Players:
Warlord Grek: 4 Bezerkers, 4 Clerics
lemon10: 1 Paladin, 1 Assassin, 1 Mage, 1 Alchemist, 1 Archer, 1 Cleric, 1 Necromancer
zomara0292: 2 Paladins, 1 Troll, 1 Archer, 1 Cleric, 1 Necromancer
Greatwyrmgold: 1 Warrior, 1 Troll, 1 Necromancer, 1 mage, 2 Clerics
Tsuchigumo550: 2 Warriors, 1 Assasin, 1 Paladin, 2 Archers, 2 Clerics
zacen299 4 Assassins, 4 Archers
+Changed the game’s name to “Lords of Centria: Fantasy Tactical Warfare”
+Added the Allies, Battle Ground, Blood Bath, Capture the Flag, Painkiller, Random Damnation, and Rebellion Against the Gods game modes.
+Added the Balrog, Doppleganger, Dragon, Dwarf, Elephant, Geomancer, Goblin, Inquisitor, Ogre, Rogue, Sapper and Wanderer units.
+Added the Ancestral Brew, Destroyer, Disarm Trap, Dungeoneer, Fiery Flesh, Fire Blast, Gargantuan Unit, Geomancy, Goblin Tactics, Goblin Swarm, Gobliphobic, Iron Hide, KA-BOOM, Mana Strike, Pathfinder, Righteous, Shape Shifter, Small Unit, Sure-footed, Tantrum, Trample, Trapper, and Unholy Origin skills.
+Added the “Pit” type of terrain.
+Added Affinities and Immunities. Added tags to represent this.
+Added a Bestiary for more flavor notes on the various units.
+Added the Wraithsbane Trap and Defection Trap.
+Added a “Summary” for every unit to describe what they’re good at.
+Backstab now does ½ total enemy health instead of 4 damage.
+Maps are now hand crafted.
+Shinobi now have a basic attack.
+Units with Backstab no longer take damage when using this skill.
+Updated the Iron-skin Potion, Projectile, and Stealth abilities to reflect what it does better.
+Updated the Status Effects.
+Updated the Terrain entries to allow them to be more open to flavor interpretations.
=Alphabetized the unit list.
= Bloodlust Trap has been renamed the Haste Trap and now has a more direct effect.
=Changed the map display. Terrain is noted by color.
=Changed Assassins to Shinobi
=Combined the Cleric’s Heal and Cure.
-Lowered Skeleton attack output.
-Lowered Bezerker health from 7 to 6
=Removed the Indefatigable ability from Bezerkers and replaced it with Sure-Footed.
=The Pit Trap now acts differently.
-Updated rules to disallow certain types of movement.
-Units with Bloodlust can now no longer be hasted.
-Updated the Unit Stats template to avoid redundancies.
Regardless of game mode a few rules are required through-out:
1) Remain polite. I do not expect you to be rainbows and lollipops or something like that but please just try to keep it civil enough. Going too far will be determined on a case by case basis.
2) Remain active. When it is your turn try to post as soon as possible. You will be PMed when your turn is in its final 24 hours. The maximum turn limit is around 2 days [weekends or major holidays excluded.] If you do not post on your turn two times in a row you will be booted from the game [unless you give an excuse for this]. Please note that if you post “I do nothing.” Twice in a row you will not get dropped from the game.
Objective: In this co-operative game mode there are two over-all teams made up of three players each. In order to win your team must be the last one standing. You do not need to have any units alive to win at this mode.
Army Composition: Each army can have a maximum of 6 units. No more than 3 can be Arcane/Ranged.
Signing up: To sign up pick your units. Your color, team, and starting location will be randomized.
Turn order: The turn order will proceed in the following fashion. Green Team 1 moves, then Red Team 1 moves, then Green Team 2 moves, then Red team 2, etc. etc.
Starting position: There will be several locations where units can start. When you sign up and the map is created you will be assigned one of these positions. Where your unit starts at in this area is up to you.
Objective: The objective of this game mode is to be the last player with a standing army. To this end you must select an army and use it to eliminate all competition.
Army Composition: Each army can have a maximum of 8 units. No more than 4 can be Arcane/Ranged.
