Category Archives: Settings

Nogoloth: The Singer From Beyond

Wherein your humble scribe presents a couple of NPCs and a demon for BoL. These were written with his Nogoloth Lovecraftian/dark fantasy setting in mind, but could easily be used with any BoL fantasy setting. The demon was assembled using the demon rules posted on the BoL boards way back in the day.

“Why have you summoned us?” the creature’s three mouths spoke-sang in unison, its voices harmonizing in a perfect minor triad.

“I call you forth in the name of Zog-Thaloth! The Red King! The Pipes of Wisdom! The Song that Dwells in the Copper Halls of Ullaq!” Sharuthua responded, her tones rising and falling in the prescribed melody of the ritual as Naqugol beat the ceremonial drum in time with the lesser priestesses’ orgiastic dancing.

“You sing well… for having only one voice,” the demon mused. “But the rite is not complete until you reach the highest note, fleshling.”

“Your presence here is at my will! Your power serves my own! Your service shall be rewarded in blood! So I sing in the name of Zog-Thaaaaaaal-oooooooth!” the priestess concluded the summoning song, ascending the scale of Ullaq fully, her lungs afire with the raw power of the final note, so high and piercing that the cavern came alive with a host of Kral bats, their slumber broken by a tone unfamiliar even to their keen ears.

“Well done, savage bonesack. Well done indeed,” chuckled the being from beyond this world. “Phu’ghaq’ug approves of your performance and will gladly serve your will in humility and good faith. Tell us now your wishes, and do please provide us with something to soothe our throats. Travel from our far home is so… drying.”

Sharuthua / Lifeblood 8 / Hero Points 5 / Arcane Power 14
Attributes: Strength 0 Agility 1 Mind 1 Appeal 2
Combat Abilities: Brawl 1 Melee 1 Ranged 0 Defense 2
Careers: Priestess 2, Sorcerer 2, Warrior 0, Farmer 0
Boons: Magic of the Sorcerer Kings, Power of the Void
Flaws: Delicate, Poor Recovery
Languages: Nogolothian, Low Speech, Star Tongue of the Elds
Equipment: Dagger (d3), Staff (d6-1)

Naqugol / Lifeblood 14 / Hero Points 5 / Arcane Power 10
Attributes: Strength 2 Agility 1 Mind 0 Appeal 1
Combat Abilities: Brawl 1 Melee 2 Ranged 0 Defense 1
Careers: Warrior 2, Priest 1, Hunter 1, Sorcerer 0
Boons: Quick Recovery, Hard to Kill
Flaws: Country Bumpkin
Languages: Nogolothian
Equipment: Spear (d6), Light Armor (d6-2)

Phu’ghaq’ug (Greater Demon) / Lifeblood 30
Attributes: Strength 3 Agility 1 Mind 4 Appeal 4
Combat Abilities: Brawl 4 Melee 2 Ranged 2 Defense 4
Demonic Powers: Speech, Sorcery (AP 20), Appeal, Telepathy
Attacks: +3 w/ strike (d6) or as weapon
Protection: 1d3 (iron-like hide)

Phu’ghaq’ug, called The Singer from Beyond, is a demon capable of living in – manipulating the arcane energies of – Nogoloth. Its normal appearance when summoned is of an attractive human man – typically in exceptionally fine clothing – with an effete affect. What marks Phu’ghaq’ug as otherworldly is the extra length of its otherwise human-like head, which accommodates the creature’s two additional mouths. Each mouth speaks with the same voice in a different register (bass, baritone, and tenor). The mouths typically speak in unison, though it is possible for them to communicate independently. Phu’ghaq’ug prefers not to do this, however, because it is deeply in love with the sound of its own voices

Phu’ghaq’ug is typically sought out by savage tribes and primitive sorcerers to serve as a weapon against the more civilized cultures. Whether its powers are employed in defense or aggression it cares not, so long as its taste for human blood is slaked.

The Clockwork Turtle of Askerion

Wherein your humble scribe presents three Barbarians of Lemuria characters and a monster he put together on a whim, for use in his own (highly-derivative) Kaalmuria setting.

