character book
art
Grim Wilkins
copy editing
Kara Verlaney
contributing writer
Rebecca Askin
writing, layout, & design
T.C. Sottek
origins
Quest was designed in Brooklyn, New York and
printed in Shenzhen, China.
typography
The headings of this book are set in Alegreya Sans
SC, designed by Juan Pablo del Peral. The body
text is set in Ovo, designed by Nicole Fally.
quest character book, digital edition
version 1.0. date of release: april 4, 2021
© the adventure guild, llc, 2021. all rights reserved.
© grim wilkins, 2021. all rights reserved.
www.adventure.game
what’s inside                                       reading guide
In this book, you’ll find 101 illustrated fantasy   Each character entry in this book contains an illustration, scene
                                                    description, character background, and stats and special features.
characters, from friendly local animals to
interdimensional beings of great power.             scene — A character’s scene introduction is written as if you were
                                                    speaking aloud to the table. You can use the scene introduction as-is
From page 105 and beyond, we’ll talk about          to read aloud, or modify it to fit the needs of your own story. This
                                                    section is meant to give you an idea of the character’s flavor and the
how to best use these characters in your story.     kinds of circumstances they might find themselves in.
We’ll also teach you how to modify what you
see here or create your own characters.             story — This section in each character profile contains their basic
                                                    story information and typically includes their background, motives,
spoiler warning!                                    and present circumstances. This information usually contains secrets
                                                    that should be kept from the players until they are able to discover
This book contains a lot of information that        the character’s mysteries through roleplaying.
is meant to be read first by the person playing     and more — Additional fields in a character’s profile are used
the Guide in your adventure. (The Guide is the      to add more context to the character. These fields differ for each
                                                    character. You might find out more about the organization a
story’s narrator; you can learn more about this     character belongs to, a problem they face, or a way to give them more
role in the Quest Game Book.)                       flavor at the table.
If you are playing as one of the story’s main       legendary quest — Some characters in this book are capable of
characters, we recommend that you only look at      sending players on “legendary quests” that offer significant rewards.
                                                    You can use these quests to help players earn legendary abilities.
the “scene” introductions and the illustrations     (See the Quest Game Book for more information about legendary
for each character. Reading more may spoil          abilities.)
some of the game’s mysteries during your            Finally, each character profile contains a section at the bottom with
adventure.                                          the character’s basic stats and special features, like this:
references
References in this book point to pages of digital    3—2        evasive, extra attack, charismatic
books in Quest’s official collection:               The black number in the box shows a character’s hit points, and the
                                                    red number is their attack rating (how much damage they deal when
(p.) A page in this book.                           attacking.) You can learn more about any listed special features
(gb.) A page in the Quest Game Book.                beginning on page 110.
(t.) A page in the Quest Treasure Book.
                                                    If you’re reading this on a computer, you can click this map icon on
                                                    any page to visit the full character index.
characters
Characters in this book are grouped for convenience by one of three classifications, as
explained below. But any character in this catalog can play a big part in your story.
commoners — Commoners              Commoners can still be very        minions — Minions are                bosses — Bosses are
are average creatures that, on     powerful based on their official   creatures that are more powerful     exceptional creatures, often
their own, don’t pose a big        positions, possessions, and the    than average and less susceptible    with immense power, that are
threat to the party and are more   relationships they keep. For       to some of the adventurers’          highly resistant to some of the
susceptible to the adventurers’    example, The Tyrant (p. 26) is     special abilities. They may be       adventurers’ special abilities.
special abilities.                 vulnerable on their own, but       deadly on their own, but are often   They are usually capable of
                                   they have the support of guards,   seen in the company of allies or     presenting major problems for
                                   armies, and incredible wealth.     bosses.                              the adventurers and can be used
                                                                                                           as major heroes or villains in the
                                                                                                           story.
5            the alleycat
             neighborhood watcher
    scene — “As the guests step outside of the play for intermission and
    light up their pipes, you see a shadow emerge from the alley. A child
    wearing fancy clothes that are just a little too big for her body weaves
    in and out of the crowd. As you briefly spot the glint of a ring in her
    hands, you realize she’s made this group of wealthy citizens a little
    lighter.”
    story — The Alleycat is the daughter of an aristocratic family
    who lives a double life. When she found out her family’s wealth was
    stolen, she turned on her parents and searched for new friends to
    return stolen riches to the community.
    By day, she attends an exclusive school that allows her to mingle
    and collect intelligence from the children of the city’s most powerful
    families. By night, she uses the rumors and gossip she hears at school
    to stalk the aristocracy. She is a novice Spy with the Strap ability (gb.
    77).
    Her group of thieves is called The Tricky Bandits, and the average age
    of its members is 15. All members are required to pledge that they
    will only steal from the corrupt, only give to those in need, and never
    keep what they have stolen. They are also oath-bound to never harm
    another creature unless absolutely required for self-defense.
    The Alleycat’s dream is to grow up and be like The Representative (p.
    22). A party that connects her with her idol will make a friend for life.
    If the two meet, The Representative will take her under her wing and
    become her devoted mentor.
    the bigtime — The Alleycat has just stumbled upon the trail of The
    Tyrant’s (p. 26) effort to enlist the Seastriders (p. 30) in a sabotage
    plot. She knows she needs help from adults to uncover the plan, and
    might ask the party for help if they gain her trust. The party can gain
    her trust by accompanying her on a nighttime raid to steal valuables
    from The Aristocrat (p. 6).
     3—2        evasive, curious, kind, leader
6            the aristocrat
             scheming socialite
    scene — “A person in a brilliant cloak and adorned in precious
    jewelry walks confidently onto the stage, widening the eyes of
    everyone seated in the great hall. As their silvery voice embraces its
    listeners, you notice that a ring on the speaker’s hand begins to glow.
    At the end of their speech, the audience lines up to contribute their
    riches to the campaign.”
    story — The Aristocrat is a skilled thief who inherited a magic ring
    from their aunt: a once-prestigious wizard. The ring, a Beguiling Band
    (t. 27), imbues its wearer with magical charisma. It compels those
    who hear its wearer’s voice to part with their valuables on command.
    The Aristocrat has skillfully used the ring to gather wealth and ascend
    the ranks of their city’s social and political order. Having earned the
    favor of a local crime syndicate, they are now helping its corrupt
    leaders seek the levers of government in the region so they can
    consolidate power and preserve The Tyrant’s (p. 26) position on the
    throne. Above all else, The Aristocrat wants to be the object of others’
    envy.
    The Aristocrat employs a permanent security detail made up of
    former members of the Regional Guard (p. 60) who were cast out for
    corruption and other unbecoming violations of the Guard’s oath.
    the lovelace — The Aristocrat owns and operates a secret
    members-only speakeasy called The Lovelace. The Lovelace is a
    sprawling club with its own live-in staff and a vast catacomb filled
    with wine and spirits. The club hosts high-stakes Queens* tables that
    attract the wealthy and powerful — especially those from cartels and
    other underground organizations. The Host (p. 14), The Mayor (p. 18),
    and shadow operatives (p. 62) are known to frequent the club.
    *Queens is a real card game that you can find at www.queens.game
     3—1        charismatic, enterprising, greedy, private
7           the benefactor
            titan of industry
    scene — “A woman with exquisite taste glides through the room
    and uncorks a bottle of what you can only assume is the most
    valuable decanter of spirits in the world. She gazes out of the window
    for a moment, before turning and wrapping you in her gaze. ‘I have a
    job for you,’ she says. ‘It requires discretion.’”
    story — The Benefactor is an incredibly wealthy individual who
    built a worldwide delivery network called Fleetfox Parcel. The network
    fueled the rise of Brell (p. 76) and Professor Prim (p. 96). And while
    she remains in control of her company, she prefers to focus on public
    issues like conservation. She is equally famous as the head of The
    Wild Trust: an organization that acquires land and converts its use for
    preservation.