Signing up: To sign up pick your units and a color to represent you on the battle-map.
Turn order: At the start of the game each player will be assigned a number which will determine their turn order.
Starting position: There will be several locations where units can start. When you sign up and the map is created you will be assigned one of these positions. Where your unit starts at in this area is up to you.
Objective: The objective of this game mode is to have the highest kill count. You do not need to be the last player standing to win this game mode.
Army Composition: Each army can have a maximum of 6 units. No more than 3 can be Arcane/Ranged.
Signing up: To sign up pick your units and a color to represent you on the battle-map.
Turn order: At the start of the game each player will be assigned a number which will determine their turn order.
Starting position: There will be several locations where units can start. When you sign up and the map is created you will be assigned one of these positions. Where your unit starts at in this area is up to you.
Objective: In this game mode each team tries to capture a flag in the center of the map and return it to their capture zone. Units with the flag are unable to attack or use abilities and have only 1 health. To steal the flag simply kill the unit carrying it with one of your own. Dead units resurrect on your next turn inside the capture zone.
Army Composition: Each army can have a maximum of 6 units. No more than 3 can be Arcane/Ranged.
Signing up: To sign up pick your units. Your color, team, and starting location will be randomized.
Turn order: The turn order will proceed in the following fashion. Green Team 1 moves, then Red Team 1 moves, then Green Team 2 moves, then Red team 2, etc. etc.
Starting position: There will be several locations where units can start. When you sign up and the map is created you will be assigned one of these positions. Where your unit starts at in this area is up to you.
Objective: The objective of this game mode is to deal the most damage overall. You do not need to have a standing army to win this game mode.
Army Composition: Each army can have a maximum of 6 units. No more than 3 can be Arcane/Ranged.
Signing up: To sign up pick your units and a color to represent you on the battle-map.
Turn order: At the start of the game each player will be assigned a number which will determine their turn order.
Starting position: There will be several locations where units can start. When you sign up and the map is created you will be assigned one of these positions. Where your unit starts at in this area is up to you.
Objective: The objective of this game mode is to be the last player with a standing army. To this end you must use your assigned army to defeat all enemies.
Army Composition: Your army will automatically be comprised of Dopplegangers.
Signing up: To sign up pick your army’s color.
Turn order: At the start of the game each player will be assigned a number which will determine their turn order.
Starting position: There will be several locations where units can start. When you sign up and the map is created you will be assigned one of these positions. Where your unit starts at in this area is up to you.
Objective: A variant of Allies. One team of one player [God] versus another team of many [Rebels]. The goal is for your team to be the last one alive. The God has more units than any of the individual Rebel players however so teamwork is essential to victory.
Army Composition: Each Rebel player gets 2 units. The God player receives a number of units equal to the combined forces of the Rebels.
Signing up: To sign up post your color in the forum. Once the teams are chosen one player will be assigned God and the rest Rebels. From there you PM your army composition to the mod. Posting your army composition or your alignment in the forums before the game starts will result in your army composition being randomized.
Turn order: The turn order will proceed always start with the God moving first. Then the Rebels move in an order that will be assigned from the start.
Starting position: Both the God’s and Rebels’ starting location are randomly determined. However the Rebels must choose their individual units starting location one at a time. The order in which they choose is opposite that of the move order.
There are four types of terrain.
Basic Terrain with no penalties to attack or movement. It costs one movement point to move through this space. Can be roads, pathways, hard packed dirt, etc.
Rough Terrain costs one movement point to enter and one movement point to leave but otherwise has no effects. Can be Rocks, Rubble, Over-grown grass, sand, etc.
Hard Terrain costs one movement point to enter and one to leave and blocks ranged attacks. Can be dense vegetation, grates, waterfalls, etc.
Impossible Terrain which cannot be entered, blocks ranged attacks, and cannot be the foci point of spells. Can be trees, walls, boulders, etc.
Pits which cannot be entered but does not block ranged attacks and can be the foci point of spells. Can be moats, pitfalls, lava pits, etc.
