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Marrowwight Scholar Solitary, Large, Magical, Intelligent, Planar, Construct Whitefire bolts (b[2d10] damage) 16 HP 3 armor Ignores Armor, Close, Near Special Qualities: Hive mind While most of Marrowwight's servants are homogenous, power and magic can only be diluted so much before it is ineffective. So it is that particular servants have mystical knowledge and power focused within them, granting them a greater stature and the magicks of either Marrowwight itself or the poor fools who were assimilated by the castle in the past. There are only a few of them luckily, but they are always hungry for more knowledge to add to Marrowwight, and if perhaps the castle comes upon the right secret one day... Instinct: To learn and analyse
- Steal a memory or secret
- Wield stolen power
- Manipulate Marrowwight to its advantage
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Marrowwight Servant Horde, Magical, Organized, Intelligent, Planar, Construct Spear-Antennae (b[2d6] damage 1 piercing) 3 HP 3 armor Close, Reach Special Qualities: Hivemind Castle Marrowwight, an extraplanar castle found in the lower planes. But it is far from any mere castle, it was once a powerful demon lord but it was defeated long ago and reshaped and bound into the form of a fortress to serve as a seat of power for the victor. Its mind was dispersed throughout the pale white walls, and from these walls spring forth servants - tall, humanoid creatures, beclawed and clad in robes and masks making them appear uniform. To mistake them as individuals would be a terrible idea, they are all pawns - extensions of the castle itself, receivers of the hive mind that the demonic predecessor was reduced to, a hive mind that can be added to, for with its great power bound away it can still assimilate poor unfortunates that wander into such a hellish place, with spears that act as antennae for the will of Marrowwight, they can be converted and have their knowledge (and skill) added to the castle. Even defeated, such a powerful threat is never truly dormant, and stirs once more... Instinct: To protect Marrowwight and assimilate to boost it
- Infect with the will of Marrowwight
- Assimilate to create more servants
- Beckon forth more servants from the walls
- Meld Marrowwight to its advantage
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Aelfir Hallowed One Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder, Terrifying Animated vines and plants (d6 damage) 16 HP 0 armor Close, Reach, Ignores Armor, Near, Far Special Qualities: Horrify with illusions of death and mutilation Aelfir Hallowed Ones are priests who weild twisted and dark magics against their enemies and to incite other Aelfir into frenzied worship of their bloody gods. Instinct: To see interlopers flayed and burned for their trespass.
- Inspire Aelfir to a bloodthirsty frenzy
- Startle its enemies with illusion
- Conjure a misama of confusion
- Conjure a fog of toxic pollen
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Aelfir Warrior Group, Stealthy, Devious, Organized, Intelligent, Cautious, Hoarder Saw-tooth blades (b[2d6+2] damage 1 piercing) 6 HP 4 armor Close Aelfir warriors are skilled, ferocious soldiers. They may not stalk interlopers, but they are cunning and unforgiving in battle. Instinct: to drive off interlopers
- Aggressively defend your territory
- Surprise with a flanking attack or ambush
- strike with poison weapons
- Reveal numbers it was holding back
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Aelfir Scout Solitary, Stealthy, Intelligent, Hoarder Aelfir short bow (b[2d16] damage 1 piercing) 12 HP 0 armor Close, Reach, Near, Far The Aelfir are elves that used to have an empire on the new continent, but now live in a large group in the ruins of their flooded city. Aelfir scouts range the surrounding jungle, hunting for food and killing interlopers on their territory. Instinct: to expose its enemies weakness.
- Stalk its prey from a distance
- Vanish into the jungle
- Inflict its enemy with poison on its arrows or blade.
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Caerbannog Solitary, Tiny, Magical, Intelligent Sharp Pointed Teeth (b[2d10+2] damage 3 piercing) 20 HP 6 armor Hand, Forceful, Ignores Armor Special Qualities: Extremely Fast Healing What appears to be a fluffy white rabbit with exceptionally sharp, pointed teeth. It has a mean streak a MILE wide! Can't you see the bones?! Instinct: Kill and Eat anything that moves. And some things that don't.
- Separate Appendages
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Orc Conquistador Group, Organized, Intelligent, Hoarder Thunder Staff (b[2d8] damage 1 piercing) 10 HP 5 armor Close, Reach, Far From a colonising empire, these Orcs carry muskets and have polished plate armour. They come in large ships with the claim of discovering new lands, but colonise and exploit the lands they find. Their forces are disciplined, regimented, and arrogant in their assumed superiority. Instinct: To claim and colonise.
- Treat all before it with colonial superiority.
- Escape to call more troops
- Communicate in an oblivious and condescending manner.
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Knotsmen Bailiffs Solitary, Stealthy, Magical, Intelligent, Hoarder, Terrifying Magically write their name on every bone in your body (d10 damage) 16 HP 0 armor Close, Ignores Armor, Far Special Qualities: Rides a pack beasts (an animated corpse that crab-walks) Magician-priests of Knotsman culture-faith. A Bailiff will have back-turned limbs and bent bones, a ripple-work of raspberry knot-gourds breaching the skin like fruit pressing against slick robes. They are known to trade in souls and will carry 5 minor Phylacteries and Magic Jars. The Phylacteries hold the enslaved souls of those who tried to escape their debt to the Knotsmen by suicide. Bailiffs talk in strangulated gasps and come carrying chests and folders of papers, binders of accounting and receipts. They and are assisted by usurers. Instinct: to claim flesh-debt
- Heal you, at a price
- Curse a creature to list the value of their possessions (including body parts)
- Take ownership of your body
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Knotsmen Usurers Horde, Intelligent Broken fists (w[2d4] damage) 3 HP 0 armor Close Special Qualities: Tied to the fate of it's tie-master. These poor pale slaves were caught. As legitimate Gordianite spawn, they are allowed atonement for betrayal. They carry one great knot outside the gut. The upper intestine has been teased out through careful surgery. A loop is pulled outside the skin. Experts tie it unbreakably. No food can be digested until the knot creator slips his work. He will do this at the end of each watch if the Usurer has done well. A different Knotsman ties the knot each day in patterns only they know. If they die, the Usurer must starve. Instinct: to survive
- Save their tie-master
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Knotsmen Weeping Knights Group, Intelligent, Cautious, Terrifying Harpoon bow (b[2d8+2] damage) 6 HP 3 armor Close, Near Special Qualities: Weep blood from their knots Young men with no children, or shamed old men whose children fled. They weep from armour-pressure on their knots. The Knights are one of the few Veins travellers to wear heavy armour. The barbed quarrels of their metal crossbows carry ultra-thin fishing wire. Instinct: to serve
- Obscure vision with smoke bombs