    After a recent attack on her Rangers in an outland preserve, she
    has grown suspicious of a conspiracy by a rival company to extract
    natural resources from her protected lands. And though she is
    well-connected in trade and politics, she turns quietly to private
    adventuring groups who can discreetly help her investigate and
    resolve attacks on her holdings.
    Though The Benefactor is extraordinarily wealthy and powerful, she
    is only as noble as one can possibly be in her position. She genuinely
    cares about the preservation of natural splendor and will go to great
    lengths to protect public interests. But she does not tolerate small
    talk and occasionally excoriates and undermines those who lack her
    ambition.
    sayings — “We’ve got trouble. No sense in standing around.”
                 “Were you born this stubborn, or did you study hard for
                 it?”
    partners — The Benefactor travels with a deputy named Sylvar
    Kaling who helps run her companies, and a Fighter named Kellis
    Sgèin who acts as her bodyguard. Both companions are incredibly
    competent and loyal.
     3—1       enterprising, leader, moral
8            birdplan
             unexpected avian friend
    scene — “A bird approaches. You notice this bird looks much larger
    than other birds of its kind. Then you notice it’s walking upright with
    a cane. Then you notice... it has hands. Then you notice the bird has
    been talking to you for some time while you stare at it quite rudely.”
    story — Birdplan is the unexpected result of a bird fan’s plan to
    make a man with a wingspan. The experiment created a beautiful
    and wise creature, but not exactly the “bird man” the dubious doctor
    had hoped to make real after seeing one depicted in a popular fantasy
    magazine.
    Birdplan is a gentle and intelligent being. When first confronted with
    their maker, they calmly explained why trying to reproduce allegorical
    creatures is a bad idea, and convinced them to retire. Now, Birdplan is
    a traveling scholar who gives speeches on the moral and ethical risks
    of unregulated magic.
    key fact — Birdplan was the first creature to experience The Bitter
    Gift (gb. 99), a Doctor spell which bestows sentience on a living
    creature who lacks it.
    sayings — “Come closer, let me have a look at you, friend.”
                  “This reminds me of the tale of the bird who flew too
                  close to the sun.”
                  “Yes, I’ve heard of that wizard. They live in a small tower
                  in the outlands just to the north of here.”
    inventory — Birdplan was given a magic cane by their creator
    which contains a single use of The Bitter Gift spell. Birdplan does not
    know the cane is capable of casting this spell.
    bitter kin — Birdplan is friends with Claw (p. 38), who was also
    affected by an early version of The Bitter Gift spell (gb. 73). They visit
    from time to time to discuss their unique condition and their place in
    the world.
     3—1        nonviolent, moral, wise, empathic
9           the brewer
            renowned artisan
    scene — “The raucous songs of revelers reverberate in the
    tavern, causing your heart to swell with excitement. Everyone
    around you seems transported. You notice their mugs are all
    full with the same golden, frothy brew. In the distance behind
    the bar counter, you notice a small bartender sliding from cask
    to cask on a rolling ladder.”
    story — The Brewer is a famous artisan whose signature
    drink, Spirit Shaker, is enjoyed throughout the region. A former
    colleague and classmate of Professor Prim (p. 96), they’re a
    capable magic food scientist and tavern proprietor. The two
    artisans occasionally meet in private to reminisce about old
    times.
    The Brewer’s secret recipes are infused with magic. Their
    line of magic brews inspire a wide range of feelings in those
    who consume them, with none of the intoxicating drawbacks
    of traditional ales and spirits. They believe their mission in
    life is to create the perfect brew by searching for the rarest
    ingredients in the world to experiment with.
    adversaries — The Brewer’s success has raised the eyebrows
    of those who wish to control the public, especially the Prismatic
    Prophet (p. 190), who has a plan to dose a shipment of Spirit
    Shaker with a mind control spell. The Brewer has also made
    enemies of those who are opposed to joy, like The Host (p. 14),
    judges (p. 48), and The Magister (p. 91). They see The Brewer’s
    works as shortcuts to happiness or catalysts to unsightly public
    spectacle.
    quest — The Brewer’s caravans are threatened by adherents
    (p. 28) who want to disrupt the supply of Spirit Shaker to
    taverns in the region. The Brewer is offering a valuable sample
    of a new ale with healing properties to those who can protect
    their caravans.
      4—1       enterprising, gossiper, impassioned, talented
10            button dweller
              unseen local
     scene — “You lean down to smell a flower bush, and for a moment,
     you think you hear the tiniest roar, like from a distant festival. When
     you accidentally prick your finger on one of the bush’s thorns, you
     feel a strange woosh, and the world fades away. You realize you’re
     standing on a flower petal. A person who was once tiny is standing in
     front of you, smiling.”
     story — Button dwellers are among the most diminutive beings
     in the omniverse. They live short and fast-paced lives; a 30-year-
     old button dweller is generally thought to have had a good run. The
     stature and lifespan of button dwellers have made them quick to
     learn and quite adaptable to their circumstances. Many among them
     are able to produce magic that has effects far beyond what their size
     might suggest.
     Sadly, many larger beings are unaware of button dwellers and
     accidentally trample their towns. Dwellers are usually able to
     protect themselves from these threats, and occasionally they will
     lure creatures in and shrink them to engage in diplomacy.But some
     factions of button dwellers take a more hostile stance toward the “tall
     ones.” These groups of dwellers are known to trap larger creatures in
     their domain and imprison them for their wanton forest walking.
     allies — Button dwellers often build cities in harvesters
     (p. 45), which they form symbiotic relationships with.
     sayings — “Greetings, tall one. Please do not be afraid. Would you
                  please have a conversation with me?”
                  “We need some help with the local squirrels.”
                  “For your brutal crimes against our kind, we hereby
                  sentence you to imprisonment in The Iron Root.”
     combat — Button dwellers are unable to harm much larger
     creatures, but they can capably fight creatures who fit within the scale
     of their worlds.
      3—1        evasive, resourceful
11            the faceless one
              cursed cultist
     scene — “The door cracks open, revealing only a quavering voice.
     ‘Who are you, and what do you want?’ they say. As you defuse their
     worries, they open the door, revealing a figure with a completely
     blank face.”
     story — The Faceless One is a former adherent (p. 28) who escaped
     a repressive enclave seeking freedom. After wandering for miles
     in the forest after their escape, they stumbled upon a lone house
     belonging to The Illusionist (p. 84).
     The Illusionist offered refuge — and the granting of one wish.
     Unaware of the risks, the adherent wished that nobody from The
     Enclave would recognize their face again. The wish was deviously
     fulfilled. The Illusionist stole the adherent’s face, trapped it in a
     portrait, and then released them back into the forest. Their life force
     is now tied to the portrait. If it is destroyed, they will die.
     The Faceless One was eventually found by a hiker and brought to a
     small outland town, where they wait for someone to help them find
     the magician and reverse their cruel curse. The curse can be lifted by
     destroying the Magician or convincing them to lift it.
     the enclave — The Enclave is the home of The Prismatic Prophet
     (p. 95) and contains the secret headquarters for their cult. The
     Faceless One has a bracelet that can help locate and enter The
     Enclave, which is concealed by a mirage. They are willing to lead
     adventurers to The Enclave in exchange for a promise to help lift
     their curse.
     sayings — “The Prophet’s words are tricks of light and they cannot
                  be trusted.”