The Zaaric enchantress lay nearly lifeless on the deck, her skin sickly green from the rolling of the ship upon the churning waters. The captain and his first mate discussed their situation, speaking in a language their were fairly confident the witchwoman did not comprehend.

“She’s already paid us half, and we’ve been at sea for three weeks with nothing else to show for it,” the Kellman said in his heavily accented Geiric. “I say we dump her over the side and sail on.”

“Are you mad?” asked the great northern barbarian. “I’ll not have my ship haunted by the ghost of a witch who was murdered at sea.”

“You don’t understand how much trouble this one is, Lorm. You don’t speak her language. She’s constantly going on about how she’ll sail to the ends of the earth to find this Askerion fellow. She’s not going to give up, and thus we’re going to be stuck with her for a very long time. Her contract is ironclad. The ship is hers until we find whatever it is she’s looking for. Or until she dissolves the contract. Or dies.”

“You’re the one who didn’t catch that particular hook, Olbraigh. This is your fault, not mine. And it’s my ship, and it will not be haunted by a witch’s soul!”

Sandris / Lifeblood 10 / Hero Points 5 / Arcane Power 12
Attributes: Strength 0 Agility 1 Mind 2 Appeal 1
Combat Abilities: Brawl 0 Melee 0 Ranged 2 Defense 2
Careers: Sorcerer 2 Scholar 2 Artificer 0 Merchant 0
Boons: Learned (Flora & Fauna), Sling Master
Flaws: Landlubber
Languages: Zaaric, Kellic, Lirian, Thaxian
Equipment: Zaaric Mace (d6), Zaaric Sling (d6-2)

Lorm / Lifeblood 13 / Hero Points 5
Attributes: Strength 3 Agility 0 Mind 0 Appeal 1
Combat Abilities: Brawl 1 Melee 3 Ranged 0 Defense 0
Careers: Barbarian 1 Pirate 3 Thief 0 Soldier 0
Boons: Spear Fighter, Thick Skin
Flaws: Distrust of Sorcery
Languages: Geiric
Equipment: Geirbjornhaller Great Spear (d6+2), Axe (d6), Very Light Armor (d3-1)

Olbraigh / Lifeblood 11 / Hero Points 6
Attributes: Strength 1 Agility 2 Mind 1 Appeal 0
Combat Abilities: Brawl 0 Melee 2 Ranged 0 Defense 2
Careers: Thief 2 Pirate 2 Scholar 0 Physician 0
Boons: Carouser, Marked by the Gods
Flaws: Poor Eyesight
Languages: Kellic, Zaaric, Geiric
Equipment: Kellic Broadsword (d6), Light Armor (d6-2), Shield (+1)

The Clockwork Turtle of Askerion / Lifeblood 40
Attributes: Strength 5 Agility -1 Mind -2
Combat Abilities: Defense -1 Protection 1d6+2
Attack with Bite +1; 2d6

Mini Six Character: Brother Gregorius Moghan O’Seachnasaigh

Wherein your humble scribe presents an NPC for Anglia – the 100 Years War/Dark Fairy Tale England setting that occupied his fancy for a while, and is threatening to again. This character was built using straight the Mini Six rules, but if this ever winds up going anywhere I’m quite sure I’ll be building out a system that’s slightly more involved than Mini Six (but less so than full-on Open D6) from the various parts I have on hand. But that’s a topic for another day.

Countless messengers died to insure that word reached the Archbishop of Baile Átha Cliath that all was not right with the continental Church. Ever since the ascension of Pope Lucius IV – after the tragic (and suspicious) death of Pope Urban VI in 1378 – many questionable actions and decisions had come from the heart of Lucania. When the local Master of the Chandler’s Guild reported, in 1379, that orders from the continental Church’s representatives called for a drop of goat’s blood be added to each candle as it was being poured, the Archibishop began making his plans. And when news of the Gaulish invasion of Albion (at the urgings of Pope Lucius) arrived, that plan went into action. Stout-hearted monks from all corners of Hibernia were dispatched, in discreet numbers, to Albion and the continent. These pure souls were commanded to do what they could to uncover whatever dark secrets were driving this decidedly unchristian behavior and to assist those who resisted the disquieting papal decrees.

