Factions

factions


SOME NOTES ON factions



A Pack- Has a designated leader – and will harry and hunt and stalk – if you are lower in size or strength.



A Herd – Usually migrating – will not attack unless provoked.



A Flock – Usually migrating – can fly – scatter when anything approaches – complex hierarchy.



A Party – Each member has a role – has strategies as a group.



A School – Move as a unit all at once – group thinking.



Anything not in these groupings is implied to be solitary, and some solitary things logically hunt, some migrate, some form mated pairs or reproduce infrequently.


 









scarlet daughters

Swaying in the snow comes a drifting pack of wolves

Lightly dressed and armed with faces to the wind

Red spray sublimates and promession left behind

Blood changed to blades and turned into their kind


Akimbo witches watch and wait

Like mountain stones in snow

Spears cast straight

Death’s gift bestowed



HD 2

HP 10

Speed 120’

Armor 12

Morale usually 9

Attack – d6 or d8 weapon, d3 unarmed

Special: Scarlet Daughters have a special connection to blood and can harm and be harmed by it.

On successfully spilling blood, the Scarlet Daughter may make an additional attack, but if this attack misses, she takes damage equivalent to the first attack.

Scarlet Daughters travel in packs of 1d10+2






barbaransi

Death carries westwards

Howling like the wind

With weathered skin we stand

Despite our numbers being thinned

No man can stop me

Any deadliness is considered friend

Your arrows prompt hurlbats

Your decisions prompt your end



HD 4

HP 13

Speed 130’

Armor 15

Morale 10

Attack – 1d4, 1d6, 1d8 depending on weapon

Special: On taking damage the Barbaransi takes an action.

They have weapons, armor, looted goods.



Barbaransi usually travel in small parties of 2d4+1







soul rapists

What kind of devil would forsake their sun?

What devil would chain their life to the earth?

What kind of devil curses their breath to moan with pain?

What devil’s blood screams out, causes their tears to run?

What kind of devil leads lives to dearth?

What devil needs many bodies to reign?

What if death isn't the reverse of birth?



HD 2

HP 7

Speed 100’

Armor 9

Morale 12

Attack – D4 With weapon, Unarmed usually negligible.

Special: Soul Rapists ALWAYS have slaves in tow, usually around 1d12+2. If the Soul Rapist takes damage, redirect it to a slave. If the Soul Rapist would be affected by a spell, it affects a slave. This connection affects the Soul Rapist by aging them rapidly and making them twisted and evil, unable to die until they possess no slaves. It also culminates in them being taken by demons on death in a fiery blaze of pure agony.

Soul Rapists start as 1d8th +7 level Magic-Users, with the appropriate complement of spells.

Slaves HD 1 HP 6 Speed 110’ Armor 12 M
orale
6

Attack – d3-1 Unarmed











cannibals

Resources scarce when snow falls,

Blind to the horror of the cleaver.

Living is tough in a land with few walls,

Less easy to avoid life as a griever.

Time passes slow, and food passes quick

Making orphans, widows, vilomah.


Marking bones with scratch and nick

Stretching tendons to predict ill omen.

Cutting limbs and joints

Eating from kin’s abdomen

Poking flesh with spearpoints

Cleaving men and swallowing sin.



HD 2

HP 8

Speed 120’

Armor 11

Morale 7

Attack – d6+1 d8+1 against humans

Special: Decorated by bones and tendons, gaunt and pale and bloodstained, wielding human bone clubs, Cannibal encounters test morale on each retainer immediately.

Cannibals usually travel in parties of 1d8+1.









bannari

Hidden under a tongue like a pill

Among the teeth like a village procession

Living on land with a chill

Their power absent by an ancient cessation


Walking beneath eyes that look for them

They parley with the breeze

Hiding from the giant they created

On the land where people freeze



HD 2

HP 10

Speed 125’

Armor 12-14

Morale 8

Attack – d6 weapon, d3 unarmed

Special: Bushcraft 3/6 or higher, Stealth 2/6, Climbing 2/6



All have lots of gear for surviving, and family.

Bannari usually form parties of 1d4+1, or camps of 2d8 families – 3-4 members to a family



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