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Fell Hound Group, Intelligent Fell Fire Bite (d8 damage) 10 HP 0 armor Close, Ignores Armor Once they discovered the Fell Fire, some of them volunteered to help further their goals. What better form than a hound that track not only by smell of the prey but also by the smell of their magic. Unrelenting, they never tire until they return. If they manage to get away that will mark them. They will surround them. They are unrelenting. While they appear as pony sized sleek hounds with a jagged maw that breathes forth the Fell Fire, they have been known when needed to transform back into their once human forms. But still, they are a Fell Hound. Instinct: Hunt its prey for the Masters
- Corners it prey through unnatural collaboration
- Mark them with the Fell Fire to make it easier to track them and chase them in their dreams
- Transform back to a man and circle them with the Fell Fire
- Make a surprising leap over the prey to land behind the prey with a trail of Fell Fire
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Grome (Gnomes) Group, Small, Stealthy, Magical, Organized, Intelligent Hand Crossbow or Pointy Sword (d6+1 damage) 6 HP 2 armor Close, Near, Far The Gromes (also sometimes called gnomes) live on the Furthest West of the Mystery Islands. No one knows why they aren't found on the mainland. The can at times be flamboyant and make a great sweet and frothy beer that carries quite a kick. They wear multi-colored patchwork jackets and pants, and long hoods. They are well armed with sharp pointy swords and a clever hand cross-bow. They have befriend the Great Silver Herons (semi-intelligent mythical beasts the size of ponies) and are in a preptual war with the Frogmen. They are skittish and wary of others they don't know. At least two different strongholds are on the islands. Their magic is that of illusion and shadow, but at times are able to call the shadow into reality. They are friends of various beasts, and have ravens and kingfishers frequently with them. Their ability to almost teleport through the shadows is one that will be developed in play. They claim to be older than the elves, dwarves, halflings or men. What do they have to do with the Opsalescent City of Brass and Glass. Instinct: Defend the Stronghold, send the invaders packing
- Repel Invaders with their keen eyesight and quick aim
- Surprise them with their magic to move through the shadows
- Use their glamour to deceive, redirect, or mislead them
- Send a kingfisher or raven for help
- Sue for peace with magical trinkets finely crafted, are they real or another glamour
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Dire Squirrel Solitary, Stealthy, Hoarder Sudden and Unexpected Bite (d8 damage) 7 HP 0 Armor Close Special Qualities: Climb almost anything An invasive species to not just the Mystery Islands but also the mainlands. These giant squirrels can readily drive out other species if not kept in check. Unlike their smaller cousins, they are omnivores and consider some stock and small humans and halfings a tasty meal. Beyond constantly storing food for the winter, they also are attracted to shiny things. They have figured out that dried food of humans in their barns or persons (Rations!) will keep well for the winter, and will face danger to obtain it if they think they can. Their big buck teeth can make them look cute, but pack a hellauv punch. Like their smaller cousins they flee when hurt, but will come back to get what they want. On the mainland and Halflings home they have all but been eliminated. Instinct: Invade the space taking all the food driving out other species
- Look cute and beg for food, before taking a chunk out of them
- steal their shiny objects or food and runaway to bury it
- Bark at them from up a tree or a from a distance driving all the predator animals in the party (dogs, cougars, hawks, etc) into chasing it.
- Run away when hurt going some way you didn't expect only to return later to get what they wanted
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Silver Dolphins of the Mystery Islands Horde, Small, Organized, Intelligent Battering with their nose before taking a nip (d6 damage) 5 HP 1 armor Close Special Qualities: Jump from the water to avoid danger, Sonar lets them see through any conditions These curious beasts form pods that can be found around the Mystery Islands. The smallest dolphin the shallow waters, but probably the smartest and most troublesome. They have been known to help those drowning, but also have been known to steal stuff from them at the same time. Sometimes when bored, they like to "play". What is fun for them can be hurtful for others. They will work in groups to toss people and things around above the sea, battering them with their noses or against the rocks. They just thinking they are playing with each other. Instinct: Innately curious, see what those close to them are up to
- Swim with remarkable speed and coordination with others of its kind, faster than you thought
- Squeel and chirp to alert the rest of the pod
- Group together to toss something or someone into the air
- Turn on a dime
- Jump from the water to avoid danger
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Green Flying Monkeys of Mistress Ming the Mysterious Horde, Magical, Intelligent, Terrifying Crush you with its might arms while tearing chunks of flesh with its fangs (d6+4 damage) 3 HP 1 armor Close, Forceful, Far Special Qualities: Swift hawk wings and unnatural strength, Luminescent Bright Green Fur and gangly white fangs that force its ugly mug into a perpetual grin Like a large ape, but bright green, vicious with hoots and cackles as they live out the every desire of their mistress of the flying fortress. A third eye upon their forehead that their mistress can see from when she needs. When these dudes coming flying in after you look out! Instinct: Follow the fickle desires of their mistress as destructively as possible
- Oh my god it ripping their arms off!