                  “I was lost once. It felt like having a family. But then I
                  saw the ugliness behind it all. It’s not just the Prophet.
                  The Lucent Trine must be stopped.”
      3—1        nonviolent, private
12            grasping ghost
              lingering soul
     scene — “You feel an unexpected breeze pass through the room. A
     few pieces of paper on the table seem to shuffle about for a moment,
     as if someone is reading through them. ‘That happens from time to
     time,’ the homeowner tells you. ‘They say the previous tenant has
     unfinished business here.’”
     story — Grasping ghosts are spirits who hold a tight grip on their
     worldly identities. While most spirits gradually become entirely
     new creatures with evolved identities, grasping ghosts refuse to part
     ways with their past selves. These lingering spirits are often able to
     reclaim limited functions belonging to those with material form, like
     the ability to briefly hold and move objects. Ghosts who go through
     their old routines often lead the living to believe certain places are
     haunted.
     Grasping ghosts do not wish to move on from their past lives and will
     express great sorrow when reminded that they are no longer among
     the living. Ghosts who are aware of magic sometimes desperately
     seek out the services of Doctors like The Necromancer (p. 92) who
     can return them to a living body.
     Many grasping ghosts take secrets to their graves. Those with
     privileged information — like the location of an artifact or the identity
     of an interloper — are often willing to part with it in exchange for
     being reinstated among the living.
     the village — The inhabitants of a village that was destroyed by an
     albatross (p. 73) all died in the calamity, and they all became grasping
     ghosts. This unique circumstance made the ghosts self-aware, and
     they decided in a town meeting to recreate the entire world in a spirit
     realm. They now travel the world, trying to convince grasping ghosts
     who they find to become a part of their new effort to build a new
     world for spirits. These spirits actively engage with the living in the
     hope that they will be recognized as their own society of equals in the
     world.
      3—1        ethereal
13            hatbat
              a hat that’s also a bat
     scene — “A finely crafted hat sits on the floor in the middle of an
     otherwise empty room. You put it on your head. That’s when you feel
     a slurping tongue on your head and the gentle embrace of a mouth
     full of fangs.”
     story — Hatbats are vampiric, shapeshifting bats that often take the
     form of hats to lure in their prey. When a hatbat is placed on a head,
     it bites down, locking itself to the creature to extract a modest amount
     of its blood. It does not deal damage from this bite unless the creature
     attempts to remove it. Petting the hatbat gently causes it to release its
     grip on a head and turns it into a friendly bat.
     Some magicians and other tricksters are known to keep hatbats as
     loyal pets. Domesticated hatbats are said to be even more loyal than
     dogs.
     Left unchecked, hatbats are known to form colonies in coat rooms
     and closets. An active hatbat invasion is popularly called a “bad
     hair day.” The Alleycat (p. 5) has been known to prank the rich and
     powerful with hatbat invasions and famously disrupted an aristocratic
     masquerade ball in the dead of winter by letting a group of hatbats
     into the coatroom.
     sayings — *licking and slurping noises*
                  *happy grunting*
                  *angry growl*
     companion — Hatbats can make silly companions for the
     adventurers. Consider introducing one to a Ranger to allow them to
     adopt it as their animal companion.
     mutations — Hatbats have a chance to shapeshift into other
     kinds of garments whenever they reproduce. If you like, consider
     replicating the behavior and nature of hatbats into other items, like,
     say, cloakbats and shirtbats.
      3—1        hungry for heads
14            the host
              dastardly deejay
     scene — “You hear static from your pocket and realize your
     Skycaller Amulet is active. A booming voice emerges. ‘Welcome to the
     Realest of the Real Network,’ it says. ‘The only voice in broadcasting
     willing to tell you what’s really going on.’”
     story — The Host is a bombastic charlatan with a cultlike following.
     He attracts followers by spinning wild tales about those in power,
     particularly industrialists like Brell (p. 76) who have transformed
     society with powerful and advanced magic. He is reviled by almost
     everyone who benefits from the stable order of things, especially Brell,
     The Representative (p. 22), and The Benefactor (p. 7).
     The Host travels in secret from town to town, often holding
     gatherings with his supporters. He uses a hacked Skycaller Amulet (t.
     20) to broadcast a pirate radio signal that hijacks other amulets in a
     wide area. The Host makes at least as many enemies as allies, thanks
     to his often-unwanted intrusions.
     He is known to appear from time to time in The Aristocrat’s
     (p. 6) private club, where he mingles with powerful figures. He is
     often willing to take up the cause of someone with influence and
     power, for the right fee.
     secret backer — Dr. Chaos (p. 80) benefits from The Host’s
     dastardly deeds and funds their operation in secret, offering them
     upgrades on their equipment to rudely reach more and more listeners
     with his conspiracies and lies.
     sayings — “Your rulers are corrupt. Do not listen to them. Do not
                  allow them to control you with their rules.”
                  “Magic is just another way the people in power control
                  you. It’s time to reject its use!”
                  “It’s time we move back to money. That’s why you
                  should invest in gold from The New Mint.”
      3—1        talented, greedy, private, deceiver
15            keeper
              professional helper
     scene — “As you reach the top of the hill, you notice a wagon
     wreck on the road ahead. A person in a signature blue-green coat
     with the calming mark of the keepers kneels beside a traveler and
     tends to their wounds.”
     story — Keepers are members of a professional order who “keep”
     an ancient tradition of helping others in need. They are widely loved
     and respected for their tireless service because they ask for nothing
     in return for their help. Nonetheless, most people offer keepers
     food, shelter, and safe haven whenever it is required.
     Keepers come from all walks of life, and their ranks are filled with
     people who possess a wide range of talents, including cooking,
     medicine, teaching, and care for children and the elderly. There
     is no hierarchy in the order of the keepers and all of them work
     together in loosely affiliated chapters.
     While keepers largely prefer to stay out of partisan affairs, their
     order is fiercely supportive of measures and systems that provide
     for the welfare of common people. They are skeptical of the
     Regional Guard (p. 60) and other organizations that use force to
     achieve their goals.
     Keepers follow a strict code that prohibits them from bringing harm
     to others or aiding those who seek to bring others harm.
     waystations — A subset of keepers operates a network of homes
     that serve as inns. These homes are spaced throughout the region
     such that safe lodging is never more than a day’s travel away along
     major roads.
     trusted badge — Because keepers are widely regarded in
     high esteem, they are often granted access to restricted places
     without question. This occasionally makes their order a target for
     infiltration by spies and wrongdoers.
      3—1        empathic, kind, moral
16            krasix parasite
              swarm spreader
     scene — “You hear skittering on the cave ceiling and look up right
     as a scorpion-like creature falls on your back. Your heart races as it
     darts around your body, trying to burrow its way through a gap in
     your armor.”
     story — Krasix parasites are aggressive invaders who attempt to
     burrow into other living creatures and use them as hosts to produce
     Krasix swarmlings (p. 50). If they successfully burrow inside of
     a living creature, the parasite undergoes a metamorphosis into a
     swarmling, violently emerging from the host’s body one week later.
     Hosts experience progressive symptoms once being invaded by a
     parasite. First, their eyes turn white, as if coated by a milky gelatin.
     Next, they begin to feel shivers throughout their body as their nerves
     become more sensitive. Finally, they feel aching throughout their
     body as the parasite expands itself.
     It is risky to remove a parasite from a host’s body. Parasites can be
     removed with the Fighter’s Focus ability (gb. 39) and the Doctor’s
     Corrupt spell (gb. 70).