Brother Gregorius Moghan O’Seachnasaigh
Itinerant monk from an unnamed Hibernian monastery
Might 2D+2 Agility 2D+1 Wit 3D Charm 4D
Skills: Shillelagh 3D, Stealth 2D+2, Dodge 2D+2, History 3D+1, Language: Latin 3D+1, Magic 4D, Persuasion 4D+2, Diplomacy 4D+1, Streetwise 4D+1
Perks: Sorcerer
Complications: Personal Code (Servant of the Church)
Gear: Shillelagh 2D+1
Static: Dodge 8, Block 8, Parry 9
Strength Damage: 1D
Body Points: 27
Armor: Leather (2)
Spells: Bless, Heal

Nogoloth: The Decanter Of Black Rain

Wherein your humble scribe presents an artifact that he whipped up for his sadly dormant Lovecraftian Fantasy setting, Nogoloth. Though written with Barbarians of Lemuria in mind, it shouldn’t be too hard to convert this blasphemous creation for use in your game system of choice. Let me know if you do. I’d love to see how you implement it.

Deep within the disused storage area of the Library of Forbidden Wisdom at Great University in Khaarm one might find a small chest – made of well-oiled, darkly-stained wood and appointed with silver and unknown, faintly luminescent gemstones – the lock of which has been sealed with the blood-red wax emblem of the High Academic himself, inscribed in which is a sigil of dire warning. Within this ominous casket one will find a simple copper decanter, unadorned save for the indecipherable mark of its original creator. If any in Khaarm know of this relic’s existence, they steadfastly deny all such knowledge if interviewed. I know, for I spoke to them all. Only the half-mad caretaker of the 3rd basement would even admit to the possibility of such an item’s presence within the archives. Yet I know it to be there, for I have seen it in my dreams.

In my dreams I have caressed the sturdy wood of this container, and I have thrilled at the impossible to describe feel of it. Somehow it is both soothingly warm and tantalizingly cool to the touch, as though it were recently unearthed from both desert and tundra simultaneously.

The first night I dreamt of the box I woke with a start just after my fingers traced its lines, aware of a powerful yet instantly forgotten phrase that had just fled my consciousness.

On subsequent nights my dream lasted longer, and growing ever bolder in the dream I reached a point where I sliced the seal and opened the container, revealing the decanter within. Last night, as I slept, my dreamform sipped directly from the copper vessel, which was full despite not having been filled by human hands. When I awoke this morning, I felt a thirst I have never felt before. I had a taste for a draught that does not exist in the world of men. So powerful is this longing, this desire, this lust, that tonight I will abandon my dreams and make my way to the Library to rescue that which is rightfully mine from the depths of its imprisonment by the fools who call themselves seekers of wisdom.

It shall be mine again.

The Decanter Of Black Rain

The Decanter Of Black Rain pours forth pure void essence, which when consumed by sentient creatures grants them 2 Arcane Power (as the Power of the Void boon) but also reduces their Lifeblood by 1 point. After the bonus AP are used, the drinker’s maximum AP is reduced permanently by 1 point. Only by drinking from the Decanter again can the user of the Decanter elevate his AP back to its original (+2) value. This process continues, with Lifeblood and Arcane Powers continuing to diminish as outlined above as the Decanter continues to be used. Once an individual’s LB or AP have been reduced to zero by use of the Decanter he will be drawn into the Decanter itself, where his consciousness will merge with the void.

November Company D6 Notes

As promised (threatened?), here’s you chance to snag the I put together to run a Mini Six/Open D6 World War II game. They’re what you might call “barebones” if you’re feeling charitable. But if you know the system reasonably well they should make for a decent foundation for your own efforts towards such a game.

