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Corsair Archer Group, Stealthy, Intelligent Shortbow (d8 damage) 6 HP 1 armor Close, Far A group of Corsairs with bows, they are to cover the back and cover retreat Instinct: To raid and follow orders
- Fire a volley
- Will use the environment to their advantage
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Gorm the Binder Solitary, Magical, Organized, Intelligent Stormbringer (d10 damage) 16 HP 1 armor Close, Ignores Armor, Far A hulking brute of a man, Gorm is heavily scarred from his use of Stormbringer - his head is bald and his left eye is milky and scarred. His veins have been burned black, meaning he looks like he is covered in black spiderwebs. He is dressed in practical sailing armour and prefers to stay in the back, leading the troops from afar. Instinct: To take from others and leave none to resist
- Use his hand and a half scimitar to cut down the foe
- Stormbringer: can summon a bolt of lightning from a brass rod if he focuses
- Can call support from off the battlefield
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Trapped Soul Group, Magical, Devious, Amorphous Swampwater Tendril (w[2d6] damage) 17 HP 5 armor Close, Reach The Souls of those unfortunate enough to drown in the misty swamp often get stuck to their bodies. Waiting for someone to finally severe the connection that keeps them in the cold and gruel world that killed them. They are starved of human interaction and will try to meet with who ever enters the swamps, but as they are a mere Soul they take the Swamp as their body, endangering these they seek help from. If they are attacked, they will often drag their attackers into the swamp, to damn them to the same cruel destiny they once faced Instinct: To search for the warmth of the living
- Create a Body of Swampwater
- Drag and Drown
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Muutvar Caster Solitary, Magical Spells, 2d6 12 HP 0 armor Close Special Qualities: Immune to normal magic Instinct: To abuse the Weave
- Bone Rain (AoE projectiles, using a corpse)
- Gold Rings (creates concentric armor; each ring absorbs a hit) [Already Cast: 7)
- Grails of Lightning (Imbues valuable items with an electric field)
- Rune of Water (creates water)
- Shield of Spiritual Devouring (An aura that debilitates CON/STR if it is encountered in Melee
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Cullen Monrq Solitary, Magical, Divine, Planar Sword and Spell (d12+2 damage) 22 HP 4 armor Close, Ignores Armor, Far Derlyn Clame, otherwise known as Cullen Monreq. The last of the Neran soldiers. A conqueror, cursed to seek revenge. Instinct: to conquer the planet
- Absorb Mystical Energy
- Call on the powers of darkness
- Perfect knowledge of the Weave
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Spanish Galleon Horde, Huge, Intelligent, Construct Cannon (d6+7 damage 1 piercing) 15 HP 5 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Instinct: Convey the Queen
- Deploy Pirates, Fire Cannons
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Reality Spy Solitary, Stealthy, Intelligent, Cautious, Hoarder, Planar reality-tearing blade (d10 damage 1 piercing) 12 HP 2 armor Close An expert spy from an inter-dimensional clandestine organization. Trained to gather information and carry out missions in other realities that may seem benign but often have cascading effects on the realities neighboring them. These spies are incredibly deadly and honed to a razor-sharp edge. The only way to know someone is a reality spy is by catching a glimpse of their reality-tearing blades, but even then you may be dealing with someone who killed and looted the blade, which just might be even more dangerous. Instinct: to complete its mission
- Shift to a neighboring reality
- Learn their secrets from another reality
- Use a piece of otherworldly technology