     When a Krasix swarmling dies, several parasites emerge from its
     corpse to seek out new hosts. Nearby creatures often report having a
     pretty bad time when this happens.
     Outside of a Krasix hive, parasites only live for up to one day if they
     are unable to find a host to infest.
     sayings — *slithering and clacking sounds*
     “oh no” — Krasix parasites can only burrow inside of a player
     character if the player has less than half of their maximum hit points.
     On a successful attack by a parasite, roll the die to see if the parasite
     can successfully invade their body. If a player character is at 0 hit
     points, the parasite can automatically burrow in their body.
      3—1        evasive, please stay away from me!
17            the librarian
              renowned cataloger
     scene — “A gentle buzzing sound from below grows louder as a
     creature ascends from the endless stacks of the great library. They
     stop to hover in front of you and wave at you encouragingly. Then
     they remove a piece of paper and a pencil from a pack, quickly write
     a note, and pass it to you. ‘What can I help you find today?,’ the note
     says.”
     story — The Librarian is a keeper of knowledge who manages The
     Depository: a massive subterranean library that spirals 100 stories
     below the surface. The stacks of the library have been filled over
     centuries through partnerships with scholars, artists, and magic users
     across the world who contribute to its egalitarian mission to unite
     peoples through knowledge.
     The Librarian is best friends with Birdplan (p. 8), who can often be
     found browsing the stacks of the library and leading a book club
     for young people. (Its motto: “Birds of a Feather Read Together!”).
     Theodoric (p. 25) is also a close ally.
     quest — Far beneath The Depository’s lowest rungs lies a magic
     laboratory where a dangerous cult, led by The Prismatic Prophet (p.
     95), is working on opening chaotic portals to other universes. The
     cult has threatened to burn down the library if The Librarian does not
     allow them to operate in secret — binding them in service of the cult’s
     wishes.
     The Librarian wants to expel the cult from The Depository, but is
     unsure of who to trust. At the top of The Librarian’s procurement list
     is an incredibly rare out-of-print children’s book called “Felix and The
     Fox.” The book is currently in the posession of The Aristocrat (p. 6);
     whoever brings it to The Librarian will gain their trust and divulge the
     secret threat.
     passing notes — The Librarian communicates by exchanging
     written notes. Consider having the players communicate with them
     by writing notes back and forth at the table.
      3—1        evasive, nonviolent, resourceful, kind
18            the mayor
              corrupted executive
     scene — “An aged man sits in a stately chair, staring into the middle
     distance. An aide approaches and whispers something into the
     man’s ear. His eyes flash wider in attention and he turns to address
     you. ‘I hear you’ve been asking a lot of questions,’ the man says. ‘We
     don’t appreciate outsiders disrupting our nice, quiet little mountain
     community.’”
     story — The Mayor is the leader of a once-sleepy outland village
     that became a major waystation for explorers and treasure-seekers
     after the discovery of a fabled cave in a nearby mountain. As the town
     exploded with an influx of adventurers, a bandit cartel (p. 30) moved
     in and cursed The Mayor. He now does the bidding of the cartel,
     which has replaced everyone in his administration with corrupt
     lackeys.
     The Mayor has instructed the town’s Regional Guard (p. 60) to
     extract tolls from everyone who visits the area. He uses the town’s
     power and resources to enrich the cartel and disappear those who
     defy its control.
     Before falling under control, The Mayor was known well by the
     townspeople for being a compassionate and wise leader. While many
     in town think he simply became greedy after the discovery of the cave,
     some original residents believe he has fallen victim to the influence of
     outsiders.
     The Mayor has been affected by the Reinstate the Dead (gb. 69) spell.
     He is now a passenger in his own body, controlled by a fallen cartel
     leader whose spirit took control. He can be liberated if Banish (gb. 73)
     is used on the foreign spirit.
     quest — A small resistance has formed in the village and will
     attempt to recruit adventurers uncover the cartel’s conspiracy
     and free the The Mayor from its conniving clutch. As a reward for
     freeing The Mayor, the resistance will offer the town’s most prized
     possession: Conway’s Comrades (t. 53).
      3—1        leader, private, moral
19            the muckraker
              renowned reporter
     scene — “A tall figure shamelessly pushes their way to the front
     of the crowd, blowing their hair out of their face. They remove a pen
     from their bag and open their notepad, ready to furiously take notes.
     ‘Care to comment on rumors that a cartel has taken over the outland
     waystation?’ they ask.”
     story — The Muckraker is a famous journalist known widely
     for their reporting at “The Albatross Press”*. They have uncovered
     corruption, infiltrated radical groups, and profiled some of the biggest
     names in the world.
     They are known for asking tough and probing questions without
     fear, which often gets them in trouble — even with ostensibly noble
     people in positions of power. There’s a good chance they’re chasing a
     blockbuster scoop any time you run into them. Their thick notepads
     are a target of their enemies.
     quest — The Muckraker has been working on a years-long
     investigation to uncover the history of The Host (p. 14) and his
     affiliations. Their sources have provided information suggesting The
     Host is part of a plot by underground criminals and corrupt officials
     to steal magic secrets from Brell (p. 76).
     ally — The Muckraker is a capable investigator with unrivaled
     perceptiveness. They’re a great character to use as an ally of the party,
     especially as an informant or researcher who can relay facts from
     afar. Consider using The Muckraker to kick off a storyline by having
     them hire the party to help with a dangerous reporting assignment.
     sayings — “Most people tell you exactly who they are without
                  realizing it. All you have to do is listen.”
                  “Truth is much bigger than fact.”
     *You can discover “The Albatross Press” at www.albatross.press.
      3—1        curious, impassioned, moral, talented, nonviolent
20            packibou
              dextrous deer
     scene — “You see two antlers gleefully bouncing up and down
     behind the brush as a creature runs away from you, grunting and
     snickering. As you look around your campsite, you notice several of
     your packs are missing. When you tilt your head back with a sigh
     of frustration, you see the party’s underpants hanging from the
     trees.”
     story — Packibou are crafty animals with a relentless urge to
     taunt travelers and steal from them. They are one of the smartest
     species of animals in the world because they have evolved an
     uncanny ability to pull pranks on other creatures. They can sense
     exactly how to annoy others with maximum effect.
     Packs of Packibou are known to hoard stolen gear in their dens,
     which they go to great lengths to conceal. Some outland towns
     are erected solely for the purpose of searching for Packibou dens,
     which may contain vast amounts of treasure and wealth. Packibou
     are pacifist creatures who will give up their dens freely if their jig is
     up.
     Packibou are excellent trackers and are drawn to places where
     wealth has been accumulated. In rare cases, they can be trained to
     aid bandits or treasure-seekers. One fabled family of Packibou are
     said to have worked with a mythological hero to steal from the rich
     and give to the poor.
     the lone deer — In a remote forest, a lone Packibou who is older
     than memory wanders secret trails. This Packibou calls an ancient
     cavern home, where no person has delved for centuries. The cavern
     leads to the ruins of an ancient buried city.
     Consider using the lone deer to help lead the adventurers to a deep
     and dangerous place. It’s a good hook for leading the party to find
     lost treasures, like the things sought by Theodoric (p. 25), The
     Prismatic Prophet (p. 95), or Ripley (p. 99).
      3—1        curious, greedy, nonviolent
21            the quest giver
              all too familiar
     scene — “The server places another gorgeous green drink in front
     of you as you soak in the laughter reverberating through the bar.