Download the November Company Notes (16754 downloads )

November Company, in my conception, is pretty much the A-Team combined with the actual early Army Rangers. The soldiers assigned to November Company are the type of guys who don’t make good soldiers, but who have skills and personalities that lend themselves to, shall we say, different uses in a theater of war.

Anyway, download ’em and do with them as you please. In addition to the very basics of character creation, you’ll find a small selection of US weapons of the period, a 1/2 page character sheet, and a sheet with vehicle information on the trusty “Rat Patrol” style jeep.

As always, I must admit that I am most decidedly not a WWII scholar – in fact, I’m little more than a tourist in the era. The material that comprises the period flavor of these notes is essentially what I was able to glean from Wikipedia, without any concern for accuracy beyond the bare minimum needs for maintaining a reasonable degree of Hollywood verisimilitude for a bunch of players who know even less about the period than I do.

That’s the long way of saying that if you see something that makes you draw your breath sharply through your teeth, blame a lifetime’s viewing of cheesy WWII representations, offer a gentle correction, and move on to something more important 🙂

Agents of GHOST (v 0.9)

Wherein your humble scribe presents his first stab at turning out a Ghostbusters/Chill kinda of hack using the Barbarians of Lemuria system. I started with Dogs of WAR as my basis, but now that I’m putting this out there I’m thinking maybe I should have built things more from the ground up. Then again, I’m not looking to write an entirely new game, so maybe not. But it’s possible I should have started with Dicey Tales as the base instead. In any case, make of the following what you will. And maybe I’ll get around to making a proper v1.0 of this one way or another eventually.

Agents of GHOST (General Hostile Occult Suppression Team) is a hack of Dogs of WAR intended to yield Ghostbusters-like hijinx or Chill-esque “serious” stalking of the night fantastic.

Note: Some material found in this document may be drawn from or reference other BoL-derived games, like Barbarians of the Aftermath, the BoL edition of Legends of Steel, Dicey Tales, and Barbarians of Lemuria itself. If you don’t own those fine games, I heartily suggest you pick them up from your favorite game outlet. And I humbly salute those responsible for these fine games. I wouldn’t be writing this without their outstanding efforts.

Changes To Dogs of WAR

The details for each of these changes are discussed below. This is just a high-level summary for cataloging purposes.

  1. Possible reduction of the starting Attribute, Combat Ability, and Specialization ranks, depending on “feel” desired.
  2. Rename Scientific Background to Academic
  3. Rename Academic Specialization to Scholar
  4. Paranormalist Specialization added
  5. Renaming Exploit Points to Luck Points
  6. The possible addition of Magic (and the Sorcerer Specialization)

Character Creation

A brief outline of the character creation process, which is essentially the same as that found in Dogs of WAR, with changes described in the sections that follow:

  1. Allocate points to Attributes
  2. Allocate points to Combat Abilities
  3. Choose Background, Boons, and Flaws
  4. Add a Background-derived Primary Specialization at rank 1
  5. Add Paranormalist Specialization at rank 1
  6. Add X ranks to Background-derived Specializations
  7. Distribute X additional ranks to Specializations of choice

Attributes

For a Ghostbusters-like game where failing is almost as much fun (if not more) as succeeding, start the characters with only 3 points for Attributes.

For a Chill-like game where competence in the face of danger in the form of creatures of the night, start the characters with the normal 4 points for Attributes.

Combat Abilities

For a Ghostbusters-like game where combat isn’t necessarily a focus, start the characters with only 1 or 2 points for Combat Abilities.

For a Chill-like game where characters will likely have to engage in battle against countless hideous things, start the characters with either 3 or 4 points for Combat Abilities, depending on your tastes.

Background & Specializations

For a Ghostbusters-like game, limit the characters to 3 points in Specializations: 1 in the primary, 1 in Paranormalist, and 1 more of choice.

For a Chill-like game, hold the characters to 5 points in Specializations: 1 in the primary, 1 in Paranormalist, 1 in a secondary related to the background, and 2 more of choice.

Backgrounds

As DoW, with the following change:

  • Scientific Background renamed Academic, but functions in the same ways.