- What the hell! Its third eye shoots laser beams! Were doomed!
- Carry one of them off to the flying fortress of their beautiful but tyrannical mistress
- Hoot and cackle loudly enough you can't hear anything else
- Beat their wings and chest savagely while roaring scaring the piss out of them
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Lost Ones of Wang Fu Horde, Stealthy, Organized, Intelligent, Cautious, Hoarder Slim and flashy knives of watered steel (b[2d6] damage 1 piercing) 4 HP 0 armor Hand Rare and organized, they are found amongst the dangerous ruins of opportunity from the older times of the city of Wang Fu (but not in the keep area that flies above the city). They are the wild remanents of a people that have been forgotten with their secret words that can freeze a man in his tracks. The lost ones are thin with ropey muscles. With fair skin, blonde wild hair, and icy blue eyes covered in colorful tattoos they are a terror to the common man or to those who stumble into their lairs. They wear colorful clothing and take what they want when they want. They have a weakness for gold and for strong drink. They have even been known to take off with the sons and daughters of those in the city for brides and bridegrooms or servants. Once in a while they organize raids into the market to take what they want. There is a bounty of 3 coins for the head of a lost one. Instinct: To take what fancies them
- Suprise them with a swift attack from no where
- Whisper a word from the forgotten tongue to freeze them in their tracks
- Hoot and holler like a pack of wild animals to bring others
- Sweep the legs with unusual strength
- Swipe something of value
- Carry them off to deal with them later
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Minion of Asad Horde, Stealthy Crossbow or Short Sword (d6+1 damage) 3 HP 1 armor Close, Near One of the many minions or men at arms employed by the Bannermen of the Asad. Some of them are conscripted, others are merely thugs that see which side of the coin is better for them.Can't trust them as far as you can throw one, and that isn't very far. Instinct: Avoid Trouble but still follow orders
- Make the best of a bad situtation
- Look fierce but avoid direct combat
- Sound the alarm unless there is a better deal at hand
- Bully someone to give them what they want
- Cheat at dice
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Bannerman of the King Asad Group, Organized Large Two Handed Blade (d8 damage 1 piercing) 6 HP 2 armor Close, Reach One of the knights of the kingdom. They are haugthy and parade around the ruined keep of the King. They enforce his will (when it serves their purpose). They wear the kings banner of a Lion crossed with a sword. Known for their large two handed swords hardened and bronzed for looks. They are fierce in battle, and fierce in court intrigue. Be wary hero when you cross them. Very few of them have the noble blood of the Asu ethnic group. Those that do are bastards of the king's line or one of his brothers. Instinct: Earn honor and presitge on the backs of others
- Act haughty and above all the others.
- Call on men at arms or crossbowmen
- Size someone up for their usefullness in court intrigue
- Drink too much during social situtations
- Lustfully eye someone's woman
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Bronze Lion Solitary, Large, Magical, Construct Biting and Tearing (d10+4 damage) 13 HP 4 armor Forceful Special Qualities: Made of Bronze which turns away most weapons These statues appear in the Keep of Wang Fu, and protect the royal house (The Asu of Wang Fu), a minority in the kingdom and the ruined city of the same name. The making of them is lost, but potentially could be found? They don't attack unless someone strikes an Asu. They cannot be commanded or stopped. Once they have slain the attacker they lie dormant again. Instinct: To Protect the rulers of Wang Fu
- Wrend the flesh with bronze teeth and claws from those that strike one of the royal house (the Asu) of Wang Fu
- Roar with a terryifying below
- Chase without releant
- Sniff one out to see if they are Asu Royal House
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Star Elf Thrall Horde, Organized, Intelligent Eloborate strike with a wicked curved blade that is both beatiful and terrifying (d6+2 damage 1 piercing) 3 HP 2 armor Close Special Qualities: call telapathecally These are the ones that have fallen into the song from the beyond the stars. Beautiful and terrible, yet they may look like someone you know. But they are cold and amoral. Once you hear the song call to you, you are loathe to leave it. The masters are cruel, but they can't be lived without. They will do as called, and seek to bring others into the terrible bliss that they live in. (The armor is not always worn but is elaborate chain and plate, multicolored and brilliantly reflectively showing fields of stars) Instinct: To serve and protect
- Follow its master orders with cold beatiful and cruel efficiency
- Telepathically call its master through the physic maelstorm with words from beyond the stars
- Wear beautiful clothes and behave appropriately on the arms of a star elf master
- Lash out with chord from the song of the stars to momentarly daze someone
- Chain someone to its master with a physic whip that simultaneously burns and soothes