The Commander of Confederation Special Operations Unit 13, the Star Falcons, Peregrine-0004.7 is an extravagant, yet highly effecient soldier. Time and time again, he has lead the Oraki black-ops teams to success, keening his unnerving war-cry.
"I have discovered that subtlety cannot give me what is rightfully mine. So I’ll just take it back."
Yet another list of 30, this time fiendish foes, vile villians, and and dastardly do-badders.
An outcaste goblin with a sadistic streak and a secret talent
Stonedeath is a goblin assassin, but much more than that. His new form allows him to scale walls, fight with uncanny agility, and above all that; he has a hatred for adventurers.
Mercenaries and bounty hunters? We don’t need the help of scum like that.
30 Guards, who in peacetime patrol the Palace and in wartime are the Royal Bodyguards and the King’s last defence.
Even the boldest quake with fear of the Kobelyn Cavalry of Terkuss Tahkhan! Especially if they’re on the same side!
The greatest of chieftains, uniter of the hordes, harbringer of chaos, many names he held, yet what is the truth behind one of the greatet Orc leaders of all time?
Every soldier knows he may be called upon to make the ultimate sacrifice. What he doesn’t always know is the depth of the other sacrifices he may be called upon to make.
“She’s dead, Jim.” “We have the technology, we can rebuild her.” “... Yes. But should we?” “We must, in order to counter his scheming.” “Then we’ll do it.”
You find yourself captured by Goblins. (We won’t ask, we know it is embarassing.) Looking for your escape, you begin to watch the Goblins. Suprisingly, they are a fairly complex bunch.
Piash is a half-elf outcast deep within an imperial province. He has been rejected by everyone around him his entire life. He has no family, even his last name, Nildar means ‘no-clan’. But his mixed blood holds a curse that is finally starting to surface.
The grim and often belligerent denizens of the Grand Duchy of Nyir
Once a decorated Theosian Soldier, now a wanted deserter.
The jaguar stood at the door of the temple. The smell of blood from within assailed his keen senses. He placed one paw, and then another, over the threshold. The priest walked to the door, as the sun’s light faded, and greeted the warrior Tepiltzin.
The party had driven the beasts to the edge of the cliffs, the kill was swift. Tlilpotonqui smiled broad and warm. It had been a fine day. His smile faded as he spied the crescent Moon already hanging delicately in the sky. The west was fading to pinks and golds. In his excitement, he had forgotten the time. He fell back, letting the party get well ahead, and turned towards the cliffs. As the last rays of the Sun faded he dove towards the rocky waters below…
Darome Rikael. Not a name of fear, but rather one of pity.
Legendary hero, founder of the Bukdek Empire, fearless warrior and warlord, amoral barbarian, and vicious bandit.
Seldom will you see such a distinguished veteran: A man of action, who always seems to have what a soldier needs!
Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.
During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.
A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.
Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.
Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.
Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.
Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.
Hu's Iron Ball should be handled carefully by players and gms.