Specializations

As DoW, with the following change and addition:

  • Paranormalist: Paranormalists are students of all things strange and unusual, from ghosts & monsters to magic & psychic powers to aliens and demons. A paranormalist knows facts and legends relating to such things, and is less likely to be frightened or driven insane by encounters with creatures of the night.
  • Academic Specialization renamed Scholar, but functions in the same ways.

Boons & Flaws

One specific Boon needs to be added to DoW to make AoG just about right:

Knowledgeable: The character receives a bonus die when dealing with his or her area of specialty. These areas include:

  • Ghosts & Spirits
  • Monsters of Legend
  • Extraterrestrials
  • Demons, Devils & Gods

Other Boons & Flaws found in the other BoL-derived games might be appropriate to AoG, so be sure to take a look through those games if you need more options. Dicey Tales seems to be particularly rich in options that fit the ghost/monster-hunting genre.

Weapons

If you’re going for a Ghostbusters kind of game, you’ll obviously want to include some kind of Proton Pack for fighting those ectoplasmic baddies. Here’s my suggestion:

  • Proton Gun: Does d6 damage vs spirits, but 2d6 vs corporeal creatures and objects, so be careful with that thing!

You may also want to consider the usefulness of traditional “weapons” used against the paranormal, such as crucifixes, holy water, silver bullets, and the like.

  • Crucifix: Does d6 damage when used as a weapon against vampires and other similar baddies. May also be used to keep vampires at bay (just out of melee range) by making an attack roll using Defense
  • Holy Water: Does d6 damage when used as a weapon against vampires and other similar baddies
  • Silver Bullets: Either do an additional d6 damage against werewolves and other similar creatures or may be the only way of damaging such foes. In the second case, the damage is equal to the base weapon damage

Gear

Again, if it’s Ghostbusters you’re after, you’ll need to add in a Ghost Containment Device. You can pretty much hand-wave this thing, except you’ll want to have some idea of how many spirits a specific unit can hold. I suggest that a normal field unit be limited to holding 3 “regular” ghosts at any given time, and fewer more powerful spirits.

  • Garlic: Automatically prevents vampires from entering any doorway or window where a strand is hung. Additionally, vampires will not enter into melee combat against a person wearing a strand of garlic.
  • Wolfsbane: May prevent lycanthropes in were-form from passing through a doorway or window or approaching within 10′ of a person holding a significant amount of the herb.. Additionally, a lycanthrope in were-form who ingests wolfsbane is poisoned and must make a Difficult Might check or suffer 3d6 damage. If wolfsbane is ingested by a lycanthrope in his human form, the lycanthropic change begins immediately, regardless of the moon’s phase (or any other “normal” trigger for the change). Of course, wolfsbane can be toxic to non-lycanthropes, so one is not advised to go around foisting wolfsbane on every suspected lycanthrope.
  • The Common Cold: If unleashed against alien monstrosities, have the creatures make a Difficult Might check, with near-instant death as the outcome for failure and a lingering, wasting death for any other result except a legendary success.

Magic

DoW doesn’t assume magic is present or used in-game. Obviously, a game about the paranormal should at least include the possibility of magic. Fortunately, DoW is derived from BoL, so all we need to do is plug in that magic system and let it ride.

It must be left up to any particular GM whether they want to allow spellcasting PCs or not. If no, just ignore this section. If yes, I advise requiring at least a single rank actually be applied to the Sorcerer career (i.e., no “rank zero” Sorcerers) and the acquisition of the Magery Boon (which “costs” two Boons) to “buy in” to being able to cast spells. I’d also limit PCs to second magnitude spells at the highest, and even those should require some in-game effort to track down in musty tomes and lost grimoires, etc.

Regardless of PC access to magic, it’s likely that they will face foes who can bend the laws of the universe with arcane and/or divine powers. Behind the screen you don’t really need rules for this kind of stuff, but following the general principles of the way sorcererous and priestly magics work should keep you honest and give the PCs a fighting chance against your threats.

