinctions), but believes that the Luminals have a higher ranks used when coordinating multiple Legions.

All ranks above Kunzo are filled by knights, even when commanding an infantry force.

Goblins and Imps can rise to the rank of Pennant Zo, but the Banner Taeza of a wolfrider is always an Orc and Imp and demon regiments are usually commanded by an Imperial Noble. Formations of Ogres and Trolls always have Orcs as officers, though Ogres can be Kunzos.

Kobold units are commanded by an Orc or Goblin brevetted three grades, so a Kobold sapper company is commanded by a Kunzo. Commanding Kobolds is usually a punishment detail involving a reduction in pay, so the commanders tend to be subpar, even for Orcs.

Orc regiments will sometimes operate together under the unified command of a Tusked Banner Taeza, but companies from different regiments do not readily co-operate under lesser officers. Multiple Banner Taezas operating together while not under the command of a Tusked Banner Taeza do not coordinate well with each other.
ND/Troll

Trolls are the rarely seen, extremely heavy infantry of the Empire of Night. They are never used for garrison, but are reserved for assaults against the heaviest defenses of the Dwarven Safeholds and other persistent enemies of the Emperor.

The Resistance knows little of trolls. They are rumored to be tall, strong, and stupid. They have green skins and are supposed to nigh-unkillable unless burnt by fire or acid.
ND/Cushee

6% of the Fae Court population, mostly common.

Cushees are friendly and loyal. Catshees can't stand them, though Cushees like the talking cats.

## Society

Cushees live in packs, consisting of a married pair of parents and 2-8 children.

## Racial Template

Cushee []
Discriminatory Smell [15]
Fearlessness +2 [4]
Terror (Howl +0%; Selective +20%) [36]
Chummy [-5]
Fae Mana Dependency [-25]

## Mass Combat Notes

Cusheews serve in the Fae military as Cushee Wardens. Cushees are very enthusiastic about military service.
ND/Kell Kohlmann

Kell Kohlmann is an Optio who commands the "Kell Hounds" light infantry Iussum, the elite light infantry unit in the 2nd Legion equipped with the finest weapons and armor by the forge-priests. He was part of the Resistance before the current rebellion and distinguished himself in the early fighting.

Kell is an Elite Optio. He is probably the single best small unit commander in the entire Liberation Army, but is uncomfortable commanding anyone he doesn't know personally. His experience with intelligence analysis is limited to knowing the kinds of things his commanders want him to find out.

Game Mechanics
Intelligence Analysis-12
Leadership-18
Strategy-12
Tactics-18
Rachel Chapman

**Rachel Chapman** was a student at Coal Hill Academy and the girlfriend of Ram Singh, with whom she attended the school prom.

On the night of the Autumn Prom, 14 October 2016, while with Ram, she was suddenly killed by Corakinus, king of the Shadow Kin, who impaled her with his blade through her chest from behind, splattering Ram with her blood as Rachel's body exploded into ashes.The impact of Rachel's death devastated Ram emotionally. Others, for instance, Ram's father and Assistant Coach Caroll, thought she was missing.

A branch of the Lankin took the form of Rachel in an attempt to feast upon Ram's grief.

Other Attributes:

Main TV Actor: Anna Shaffer

Appearance: For Tonight We Might Die

Partner: Ram Singh
ND/Maz-Tseel

Maz-Tseel is the shaman of a small tribe of Reptilians in southern Menkgu, led by Thaz-Reel. She is clever and considering, but barely has any magical ability and mostly gets by thanks to her good memory and knowledge of herbs and medicine.

When the Resistance leaders landed in Thaz-Reel's territory and he tried to take them hostage and ransom them, Maz-Tseel was the first to realize that the tribe could get more goods by co-operation than by threats.
ND/Cuthor

Arcane-General Cuthor Tyelperna is an Imperial noble and General. He served Marshal Scather Wyrmson as senior Wizard for the Dragonkin Legion in the war against the Dwarfen Safeholds. He went south Marshal Scather to put down the The Liberation, in Hanist.

Cuthor took command of some forces during the Siege of Sheroyhor, but the walls had already been breached and his ability to take control of the situation was limited. Cuthor was seriously wounded, but used an artifact to stay conscious long enough to reach the stables and teleport out with 5 of the Imperial Nobles' Pegasii. He was not seen during the later fighting at Metoredunny and was likely still recovering from his wounds.

Cuthor is a very skilled wizard, capable of teleporting himself and 5 pegasii nearly a hundred miles while in a low mana zone. He also knows the spells for summoning Imps, and has used them to replace Dragonkin losses.

After Scather's death, Cuthor reported to Magolon. The two nobles seem to work well together.
ND/Elf

The Resistance in Engenstut County knows almost nothing of Elfs. Legends speak of graceful practitioners of magic that lived in harmony with nature, but no one has seen an Elf for generations. In general, Elfs are believed to be a tribe of Tzavarim, though the Tzavarim themselves disagree. More learned people believe Elfs are a tribe of the Fae, but again, the Fae themselves disagree.

The most learned among the people of Hanist believe that Elfs are another race that live somewhere in the western forests, far across the continent, and hope that they still fight a guerrilla war against the Empire of Night.