     Your friend nudges you, pointing out a wizened face belonging to a
     mysterious person in the corner. When you look over at them again
     a few minutes later, the figure in the corner flashes a small illusion,
     beckoning you over.”
     story — The Quest Giver is a retired wizard known for tempting
     travelers whose tabs tell a tale of tremendous tippling. Most
     adventurers laugh at the Quest Giver’s presentation of familiar
     tropes, and those who poke fun are given tours of the town through a
     series of tongue-in-cheek “quests” that lead them to local landmarks.
     quest — The Giver never completed their final quest before being
     dismissed from the service of a wizard’s guild many years ago. While
     they do not feel up to the task now, the Giver occasionally offers the
     quest to those who seem worthy.
     Many adventurers have died over the years trying to complete the
     Giver’s quest, and none have succeeded. The quest is to find a lost and
     mysterious tower that’s said to hold the Ring of Power (t. 45). (The
     tower is actually an outpost of Draxis (p. 81), a gatekeeper to a deadly
     underworld.) If offered the quest, The Giver will hand the adventurer
     an envelope that says this:
       “You must travel the way of the long star, through The
       Borderlands, beyond The Harrow, and to the edge of the Foggy
       Thicket. There, a day’s march into the swamp, you will find
       Vagrand’s Cauldron — a lake surrounded by obsidian crags. In the
       center of that lake, you should find it: The Shadow Spire. If you
       should make it, do return to share the tale.”
     Along the way, have the adventurers find several fallen parties who
     carried the exact same note. (Also see: Noxis, p. 57.)
      3—1        greedy, gossiper, deceiver
22            the representative
              renowned advocate
     scene — “The Representative briefly flashes a small grin as a light
     flares up in their mind. They stand in objection to the opposing
     counsel’s statement, drawing murmurs in the gallery. The council of
     adjudicators nods approvingly.”
     story — The Representative is a preeminent advocate and legal
     expert who is known for defending the most vulnerable members of
     society against the encroachments of the powerful. They originally
     gained fame after delivering an impassioned, hours-long speech
     before a high council of adjudicators that recognized Birdplan as a
     person like any other and not simply a creature projecting a magic
     illusion of personhood.
     The Representative will take on any case that seems challenging and
     unprecedented but refuses to take up corrupt causes. They have an
     unflinching loyalty to justice and will not tolerate or participate in
     underhanded means to achieve it.
     quest — The Representative is the proprietor of a small private
     investigation firm known as Grey Matters. The firm was founded to
     aid their legal efforts, but has since expanded to take on clients who
     need information. The firm only takes on clients who have noble
     needs.
     One recent client, The Faceless One (p. 11), has asked for help
     in undoing a foul curse placed upon them. This quest is beyond
     the means of Grey Matters, and The Representative is seeking a
     capable party of adventurers to help fulfill the contract. A party who
     successfully helps The Faceless One will become a trusted partner of
     the firm and receive ten bags of Shinies (t. 19) and a Silvery Horn (t.
     19) as a reward.
     sayings — “Justice is about more than the absence of harm. It’s
                  about creating a world that provides for everyone. Only
                  when every soul is nurtured with love and care will
                  justice be achieved.”
      3—1        leader, moral, curious, nonviolent
23            squeezle
              mischievous mammal
     scene — “You hear a bush rustle out of turn in the darkness beyond
     the campfire’s light. Then another. And another. A pair of watery,
     sympathetic eyes emerges from the forest floor, glistening in the
     moonlight. The furry creature sniffs the air, then slithers toward you,
     revealing its full size. It looks at your pack of food as a dozen of its
     friends appear, licking their lips.”
     story — Squeezles are ravenous mammals known for attacking
     selfish campers who are unwilling to give them treats. Signs warning
     about squeezle attacks are commonly found in parks and wilderness
     areas.
     Those who fail to feed a hungry squeezle may face its wriggling wrath.
     These animals are capable of coiling around a creature and squeezing
     it with surprising force until they comply with their demands. But
     those who feed squeezles also risk gaining a following. Squeezles who
     signal to their friends that treats are available can form hungry herds.
     A popular folk legend tells of a squeezle army that tore through the
     outlands, eating everything in each town they passed through. Indeed,
     this tale has roots in reality; once every ten years, massive search
     parties of squeezles are known to swarm entire regions in search of
     food.
     Squeezles are a nuisance for workers in Professor Prim’s (p. 96) chain
     of magic confectionary shops. These shops now carry a special type of
     treat that causes squeezles to nap.
     primo pets — Squeezles are notoriously slippery and independent
     and resist being controlled by other creatures. However, one
     renowned Ranger found a way to breed increasingly friendly squeezles
     over dozens of generations. These domesticated squeezles are among
     the friendliest animals in the world and are exceedingly rare. As such,
     they are often only found in the homes of the privileged.
      3—1        evasive, cute as a button
24            surrogate
              machine, learning
     scene — “You see a suspicious slime trail leading out of the cave
     exit. As you trace the trail to its source, you hear a clanky chorus of
     mechanical buzzing and slithering tentacles. As a shiny head swivels
     and gazes at you, you hear several shutters click. ‘Creature three-
     hundred-thousand-and-forty-five cataloged,’ it says in a clunky voice.
     ‘Resuming survey.’”
     story — Surrogates are hybrid creatures made with meat and
     machinery. They are an invention of the Field Monitor guild, which
     created them to help with their cartography program. They are a
     common sight in many regions, though some groups distrust them
     and consider them to be abominations. (In highly hostile regions,
     Surrogates are hunted for sport.)
     A typical surrogate model includes a “head” with magic telescopes
     and surveying tools, and a body of organic matter and tentacles that
     help it navigate all kinds of terrain. Field Monitor is experimenting
     with models that can be used to carry cargo or even herd farm
     animals.
     Surrogates are programmed to communicate with members of the
     public, but they do not have feelings and possess a limited range
     of thought. They’re a welcome sight for those who need to ask for
     directions.
     drifters — As Field Monitor rapidly increases the production of
     Surrogates, defects in some units have produced unusual behavior.
     A small but growing number of Surrogates have become sentient,
     “drifting” from their programmed behavior and developing their
     own routines. Some exceptionally advanced drifters develop rich
     personalities. Those who carefully observe a drifter and speak to
     it can often figure out whether it has extended beyond its original
     programming.
     bounty hunted — The Host (p. 14) regularly calls for the
     vandalism of Surrogates, accusing them of violating privacy.
      3—1        nonviolent
25            theodoric
              the historian
     scene — “A figure in a scholarly outfit finishes the sentence
     he’s reading and then looks up at you from his desk, carefully
     placing a bookmark on the page. You sense that his mind is with
     you in the present, but also simultaneously in a faraway time and
     place.”
     story — Theodoric, also known as The Historian, is a renowned
     scholar whose knowledge of the past is unmatched in the world.
     Having read almost everything in The Librarian’s great library,
     Theodoric is currently on a quest to find lost tomes that have
     been alluded to in other works. He travels the world meeting with
     leaders and luminaries, offering secrets from the past in exchange
     for leads about the missing texts.
     Theodoric is most focused on finding an ancient book that’s
     said to contain the secret to eternal life. While he does not wish
     the curse of eternal life on himself, he believes it offers clues to
     finding other beings in the omniverse.
     The great scholar is unaware that The Prismatic Prophet (p. 95) is
     also in search of the same book, who believes that it is the key to
     opening a portal to a world of powerful gods.
     the reach — Theodoric is also a main character in The Reach,
     an adventure setting for Quest. The Reach takes place in a far-
     future timeline following a cataclysm that destroys much of the
     world. In The Reach’s timeline, Theodoric finds the book he seeks
     and is cursed to live for thousands of years.
     magic watch — Theodoric’s magic watch is linked to his
     memory, allowing him to recall past events in great detail. By
     tapping the face of the watch with his palm, he can project
     his mind back to the moment and relive it as if he were there.