Sometimes 0 spaces are actually traps! They come in a variety of flavors but all can only be activated once. Some traps are useful while others are deadly. Others still are minor annoyances at most. To determine a traps effect a die will be rolled. Traps are activated when a unit moves onto them. Starting on, or being summoned on, will not trigger a trap.
1= Poisonous Dart Trap: You unit is poisoned and will take -1 damage a turn until cured.
2 = Fire barrel Trap: All units within a radii of this trap will take -1 flame damage.
3= Pit-Fall Trap: The unit who trigger this trap takes two damage and is moved to the last legal space they were on. The unit may not take further actions this turn. The space this trap was on is now a pit space.
4=Broken Trap: This trap has worn away with age. Nothing happens.
5= Holy Water Trap: All units within a radii of this trap will gain +2 health and be healed of poison.
6= Polymorph Trap: Units within a radii of this trap will be transformed into another unit with full-health. [A warrior with 2 health becomes a troll with 20 health or the like.]
7= Teleportation Trap: This unit will switch places with another random unit on the map.
8= Haste Trap: This unit will become Hasted, allowing it to attack and move on the same turn, but lose it the turn after.
9= Ancient Dart Trap: The triggering unit will take -3 damage.
10= Unholy Pact Trap: The triggering unit will die in order to resurrect another unit on your team. If your team has not lost any units this trap becomes a Broken Trap.
11= Wraithsbane Trap: The triggering unit becomes stealthed for four turns. If the unit is already stealthed when activating this trap they gain 4 extra turns of Stealth.
12= Defection Trap: You and Another random player randomly switch units! The units then trade places.
Dead: This unit is dead and can no longer perform any actions.
Fatigued: This unit can take no actions on its next turn.
Fear: You cannot control this unit until it calms down. While it is effected by fear it will continuously run away from whatever caused it to enter fear.
Haste: This unit can both move and attack on its next turn.
Ironskin: This unit takes -1 damage from all sources on its next turn.
Pathfinder: This unit is unaffected by movement losses inflicted by terrain.
Poisoned: Each turn this unit will lose 1 health until it dies or is cured.
Stealthed: This unit cannot be seen on the battle map and is immune to any and all sources of damage from enemy players until it becomes unstealthed.
Flame: Destroys Dense Vegetation squares and replaces them with empty squares.
Holy: Deals -3 damage to Summoned and Dark units within the effected radius.
Summoned: Do not count against your unit total but do not start off in your army.
Melee: Usually tank-esque units who can only attack those adjacent to themselves.
Range: Low health and High Damage these units are mainly around to pick off important targets.
Arcane: Capable of a variety of status effects they are as powerful as they are varied.
FAQ removed to allow the rules to be posted.
Unit Name: Simply the name of the unit followed by its “type” [Token]
Affinity: What element does this unit type conform to most often? Affected by certain abilities.
Immunity: This unit takes no damage from attacks with this affinity.
Movement: How many spaces this unit can move on your turn.
Range: How close a unit has to be to use its default attack.
HP: How much damage the unit can take until it dies.
Attack: How much damage the unit deals when it attacks.
Abilities: The following list is what this unit can do outside of plain attacks.
Alchemist: [ X ]: Mages who are more concerned with chemical applications than arcane pursuits. They use their knowledge of plants to help defend their allies. Excellent at buffing allies.
Affinity: Arcane
Movement: 2
Range: 0
HP: 4
Attack: 0
Abilities:
[1] Thorns [Aura:1]: Enemy units who hurt friendly units within this aura take 1 damage.
[2]Ironskin Potion [Burst:2]: Friendly units affected by this ability take one less damage per attack next turn.
Archer: [ A ]: Capable of splitting a rope around a pig’s throat from fifty yards without harming the pig. For this reason the prowess of an archer is not to be underestimated. Excellent for weakening enemy armies without risk to your own.
Affinity: Ranged
Movement: 2
Range: 2-5
HP: 4
Attack: 3
Abilities:
[1] Poisonous Arrow: Does 1 damage a turn until the target is dead or cured.
[2] Projectile: Cannot hit units without a direct line of sight. Friendly units do not obstruct sight although enemy units, dense vegetation, and walls do.