Playing The Game

The Dogs of WAR rules don’t need to change much, really. The basic mechanics will get us pretty much wherever we need to go. But here are a couple of things you might think about incoporating into your game to help with genre (or at least game system) emulation. These are strictly optional and may not provide the right feel for your game, so use or ignore as you see fit.

Fear Checks

Whenever the characters encounter something truly frightening (or mortifying, or sanity-blasting) have each one make a check using his Mind value and his ranks in Paranormalist.

On a failure, the character is stunned for 1d6 rounds and can only stand there stammering (though he may defend himself if attacked – that is, his Defense still counts as a modifier against any attacks directed at him).

On a Calamitous Failure, the character goes temporarily insane (1d6 days). If the result is a Calamitous Failure as the result of rolling a “1” on a penalty die, or if the source of the fright is otherwise related to one of the character’s Flaws, the insanity is, sadly, permanent and the character should be retired. Investigating the terrible isn’t always pretty, after all.

A Wild Ride

Any time a 1 is rolled on either die when making a check, something “bad” happens. If the roll was a success, make it an interesting bad, not a game-crushing one. If the roll was a normal failure, make it something more noteworthy. On a Calamitous Failure, go for broke. And if the 1 was rolled on a penalty die, it’s time for some serious consequences.

Any time a 6 is rolled on either die when making a check, let the player roll it again, keeping the 6 and adding the result of the new roll. And if that roll is a six, keep on rolling and adding until something other than a six is rolled. If the results of a check wind up at 18 or higher, the check becomes a Mighty Success. If the results of the check wind up at 24 or higher, the check becomes a Legendary Success.

Put It On The Company Card

Since the PCs are presumed to be members of a larger organization, they can generally be assumed to have significant enough financial backing to be able to acquire just about anything they feel they need. Still, resources aren’t unlimited, so every time an acquisition is attempted, a check should be made using the characters average Mind score, modified by the GM based on the expense and nature of the goods to be acquired. If the check succeeds then the items are acquired with no complications. If the check fails, the gear is not secured and future acquisition attempts suffer a cumulative -1 penalty for each previous failed roll. If the check results in a Calamitous Failure, the company’s card is maxed out an no further gear can be acquired during this mission.

Mini Six Character: Dirty Dan McCallum

Wherein your humble scribe presents an NPC for a theoretical Mini Six-powered western.

Arguably the nicest bounty hunter on either side of the Mississippi, Daniel McCallum earned his nickname because of his perpetually dust-covered clothes, not because of his demeanor. Dan has more than once let a bounty go free when there’s a good hard-luck story involved. Truth be told, Dan is a might bit gullible and word is starting to get out to that effect. Fortunately, McCallum doesn’t actually need the money he stands to collect from any given bounty – that money he stole from the Union Army payroll back in the Civil War keeps him quite comfortable. Of course, there’s always a chance that someone might put two and two together…

Daniel “Dirty Dan” McCallum
Just about the nicest bounty hunter in the west
Might 2D+2 Agility 3D+2
Wit 2D Charm 3D+2
Skills: Lifting 3D, Brawling 4D, Dodge 4D+1, Riding 4D, Pistols 4D, Lasso 4D, Streetwise 4D, Survival 3D, Tracking 3D, Con 4D, Disguise 4D, Animal Handling 4D, First Aid 2D+1
Perks: Wealthy
Complications: Skeletons In The Closet
Gear: Colt .45 (4D+1), Sawed Off 12-guage (6D), Bowie Knife (3D), Horse
Static: Dodge 13, Block 9, Parry 8
Strength Damage: 2D
Body Points: 32
Armor: Leather Longcoat (3)

BotA Character: Jong-Kyu, The Jade Horseman

Wherein your humble scribe presents an NPC for Narakam, his Barbarians of the Aftermath setting.