     The watch’s effect works on anyone who wears it, making it a
     powerful tool for investigators.
      3—1        talented, curious, wise
26            the tyrant
              shady ruler
     scene — “A small army of advisers, guards, commoners, and other
     people shuffle around the throne room talking to each other and
     doing the business of the palace. In the middle of them all sits a
     young person wearing a heavy crown who seems rather uninterested
     in what’s going on.”
     story — After the death of a beloved ruler, a regional council of
     leaders gathered to select a new premier. Unable to resolve their
     differences in choosing someone to sit on the thrown known as The
     Common Chair, council leaders chose a young assembly member to
     serve as an interim ruler.
     Councilors believed The Tyrant’s lack of experience and apparent
     disinterest in the business of governance would give them a harmless
     rubber stamp on the throne. But they mistook The Tyrant’s air of
     boredom for aloofness. In fact, the young leader is cunning and
     ambitious and worked tirelessly behind the scenes to have their name
     primed for advancement.
     The Tyrant is close allies with The Aristocrat (p. 6), who helped them
     gather support among enough council members to gain power. While
     their rule was limited by the council to a three-year term, the Tyrant
     is plotting an alliance with Seastriders (p. 30) to create an emergency
     and seize long-term power for the protection of the region.
     The Tyrant is a megalomaniac who believes in gaining power for
     its own sake. As they seize more and more power, their outward
     expressions of mercy and caring will erode as they acquire the ability
     to use authority and force.
     sayings — “I tire of all this talk. Let us be people of action.”
                  “You underestimated me. Now our people will be the
                  judge of who’s ready to lead us into the future.”
                  “Our lands are threatened, and this council is unwilling
                  to protect them. It is now up to me.”
      3—1        leader, greedy, private, deceiver
27           yumcakes
             they’re delicious!
     scene — “Several scrumptious-looking animals made of pastry
     and other sweet things crawl and play atop the table. The baker
     lets out a maniacal laugh as they slam a squirrel with a mallet
     and quickly devour it.”
     story — Yumcakes are rare, magically animated treats that
     take the form of small, cute animals. They are not sentient, but
     they act like real creatures. Whacking a yumcake with a mallet
     or other blunt object breaks their animation and turns them
     back into a lifeless treat. Consuming a yumcake restores 1 hit
     point, but eating more than three in a day makes a person sick
     and removes the hit points that were gained from the previously-
     eaten snacks.
     sugar scouts — Occasionally, yumcakes get loose from the
     bakery and roam the world. Knowing this from popular children’s
     tales, some kids have become exceptional yumcake hunters. To
     encourage their wonderment, adults created an educational troop
     known as the Sugar Scouts to help young yumcake hunters learn
     practical skills.
     baking disasters — Making yumcakes is a low-risk activity
     for experienced magic users and bakers. But novices have been
     known to get the recipe wrong, in some cases with disastrous
     results. Skipping a critical step in the baking process can create
     a runaway baking event that produces a theoretically infinite
     number of yumcakes. (These yumcakes are aggressive, capable of
     dealing 1 damage, and do not restore hit points when consumed.)
     In The Great Yumcake Calamity of the prior age, an entire town
     was destroyed when a runaway Yumcake bake resulted in the
     creation of 100,000 Yumcakes. This batch of Yumcakes was
     destroyed by a great fireball thrown at the town to control the
     outbreak. (Incidentally, The Great Yumcake Calamity was quickly
     followed by The Great Yumcake Feast.)
      0—0       as adorable as they are tasty
28           adherent
             illusioned follower
     scene — “Adherents parade toward the town square, their
     faces dusted with prismatic colors. They seem almost unaware
     of the people around them, as if they are currently transported to
     another place. But as the group begins to chant, you notice a few
     of them step out of line and duck into a nearby alley...”
     story — Adherents are the followers of The Prismatic Prophet
     (p. 95). They come from different backgrounds, but they have all
     been lured in by the Prophet’s cunning lectures.
     While many adherents are self-organizing, they generally follow
     the direction of the Prophet. These instructions are seemingly
     anodyne — like travel to this or that town. But the Prophet
     manipulates their movements to act as a buffer for their own
     secret maneuvers.
     sayings — “Have you heard the wisdom of our great prismatic
                  prophet? It will set your spirit free.”
                  “Rejoice! For we shall be carried on the light to the
                  true world that lies beyond.”
     the lucent trine — The Lucent Trine is a small order of
     adherents who act as the Prophet’s personal army. Its members
     are known as refractors (10 — 3). The group is named in reference
     to its three founders, who remain the close deputies of the
     Prophet. Only the founders of the Trine are aware of the Prophet’s
     true mission and the full extent of the following’s internal
     machinations.
     Refractors are skilled, deadly, and willing to use extreme means
     to achieve the goals of their fanatical order. They try whenever
     possible to keep their subversive and bloody acts secret so that
     they can be disavowed. To unknowing onlookers, the Trine’s
     underhanded tactics often make it look like those who they coerce
     were enlightened not by intimidation but by revelation.
      4—2        zealous, impassioned, rebellious
29           assassin
             afterlife escort
     scene — “You are stunned by a sudden gust of wind near your
     head as the hair on your neck raises. You turn to see a dagger
     lodged in the wall next to you. Your killer has arrived...”
     story — Assassins are agents for hire, often used by guilds,
     governments, or powerful individuals to solve problems with
     discreet killing. They prefer to stalk their prey silently and
     strike when they are at a disadvantage. You can use this general
     template for all kinds of silent killers and stalkers that haunt
     others.
     Professional assassins are loyal to their contracts and are not
     easily bribed or swayed from completing their assignments.
     Consider having these assassins carry their contracts with them
     to demonstrate their commitment. But some mercenary assassins
     are less scrupulous and willing to look the other way if offered a
     higher price for their services. Consider having these assassins
     try to negotiate with the players after briefly demonstrating their
     deadly skills.
     reap and sow — Consider using assassins in your story to
     introduce consequences for the players’ deeds. If they defraud,
     harm, kill, or otherwise cause harm and chaos in the world, they
     should make enemies and face repercussions for their behavior.
     The Tyrant (p. 52) keeps a small force of assassins.
     assassin’s guild — An interdimensional secret society of
     Assassins known as The Order of Silver Mist (OSM) is feared
     across the omniverse for its adept wetwork. The OSM occasionally
     works with The Shadow Broker (p. 200) to give them plausible
     deniability for especially sensitive jobs.
     equipment — A typical assassin’s kit includes poison (gb. 103),
     a light crossbow, a Feather Hook (gb. 107) & rope, and a Blink
     Dagger (gb. 176).
      14 — 3     extra attack, evasive, talented, resourceful
30            bandits
              road warriors
     scene — “Smoke rises down the road on the horizon. As you reach
     the crest of the hill, you see a collection of overturned wagons that
     have been set on fire; wagoneers flee down the road in the distance.
     As you put your hand on the hilt of your sword, you see rustling in the
     bushes on both sides of the road.”
     story — Bandits are thieves, pranksters, and troublemakers from
     all backgrounds who prefer to live outside of the rules of various
     societies. Some travel alone, while others roam in groups of friends
     or larger camps and alliances. No matter their origin or affiliation,
     bandits have motivations and interests that are deeply personal.
     Only a small fraction of bandits are violent, though many are willing
     to cause destruction to get what they want. Some can be swayed with
     bribes, while others are motivated by principle — like stealing from
     the rich to give to the poor or dismantling the supply lines of armies
     or industrialists.