With the liberation of the Black Library and Elverum, the leaders of The Liberation have come to the horrified suspicion that almost all Luminals and aristocrats of the Empire of Night are actually Elfs. There is a possibility that Dread Emperor Karsen may be an Elf, too.
ND/Carys

Queen Carys Merch Oberon was the reigning Queen of the Fae Courts until Feburary 509. She is a pure-breed Hifnewidew and sister to the previous King, Lludd Mac Oberon. When Lludd died, Carys usurped the throne from her niece, Brangwen Merch Lludd. When Brangwen proved her legitimacy, Carys accepted the issue with good grace and managed to avoid being executed, though Queen Brangwen Merch Oberon insisted the new Princess of Roses accompany her in the war against the Empire of Night.

Carys was a reasonably competent ruler, though she had little love of mixed-breed Fae. She tolerated anti-Unseelie prejudice among her retinue, and her son Prince Arwen was noticeably anti-Unseelie. Carys also acted as though she was scared of the Empire of Night, and made some small effort to curry favor with Dread Emperor Karsen and the Luminals.

At over 1100 years old, Carys is an old Fae, even for a Fae of Oberon's line. No one expects her to die soon, but no one would be surprised if she did. Prince Armen had been quietly and unsuccessfully agitating for more authority.
ND/Tzavarim

## Tzavarim

The Tzavarim (used as both a singular and plural) are a forest-dwelling race driven into hiding by the Empire of Night. They were persecuted mercilessly during the Great War, and the remaining Tzavarim have become insular nomads, rarely leaving the forest and generally unwilling to deal with outsiders. A handful of Tzavarim have been sent out to help The Liberation after a treaty was negotiated granting them land in southern Engenstut County.

Outsiders often believe that Tzavarim are a type of Elves or Fae but the Tzavarim reject this belief.

### Physical Description

Tzavarim range from 7 to 10 feet tall, with slender bodies; their faces have broad, coarse features with very wide, rounded ears and large almond-shaped eyes that glow in varying shades of red, yellow, or orange.

### Racial Template

#### Tzavarim [35]

IQ +1 [15]
Per +1 [10]
Night Vision 6 [6]
Parabolic Hearing 1 [4]
Perfect Balance [15]
Telescopic Vision [5]
Trance Sleep [1]
Hidebound [-5]
Increased SM +1 [-10]
Skinny [-5]
Distinctive Features (Glowing Eyes) [-1]
Figure the height and weight of a Tzavarim as though they were a human of average weight; then multiply height by 50% while leaving weight unchanged.
ND/Wyrmling

Wyrmlings are young Dragons of a certain type. They have four legs, scales, wings, a powerful tail, talons, fangs, and fiery breath. Most wyrmlings have instinctive and native magic; they often use it to turn into another form to interact with society.

### Racial Template

Wyrmling [90]
Extra ST +12 [48]
Increased SM +2 [-20]
Dragon's Breath (Burning Attack 4d; Takes Recharge, 5 seconds, -10%; Biological, -10%; All-Out, -25%; Cone (5), +100%; Increased 1/2D Range, x10, +15%; Reduced Range, 1/5, -20%) [30]
--Alternate Ability: Focused Dragon's Breath (Burning Attack 4d(2); Takes Recharge, 5 seconds, -10%; Biological, -10%; All-Out, -25%; Jet, +0%; Increased Jet Range x2, +10%; Armor Divisor (2), +50%; Incendiary, +10%; Alternate Ability, \*1/5) [5]
Claws (Talons) [8]
Damage Resistance (Hide) 10 (Tough Skin, -40%; Cannot Wear Armor, -40%) [10]
Damage Resistance (Scales) 5 (Can't Wear Armor, -40%) [15]
Flight (Winged, -25%) [30]
Enhanced Move (Air) 1 [20]
Striker (Tail, Crushing) (Clumsy -1, -20%; Limited Arc, Rear, -40%) [2]
Teeth (Fangs) [2]
Instinctive Knowledge [1]
Scales [1]
Alternate Form (Humanish; Magical, -10%; Takes Extra Time, 15 seconds, -5%\*) [13]
Social Stigma (Monster) [-15]
Ham-Fisted [-5]
Disturbing Voice [-10]
Frightens Animals [-10]
Horizontal [-10]
Miserliness (9 or Less) [-15]
Restricted Diet (Carnivore) [-10]
Wyrmling Humanish Form [41]
This is typical of the form that a wyrmling will use when interacting with human society: a strong, tough, human looking body. Animals can sense a bit of the dragon's true form, and do not trust them. The dragon's metabolic requirements, ancestral knowledge, and inherent stinginess do not change.

Extra ST +12 [60]
Damage Resistance 3 (Tough Skin, -40%) [9]
Appearance (Attractive) [4]
Instinctive Knowledge [1]
Claws (Sharp Claws; Switchable, +20%) [6]
Teeth (Sharp Teeth; Switchable, +20%) [2]
Increased Consumption 3 [-15]
Miserliness (9 or Less) [-15]
Restricted Diet (Carnivore) [-10]
Disliked by Animals [-1]
Wyrmling Humanish forms have the normal height and weight of humans without taking the racial ST modifier into account.

### Mass Combat Notes

Individual wyrmlings are a Wyrmling unit: TS 5, Air Arm F, Slow Air with raise cost of $350K and maintain cost of $70K. Inexperienced wyrmlings often have effectively Poor equipment and Poor training quality.