[3] Slip-shot: This unit’s default attack is not affected by “Defender”
Balrog: [ Z ]: Fiery Demons from the dark depths whose true purpose is unknown. Why they have been seen working with mortals is a terrifying prospect. A powerful melee unit who sacrifices army variety for pure melee power.
Affinity: Dark
Immunities: Flame
Movement: 3
Range: Adjacent
HP: 45
Attack: 5
Abilities:
[1] Fiery Flesh [Aura:1] [Flame]: Units who enter this range take -1 damage a round that they are within it.
[2] Gargantuan Unit: This unit counts for 4 units instead of one. Only one Gargantuan unit may exist per army.
Bezerker:[ B ]: Bloodthirsty warriors who only serve those who they believe will lead them to glorious combat. A big bang unit whose low health prevents long term use.
Affinity: Melee
Movement: 2
Range: Adjacent
HP: 6
Attack: 3
Abilities:
[1] Bloodlust: This unit can attack and move on the same turn. This unit is unaffected by Haste.
[2] Sure-footed: This unit is unaffected by Rocky Terrain or Dense Vegetation’s movement penalties.
Cleric: [ C ]: These holy men and women deplore warfare however they are none-the-less seen assisting armies in order to keep them healthy. A good support unit capable of boosting allies or keeping them alive.
Affinity: Holy
Movement: 2
Range: 0
HP: 5
Attack: 0
Abilities:
[1] Heal [Burst:3]] [Holy]: Increases the effected units’ HP by 2 and cures them of all status effects. Does not affect enemies.
[2] Haste [Radii]: All affected units can both move and attack/use an ability on their next turn. Does not affect enemies.
Doppleganger: Shape shifters who change their shape once a day. Not even they can determine what they’ll become. Some rare breeds of Dopplegangers are able to split their form to assume the shape of smaller creatures. These two halves will rejoin at the end of the day. A good unit for those who do not know whom they want their army to comprise of.
Affinity: ?
Immunity: ?
Movement: ?
Range: ?
HP: ?
Attack: ?
Abilities:
[1] Shape Shifter: At the beginning of the game this unit assumes the form of another unit at random. It receives all strengths and weaknesses of its new form. They will automatically reshift if the new unit they would become puts you over the limit.
Dragon: [ D ]: These powerful mythic beasts are the stuff of legends. They are nearly impervious and capable of taking large amounts of damage. However they are reliant on abilities for damage. A highly damaging ranged fighter that sacrifices variety for raw power.
Affinity: Flame
Immunity: Flame
Movement: 2
Range: 0
HP: 40
Attack: 0
Abilities:
[1]Fire Blast [burst: 4] [Flame]: Does 4 damage to every unit in a burst. Friendly fire possible.
[2]Iron Hide: This unit takes 1 less damage from melee attacks but takes double damage from ranged attacks.
[3] Gargantuan Unit: This unit counts for 4 units instead of one. Only one Gargantuan unit may exist per army.
Dwarf: [ = ]: These drunkards are masters at fighting through pain, channeling it to increase their rage. A high-risk high-reward unit.
Affinity: Melee
Movement: 2
Range: Adjacent
HP: 10
Attack: 1
Abilities:
[1] Tantrum: For every 2 points of health this unit loses it gains 1 attack. For every 2 points of health gained it loses 1 attack.
[2] Ancestral Brew: For every 2 points of health this unit loses it gains 1 movement. For every 2 points of health gained it loses 1 movement.
Elephant: [ E ]: Large mammals trained for war and capable of trampling smaller creatures with ease. Excellent at killing single units and navigating the battle-field.
Affinity: Melee
Movement: 2
Range: Adjacent
HP: 25
Attack: 2
Abilities:
[1]Trample: This unit switches places with the target and deals 5 damage to the target.
[2]Gobliphobic [Aura: 2]: This unit cannot allow a Goblin, friendly or enemy, to enter this aura. If a Goblin enters this aura this unit automatically runs away for 2 turns trying to get as far from the goblin as possible. If this unit cannot run away it takes 2 damage a turn until it can. If this unit has to it automatically tramples allies or enemies.
[3] Large Unit: This unit counts for 2 units instead of one.