Riding south from the shining city of Bu – the last bastion of science and technology in the outer realms – comes Jong-Kyu, the Jade Horseman. A powerful warrior with the heart of a poet and the calculating mind of a scientist, Jong-Kyu seeks to uncover the true, scientific history of Narakam. The Jade Horseman fears no creature of the wastes nor any science or magic possessed by the Varna or the Deva. This bold adventurer’s thirst for knowledge will bring him to the Gates of Wisdom and the Doors of Understanding, and though those temples be guarded by powers unguessed, Jong-Kyu will conquer them or die trying.

Jong-Kyu / Lifeblood 12 / Hero Points 5
Genotype: Pariah (Wastelander Human)
Attributes: Strength 2 Agility 1 Mind 2 Appeal 0
Combat Abilities: Brawl 0 Melee 2 Ranged 1 Defense 1
Careers: Barbarian 1, Beast Rider 1, Scientist 1, Poet 1
Boons: The Strong Survive, Slasher
Flaws: Honorable
Languages: Pariah, Varna
Equipment: Light Pistol (d6), Sword (d6+2), Very Light Armor (d3-1)

Mini Six Character: Meudwy Caerwyn

Wherein your humble scribe presents an NPC for Anglia – the 100 Years War/Dark Fairy Tale England setting he busted out on the unsuspecting Mini Six players a few weeks back. Will anything further come of it? Who the hell knows? 🙂

Meudwy Caerwyn, or Caerwyn the Hermit, makes his home in a cave nearly a day’s walk east of Dinas Tylluan. This strange old man – not unfriendly, just very odd – avoids the company of men whenever possible, preferring instead to spend his days talking with the beasts and birds of the valley. He hunts when necessary, but more often subsists on hearty root vegetables he finds in the nearby forest. Caerwyn loves to tell the story of the time he mistook the fairy ring for regular mushrooms and the bickering that took place amongst the pixies when they found their meeting place had become a delectable stew. The hermit doesn’t quite know how close he came to death that night, which might explain why he sleeps so well at night.

Meudwy Caerwyn
Hermit Mage Dinas Tylluan
Might 2D+1 Agility 3D+1
Wit 4D Charm 1D+1
Skills: Stamina 3D, Bow 3D+2, Dodge 4D+1, Magic 5D, Language: Fey 4D+1, Tracking 4D+1, Hunting 4D+1,
Perks: Sorcerer
Complications: Mad as a hatter
Gear: Bow (2D+2), Knife (2D)
Static: Dodge 13, Block 7, Parry 7
Strength Damage: 1D
Body Points: 32
Armor: Heavy Furs (2)
Spells: Beast Tongue, Heal

Mini Six Character: Eldryn of Kent

Wherein your humble scribe presents an NPC for Anglia – the 100 Years War/Dark Fairy Tale England setting he busted out on the unsuspecting Mini Six players a few weeks back. Will anything further come of it? Who the hell knows? 🙂

A hardened veteran of many campaigns against the French, Eldryn of Kent settled down upon reaching his 46th year and now serves as a the captain of the guard for the inland trade center of Creighton. The sandy-haired, grey-eyed Eldryn possesses a few scars, but his handsome features remain mostly as they appeared when he was a younger man. Though unmarried, he enjoys the attentions of many of Creighton’s wealthier merchant’s daughters. An accomplished soldier and leader of men, it is generally assumed that Eldryn will eventually be named mayor of the town. Even those who should by all rights despise the man find that they are instead completely taken with him. How it is he came to know so much of the language of the fairies of the wood is a story even the gregarious captain himself never seems to get around to sharing.

Eldryn of Kent
Captain of the Guard in Creighton, Anglia
Might 2D+2 Agility 2D+2
Wit 2D+2 Charm 3D
Skills: Lifting 3D, Dodge 3D, Brawling 3D, Sword 3D+2, Longbow 3D+2, Riding 3D, Military Scholar 3D+2, Healing 3D, Language: Fey 3D, Command 4D
Perks: None
Complications: None
Gear: Longsword (4D+2), Longbow (4D+2)
Static: Dodge 9 (10), Block 8 (9), Parry 11 (12)
Strength Damage: 2D
Body Points: 30
Armor: Chainmail (+6) , Shield (+1 to static defenses)