     While some are simply in it for the thrill or to get rich, most bandits
     simply want to live independently according to their own traditions
     and morals.
     the rouge hand — The Rouge Hand is a noble alliance of bandits
     who are committed to overthrowing authorities that use violence, like
     armies and private guards. They are currently waging an insurgency
     against The Tyrant’s (p. 26) private security force, which has been
     used to intimidate various regional factions into extending their rule.
     seastriders — The Seastriders are a band of fearsome bandits who
     pirate the high seas and take no prisoners. They are among the most
     reviled and hunted bandits in the world. Anyone who sees their grim
     purple flag usually runs in fear. They have been developing a mobile
     base on an Overwalker (p. 93) to expand their piracy operation to the
     land.
      4—2         rebellious, resourceful
31            bearclaw
              charismatic crustacean
     scene — “You follow the stream into the cave entrance,
     following a symphony of clattering echoes from within. As
     you reach the edge of a waterfall, you see the breathtaking
     sight of a subterranean city of soaring sandcastles. Hundreds
     of large figures can be seen going about their routines in the
     city.”
     story — Bearclaws are a species of ancient crustaceans
     who are known for creating majestic underground cities of
     sand. The towers they build look like glistening drip castles,
     hardened by a ceramic coating secreted by the creatures.
     Bearclaws are mostly docile and friendly, and they focus their
     energy on foraging and building. They do not speak languages,
     but they are highly intuitive and emotive — allowing them
     to easily understand the intentions and character of other
     creatures. Like ants, a small number of bearclaws in each
     colony are warriors that defend the city.
     Every hundred years, a colony of bearclaws will leave a city,
     like a hermit crab leaving its shell. Some of these left-behind
     cities are taken over by other creatures in the world. Notably,
     a bearclaw city is the headquarters of The Rouge Hand (p.
     30), an alliance of bandits.
     the deep war — At a staggering depth beneath the
     surface, an ancient colony of 1 million bearclaws have built a
     legendary city rivaling the most impressive civilizations in the
     omniverse. But they have been under siege for 100 years by
     scalers (p. 61) who want to clear them out and seize the city
     for themselves.
     This has led the colony to over-produce warriors, creating an
     intractable war with the scaleborn. The scaleborn factions
     involved in the siege carry maps that lead to the bearclaw city,
     where the besieged crustaceans wait, desperate for help.
      10 — 2 resistance to weapons, empathic
32            blood jelly
              jiggly horror
     scene — “You hear a grotesque slurping sound as the air turns
     acrid. Then the smell burning flesh hits you. A revolting red blob
     of partially dissolved bones, guts, and adventuring gear wobbles
     toward you. It looks ready for its next meal.”
     story — Blood jellies are hungry, amoeba-like creatures who
     live in dark areas and feed on both fresh creatures and those
     who have recently died. They grow large in especially dangerous
     areas where there are plenty of adventurers to feed on. Jellies
     deal damage by absorbing and suffocating creatures. Creatures
     trapped inside must roll the die to see if they can escape.
     While jellies are slow to move, they often surprise their prey by
     squeezing through crevasses and dropping on the heads of those
     traveling beneath them.
     bone parents — Blood jellies are a byproduct of the Spry Bones
     plague that is responsible for creating bonekind (p. 33). When a
     creature affected by the disease dies, their blood leaves their body
     and pools, quickly congealing and morphing into a jelly. Once a
     jelly has formed, it consumes its parent body, causing it to rapidly
     decompose. When only a skeleton remains, the jelly spits it out,
     and it is reborn as bonekind.
     Because of their role in transitioning life, blood jellies are
     considered sacred to many bonekind societies. Jellies instinctively
     know not to harm bonekind and often live among reclusive
     bonekind communities that prefer to keep other kinds of
     creatures away.
     the great jelly — A radical community of bonekind known as
     Marrowkin worships a physical deity known as The Great Jelly. It
     is a single blood jelly that has become a gargantuan being, thanks
     to a ritual where its worshippers merge newly created jellies with
     its body. Marrowkin raiding parties roam the land, seeking jellies
     to capture and bring to assimilate with The Great Jelly (40 — 3).
      8—3         resistance to damage (except fire)
33           bonekind
             undead neighbors
     scene — “As you pay your tab at the bar, you hear a dry clattering
     sound behind a curtain in the back. You peek your head through,
     finding five well-dressed skeletons seated around a table playing
     cards. One of them gently kicks an empty seat away from the table,
     inviting you to sit down.”
     story — Bonekind are skeletons enchanted with false life and the
     spirit of their former selves. In many worlds where they are present,
     they stand alongside the living as members of society, while in some
     others, they are unjustly cast out as dangerous beings who don’t
     belong.
     Bonekind don’t require food, water, or sleep. They communicate using
     sign language, though magically-gifted bonekind can message others
     telepathically.
     Bonekind are born with the personalities and memories of their
     former selves, but many eventually shed their past and grow
     completely new identities. Some bonekind societies only accept those
     who have grown new identities, while others attempt to perfectly
     maintain the traditions of the living; there are fanatics on both ends
     of this ideological spectrum.
     spry bones — A spell that was meant to bring a loved one back to
     life backfired, becoming a contagious magical plague that enchants
     the bodies of those it affects. (The disease is now known as “Spry
     Bones.”) When a living creature affected by Spry Bones dies, they are
     reanimated as bonekind once fully incubated inside of a blood jelly
     (p. 32). Spry Bones typically affects about one tenth of organic
     creatures in any population.
     abilities — Bonekind are hardier than commoners on average. They
     can fill any of the eight roles, and you can create Bonekind bosses
     by giving them additional features and abilities. Consider offering
     players the ability to create Bonekind characters! (Bonekind player
     characters have 10 HP.)
      4—2        resistance to weapons
34            cid & felix
              friendly outlanders
     scene — “You see someone in a bright green tunic sitting
     above the crowd in the center of the market with dozens of
     people circled around them. As you work toward the center,
     you hear and feel a heavy purring sound. The faces of everyone
     nearby are fixated on a Ranger, sitting atop a giant caracal. Your
     heart rises as you listen to them tell a beautiful story.”
     story — Cid the Ranger and Felix the caracal are a pair of best
     friends who wander the outlands, gathering stories from locals
     and sharing them across the region. Cid travels with the help of
     Felix, a gentle cat with a magic necklace that allows the pair to
     share their senses and feelings as if they are mutually embodied.
     Cid is a luminous storyteller who always has a relevant bit
     of wisdom to share with those who they meet. They are also
     a keeper of vast knowledge about creatures and peoples of
     the world and can be queried for information about ecology
     and sociology. Cid can convey general information about the
     strengths, weaknesses, behavior, and locations of most creatures
     and peoples.
     Cid is also a renowned writer, known for various compendiums
     of poetry on love, empathy, and nature. (Feel free to borrow
     poetry from the real world or write your own to convey Cid’s
     talents.)
     Cid and Felix are inseparable, and they share one of the deepest
     bonds of love in the omniverse.
     allies — Cid is close friends with Claw (p. 38) and Freestrider
     (p. 83), and can summon their aid when needed.
     phrases — “Hello, traveler. The sun gladly shines upon you
                  today. Would you tell me where you’re from and
                  where you’re going?”
      10 — 2 impassioned, empathic, kind, wise
35            the champion
              heroic fighter
     scene — “A figure in the signature gold armor of a heroic
     champion walks confidently down the middle of the street, drawing
     children out of their homes who wave wooden swords and run
     up to ask for signed portraits. The champion smiles and kneels to
     their level, placing their hand on their shoulders and encouraging
     them with a pep talk.”
     story — Once a captain in the regional guard, The Champion
     retired early from service to help teach young people and help
     them cultivate their insight into the unity of mind and body. They
     are a renowned athlete known for winning 30 Iron Medals at The
     World Games — the most in history. Their face is well-known
     across their home region.