Geomancer: [ G ]: These powerful sorcerers have studied the earth for centuries and as such are capable of manipulating it in various ways. Excellent at re-directing enemy armies or erecting fortifications.
Affinity: Arcane
Movement: 2
Range: 0
HP: 4
Attack: 0
Abilities:
[1]Geomancy[Range:2]: This unit can change the terrain of one space in a cycle. Empty spaces will become rocky terrain, rocky terrain will become a Wall, and Walls will become an Empty Space. This ability will disarm traps. The changes takes place on the next turn of the casting player. Cannot target spaces occupied by units.
[2] Sure-footed: This unit is unaffected by Rocky Terrain or Dense Vegetation’s movement penalties.
Goblin: [ L ]: These small creatures are vicious and cunning. While physically weak their main strength is their numbers. Their favorite tactic is to swarm their enemy preventing their escape. Excellent at destroying larger targets through swarm attacks.
Affinity: Melee
Movement: 2
Range: Adjacent
HP: 5
Attack: 1
Abilities:
[1] Goblin Swarm: If two goblins are on opposite sides of an enemy unit the enemy unit fatigued until the goblins move.
[2] Goblin Tactics: If two goblins are on opposite sides of an enemy unit each goblin’s attack power is doubled.
[3] Small Unit: This unit only counts as ½ a unit when selecting your army. [You automatically get two goblins.]
Inquisitor: [ ~ ]: Religious fighters who have dedicated their lives to ridding the world of the unholy influences of magic. Excellent at defeating arcane foes.
Affinity: Holy
Movement: 2
HP: 7
Attack: 2
Abilities:
[1] Mana Strike: This unit does double damage to units with the Arcane affinity.
[2] Righteous: This unit is unaffected by all abilities used by units with the Arcane affinity.
Mage: [ M ]: Students dedicated to the magical arts they have taken time away from their studies in order to assist their lords. Excellent at defeating clumps of units.
Affinity: Arcane
Movement: 2
Range: 0
HP: 5
Attack: 0
Abilities:
[1] Fatigue [burst: 3]: Causes the afflicted units to take no actions this turn. Friendly fire possible.
[2] Flare [burst:3] [Flame]: Does 1 damage to every unit in a burst. Friendly fire possible.
Necromancer:[ N ]: These sorcerers are famous for their mastery over the dead and their ability to summon spirits. Excellent for initiating swarm attacks.
Affinity: Dark
Movement: 2
Range: 0
Hp: 3
Abilities:
[1] Summon Skeleton [Range: 2] : Creates a single skeleton to do your bidding at the cost of one health.
[2] Summon Skeletons [Range: 2] : Creates two skeletons to do your bidding at the cost of two health.
[3] Large Unit: This unit counts as 2 units instead of one.
Ogre: [ O ]: Large brute beasts that swing large clubs made from massive trees. Their herculean strength is capable of tearing apart solid rock. Excellent for tanking as well as for removing obstructions.
Affinity: Melee
Movement: 2
Range: Adjacent
HP: 25
Attack: 3
[1] Large Unit: This unit counts as 2 units instead of one.
[2] Destroyer: This unit can attack Walls and Dense Vegetation in order to create an open space.
[3] Indefatigable: Is unaffected by an enemies fatigue spell.
Paladin:[ P ]: Holy warriors who are sworn to root out darkness wherever it can be found. Excellent against Dark units.
Affinity: Holy
Immunity: Dark
Movement: 2
Range: Adjacent
HP: 7
Attack: 2
Abilities:
[1] Defender [Aura: 1]: Friendly arcane and ranged units within this aura are invulnerable to damage. Any damage that would go to them now goes to this unit.
[2] Holy Aura [Aura: 1] [Holy]: Allies within this aura deal +1 damage.
Rogue: [ R ]: These adventurers are as wily as they are useful. Capable of both disarming and laying traps they have superb knowledge of any sort of mechanism. Excellent for mis-direction.
Affinity: Arcane
Movement: 2
Range: Adjacent
HP: 6
Attack: 1
Abilities:
[1]Dungeoneer[Aura:2] This unit can sense traps and does not trigger them when moving over one. You will not be informed as to what trap it is, simply that it is there.
[2]Trapper: This unit can move as normal when using this ability however the first space they touch is now trapped. No more than 3 traps can be laid by a player at any time. The trap laid is random but is not arcane in nature. You will be informed what the trap is. Furthermore your units can trigger it.
[3]Disarm [Range:1]: This unit can disarm a trap.
Sapper: [ / ] Odd creatures whose discovery of a mysterious substance that explodes upon contact with fire has altered their minds. They now charge into combat with suicidal abandon only caring to cause as much damage as possible. Excellent for clearing rubble or for dispersing tightly clumped enemy armies.
Affinity: Arcane
Movement: 3
Range: 0
Hp: 3
Attack: 0
Abilities:
[1] KA-BOOM[Radii: 2] [Flame]: All units caught within the Radii of this attack lose ¾ of their total health. This attack kills the Sapper regardless of if it connects with anyone. This attack is automatically used if the Sapper takes any amount of Fire damage. This ability cannot take enemy units below 1 health. This ability also removes any terrain [aside from pits] within the Radii.
[2] Bloodlust: This unit can attack and move on the same turn. This unit is unaffected by Haste.
[3] Large Unit: This unit counts for 2 units instead of one.
Shinobi: [ S ]: Shadowy warriors. Little is known about them as by the time they are seen their target is dead. Excellent for taking out high priority targets.
Affinity: Melee
Movement: 2
Range: Adjacent
HP: 4
Attack: 1
Abilities:
[1] Stealth: This unit becomes invisible on the battle-map for 2* turns. While stealthed this unit is invulnerable. Stealthed units can share a space with another unit. However if the unit unstealths on the same square as another unit the stealthed unit will be moved to the last legal square it occupied. [*not including the turn it turns invisible]
[2]Backstab: This unit does damage equal to ½ the total health of its target. This causes it to become visible again. [Must be using stealth first.]
Skeleton: [ K ]: Undead minions of the Necromancers. While fragile their ability to appear in numbers is their true power. Excellent for defense or swarm attacks.
Affinity: Summoned
Immunity: Dark
Movement: 3
Range: Adjacent
HP: 1
Attack: 1
Abilities:
[1] Defender [Aura:1]: Friendly arcane and ranged units within this aura are invulnerable to damage. Any damage that would go to them now goes to this unit.
[2] Indefatigable: Is unaffected by an enemies fatigue spell.
[3] Summon: There can be no more than four summons on your team at any time. If the necromancer who created this unit dies, this unit dies along with it.
Troll: [ T ]: A large grotesque creature said to be able to crush armies by itself. Rumors persist of ‘dead’ trolls regenerating in a matter of moments to kill those who, a moment ago, stood triumphant. Excellent power-house unit capable of tanking.
Affinity: None
Movement: 2
Range: Adjacent
HP: 30
Attack: 4
[1] Large Unit: This unit counts as 2 units instead of one.
[2] Regeneration: This unit gains 1 health back a turn. Poison negates this regeneration and still deals 1 damage a turn.
Wanderer: [ E ]: Nomadic mercenaries who have spent their lives wandering the harsh terrain of the deserts. Excellent support melee unit for moving allies through rough terrain.
Affinity: Melee
Movement: 3
Range: Adjacent
HP: 6
Attack: 2
Abilities:
[1]Pathfinder [Range: 5]: The target unit is not affected by Rocky Terrain or Dense Vegetation’s movement penalties during its next movement.
[2] Sure-footed: This unit is unaffected by Rocky Terrain or Dense Vegetation’s movement penalties.
Warrior: [ W ]: Stout warriors dedicated to assisting their masters in combat. Excellent all around melee unit.
Affinity: Melee
Movement: 2
Range: Adjacent
HP: 10
Attack: 2
Abilities:
[1] Defender [Aura: 1]: Friendly arcane and ranged units within this aura are invulnerable to damage. Any damage that would go to them now goes to this unit.
[2] Indefatigable: Is unaffected by an enemies fatigue spell.
Alchemist: Those without any actual magical ability are still capable of learning the arcane application of plants and herbs into potions that can achieve much the same effect. Alchemists are watched just as closely by the Kri-Mohbeda as the actual Mages they seek to emulate. Most Alchemists are seen as more approachable by the general public and as such are much more trusted than those who they seek to emulate.
Archer: Originally an Elvish craft now all sentients possess the secrets of archery in one form or another. Vital for sustenance and defense all, from the highest lord to the lowliest peasant, have some training with a bow. Those who have dedicated their life to learning the art however are often seen on the battle-field killing unprotected targets with ease.
Balrog: These behemoths arise from an unknown plane deep within the caverns of the earth. Their twenty foot tall form is wreathed in flame and is truly frightening to behold. Their wings are incapable of flight yet it does allow the Balrog to glide. Their preferred weaponry are their demonic long swords crafted within the bowels of the earth. A single swing with these flaming weapons is more than enough to destroy a home to say nothing of a human being.
Bezerker: Warriors of the norther steppes. Many trace the first Bezerker back to the days of Grek. Dual Wielding axes these men and women will stop at nothing to destroy all who oppose them. Despite their long held image as mindless brutes the average Bezerker actually spends a lot of time in mathematical calculations. After all it’s hard to keep track of your kills if you’re not good at math.
Cleric: Men and Women who worship various deities and pray daily. The average cleric tends to pray at least four times a day [At dawn, mid-morning, mid-afternoon, and dusk] and will not allow anything to interfere with their duty to the gods. Disdaining the use of weapons they will gladly martyr themselves to prove their faith to the gods.
Doppleganger: Creatures with the peculiar ability to shift their shape and blend into any environment. Many seek employment as thieves and spies. While there are several breeds of Dopplegangers the most common variety is the Northern Doppleganger. An oddity of sorts they cannot control their form shifting. Instead they shift at the stroke of midnight every day. They are also an oddity in that, for smaller forms, they are capable of splitting into halves to make the transformation more complete. These two halves will always remerge at the end of the day no matter the distance or health of the other half.
Dragon: Ancient beasts whose coloration and customs span a whole spectrum. The most common colors are: Onyx, Silver, Emerald, Ruby, and Sapphire. Despite rumors to the contrary Onyx dragons are actually the most “innocent” of dragons. Killing only when absolutely necessary to survive and fleeing if this is not the case. Unfortunately for them the rumors of their killing sprees has resulted in them being hunted near to extinction. Silver dragons tend to be found high in the mountains feasting on all who enter their territory. Emerald Dragons inhabit various jungles of the world and make a show of devouring the trees in their path. Ruby and Sapphire Dragons are really one and the same only with separate colorations. Both inhabit a wide range of habitats and are the most common variety. When one refers to a basic Dragon it is likely one of these two they refer.
Dwarf: Short and stout the tallest dwarf stands at nearly 4 feet tall. The dwarves that one sees tend to be expedition leaders or exiles who seek their own ends. While most dwarves live in the mountain ranges of the south there are various outposts of them throughout the world. In battle a dwarf carries an ancestral flask filled with their family’s finest brew. As battle rages they take swigs of this liquid both to imbue their courage and steady their hand.
Elephant: Large and rare these creatures seem to have a herd mentality and serve as an excellent animal for both work and war. Their sense of smell is peculiar and they seem to have an overwhelming fear of goblins which has led to them rushing to their certain doom over cliff-sides in order to get away from the foul beasts. As war animals they are often seen trampling small opponents into the ground and, barring that, goring them with their large tusks.
Geomancer: An obscure sect of mages who have been tasked by their deity, Grath, to redesign all they see into a more desirable form. Those seen on the field of battle are often of an even more obscure branch of this religion called Grathilists who seek to return the planet to its natural state through destruction and reconstruction.
Goblin: The tallest goblin stands proudly at four feet tall. The average Goblin is merely two and a half to three feet tall. Equipping their thin frames with whatever armor and weapons they can find a Goblin is rarely a threat to even the weakest of humans. Their strength however lies in their quick breeding. A goblin mother has, on average, three children a year with each only requiring a three month gestation period. A baby goblin reaches full maturity within four years and spends the rest of its long life reproducing or scavenging for food.
Inquisitor: Two of the original seven members of the Kri-Mohbeda felt their compatriots were too easy going on the use of magic. Surely if magic leads to corruption it must be stamped out as soon as possible. However when they were outvoted they left the Krim-Mohbeda with a vow that they would eradicate magic from the earth wherever they could. Thus was born The Knights of Valiant Defense an extremist faction that only seeks to destroy mages and trains its members for only that. While over the years there have been many branches of The Knights of Valiant Defense they all seek to rid the world of some sect of magic, if not all of it.
Mage: Most practitioners of magic follow a basic set of guidelines. They practice elemental manipulation under the watchful eyes of the Kri-Mohbeda to prevent any form of corruption taking place. While there are several factions within the Kri-Mohbeda the simple fact of the matter remains that most Mages must content themselves with a life under its watchful eyes.
Necromancer: Though for centuries the stereotype of a dark and evil mage was the defining theme of Necromancers in recent years they have fought against this stereotype. Now it is just as common to see a Necromancer leading a holy expedition as an unholy conquest. Unfortunately they are still viewed as heretics by the Kri-Mohbeda and must eke out a living while avoiding its persecutions.
Ogre: Large and fat even an unarmed Ogre is capable of tearing apart a castle within moments. Unfortunately for sentient races an Ogre is often seen using small trees as a club. Fortunately however they are easily trained and, once trained, remain loyal for life. A simple investment of twenty fully grown cows is all it takes to train an Ogre. It is for this reason that they become many lord’s bread and butter assault creature.
Paladin: During the earliest war-torn days of most faiths they found that traveling Clerics were unable to defend themselves from bandits or the elements. Most of the major faiths began hiring mercenaries to protect their Clerics while they spread the word of the gods. However the churches soon began to run low on funds. It was then that a sect of Clerics, whose name and actual religion are long forgotten to the poison of time, proposed a solution. They began training with the mercenary bands until they were capable of protecting their meeker comrades. Now all religions have a large corps of these religious fighters on standby in order to defend both those of faith and those who cannot defend themselves from dark influences.
Rogue: Dashing, Charming, and always good looking a Rogue is the sort of person people always trust. Unfortunately they are just as likely to stab you in the spine as they are to help you with your mission in life. Rogues seek adventure and loot above all others and will gladly help those who can provide it.
Sapper: An odd off-shoot of Goblin-kind the sapper appear to have an innate fascination with an odd powder they discovered centuries ago. Strapping barrels of this compound to their very body a sapper is likely seen charging at enemies or structures with one intent: To detonate and cause as much damage as possible. Oddly enough they appear to be incapable of scaring Elephants, unlike their true goblin cousins, due to the smell of their volatile powder.
Shinobi: Famous warriors who appear to have mastered the art of Shadow Manipulation. They are rumored to wreath their forms within darkness in order to maneuver around the battle field unseen. Despite their fame however no one is entirely sure they exist as no one has ever seen one without being killed. It is rumored that to the north there is a training facility of sorts but this rumor has never been proven.
Skeleton: Through an ancient and closely guarded ritual a Necromancer is able to bring the deceased remains of ancient warriors back to life for a time. The skeleton is the easiest and most beneficial creature to raise. Though brittle and weak the easiness with which a Necromancer can bring them back to life allows for a literal sea of undead minions.
Troll: Twice as tall as a normal man and more than twice as strong these lumbering giants would be considered appallingly ugly to most humanoids. Further confusion with these giants comes from their odd customs. Handshakes are considered a challenge to melee combat while blowing “kisses” is considered a challenge to ranged combat. Their reputation for murder and violence is well earned though as their favorite meal is raw livestock.
Wanderer: Nomadic warriors of the desert regions carry curved swords capable of splitting a skull as easily as through butter. Though what they seek is a mystery it appears that each wanderer has a specific purpose in mind. Some of the most popular theories are that they seek adventure or treasure. However the truth of the matter is that, despite all appearances, there is no overall organization within the Wanderers’ ranks.
Warrior: The first line of defense of any kingdom, the Warrior stands stout and strong against all who oppose his lord. Their armaments vary widely from leather armor and pitchforks all the way to Mithril Long-Swords and Full Steel Plate Armor.