     But fame and fortune have made them lonely. Having achieved
     so much, The Champion has become restless in their middle-age.
     While they do not miss the rigid order of the Regional Guard (p.
     60) or the public spectacle of the Games, they are desperate for
     action. The Champion is now a secret adventurer for hire who
     travels far from home to seek challenges where their face is less
     well-known. They will jump at the opportunity to accompany a
     party of adventurers who seek risk and reward.
     The Champion feels like they missed their opportunity to find
     family and now seeks a final chapter in life that will preserve their
     legacy as a legend. Above all, what they actually desire is a loving
     bond between friends.
     the world games — The World Games are a week-long
     spectator event consisting of physical and mental challenges.
     They bring together people from all corners of the world who
     compete to bring honors home to the communities they represent.
     The games are meant to strengthen the bonds between peoples
     everywhere through friendly and fair competition.
      18 — 3      extra attack, talented, private
36            chaos drone
              hovering hazard
     scene — “You hear a loud static buzzing as several metallic drones
     zip by, leaving contrails of dust on the ground beneath them. In an
     instant, they release a barrage of deadly fireworks at the city gate,
     blowing it apart. The streets clear as people run in terror from the
     spectacle.”
     story — Chaos drones are the eponymous invention of Dr. Chaos
     (p. 80). With an assortment of arms and armaments, they strike fear
     into the enemies of the deadly scientist; in swarms, they are capable
     of driving away entire armies.
     Chaos drones can see through illusions and invisibility, and can
     pick up sounds from great distances. All drones have a self-destruct
     capability and are programmed to explode if they are disabled or
     captured.
     These drones are a menace, and most guards have a “kill on sight”
     policy when they are encountered. They are especially a problem
     for the Field Monitor guild, as Dr. Chaos has programmed them
     to attempt to take control of surrogates (p. 24) and retrieve their
     information.
     the chaos swarm — Like surrogate drifters, a small percentage
     of chaos drones that leave Dr. Chaos’ factory possess defects in
     programming that make them go rogue. At some point, several
     drifters were able to escape and formed their own swarm, developing
     self-replicating abilities. Having found a portal to The Rift, the swarm
     has spread through the omniverse, seeking infinite replication. They
     are now a plague of mechanical locusts that have taken over entire
     worlds.
     One wing of the chaos swarm was able to gobble up enough of
     one universe to draw the attention of conservators (p. 78), who
     subsequently destroyed it. Conservators now hunt the swarm across
     the omniverse, trying to prevent it from getting out of control.
       5—3        evasive, extra attack, combative
37            chaos goat
              it’s a goat
     scene — “You first notice an odiferous scent. Then, you hear
     a tiny trampling sound on the ground nearby. Finally, you feel a
     tug on your clothing. Something you can’t see is munching on
     your shirt.”
     story — Chaos goats are the result of a spell that is
     considered to have gone wrong, except by fans of goats. The
     spell gave these goats the ability to teleport randomly between
     universes and teleport between short distances at will.
     Chaos goats are mostly mischievous animals who enjoy typical
     goat things, like eating clothing and kicking small creatures —
     but they are quite dangerous if provoked. If one is attacked, its
     friends may teleport in to help them. The goats are naturally
     invisible, but they become visible for a few minutes if they are
     harmed or if they attack another creature.
     The goats were created by soul collectors (p. 66) who
     attempted to imprison them in their vast cosmic zoo. Unwilling
     to be restrained, they escaped the zoo and spread throughout
     the omniverse.
     magic echoes — Chaos goats’ innate magic contains
     memories of places they have traveled in the omniverse. Those
     who read the minds of these goats are able to see the locations
     of distant parts of the omniverse that they have visited and can
     travel to them if they have the ability to teleport.
     Additionally, all goats retain the memory of the homeworld
     where they were originally created. Those who are kind to
     chaos goats or help them when they are injured may be
     telepathically granted a magic map to the location of the Soul
     Collectors’ homeworld. The goats instinctively crave revenge
     on their former captors.
      4—2        evasive, combative
38            claw
              forest protector
     scene — “The ground rumbles with increasing intensity. Suddenly,
     a giant bear emerges from the trees, towering over you and sniffing
     generously in your direction. She is curiously clothed and armed.
     ‘Who are you?’ she says.”
     story — Claw is a bear affected by The Bitter Gift (gb. 73): a
     legendary spell that gives animals personhood. She now vigilantly
     guards her lands against anyone who would bring harm to animals or
     nature.
     Claw has developed the skills of a Ranger in her time in the
     wilderness and with the guidance of her close friend, Cid
     (p. 34). She leads an army of forest creatures and possesses the
     Ranger’s legendary Wild Celebrity and Friend of the Land abilities
     (gb. 56). A squirrel named Nutt is her faithful friend and Animal
     Partner (gb. 55).
     From her large cave at the center of the forest, Claw maintains a
     small museum of things she has claimed from adventurers and others
     who have invaded the forest. Forest animals enjoy dropping by to
     sniff and inspect the strange items.
     Her friends approvingly refer to her as General Claw in recognition
     of her service to the forest and the respect and trust she has earned
     among its residents.
     leaftide keeper — Claw guards a magic Leaftide Seed (t. 39)
     that is locked away in her cave. She understands its terrible power
     and keeps it as a weapon of last resort, should invaders overtake
     the forest. Leaftide Seeds are capable of spawning a leaftide (p. 88),
     which takes over entire regions with a relentless bloom of vines.
     quest — Deep down, Claw wishes to return to her former life as a
     normal bear. She will give her Leaftide Seed to whoever can help her
     reverse the effects of The Bitter Gift.
      20 — 3 exalted, kind, moral
39            crag
              lonely mountain
     scene — “As you lean against the rock face and catch your
     breath, the rock seems to lean back against you. A thunderous
     rumbling and cracking sound suddenly sends birds flying from
     the trees nearby. As you turn around, you notice that the rocky
     cliff you were just leaning on is standing upright. It seems to be
     looking down at you.”
     story — Crag is a lonely, sentient mountain. The only one of
     their kind, they found consciousness after a hundred years of
     absorbing runoff from a magic potion factory that polluted the
     ground nearby.
     After breaking free from their geological family, Crag wandered
     the wilderness for many years. Sadly, Crag discovered that
     wherever they went, other creatures would flee. Feeling cursed
     with loneliness by their creators, the mountain returned to the
     magic potion factory and destroyed it.
     Crag now takes long rests, pretending to once again be nothing
     more than a mountain, with the hope that a creature will
     someday stop and linger long enough to become their friend.
     Crag can sense the languages of those nearby and project a voice
     by vibrating their varied geologic layers. When desired, they can
     make a face appear on their surface. Crag loves silly jokes and
     tries to disarm those they meet with puns about rocks.
     geologic memory — Crag has a deep memory and still feels a
     phantom connection to the vastness of the physical world. They
     can use the Memories of Stone ability (gb. 63) at will.
     phrases — “Would you tell me your name? They say:
                  leave no stone unturned!”
                  “Would you like one of my gems? They’re on shale!”
     40 — 4 immune to weapons, kind, empathic
40           edge hunter
             interdimensional rebel
     scene — “Sparks fly as a line of molten metal traces along
     the thick iron door to the vault. You’re not sure what kind of
     magic this is — only that it seems incredibly powerful. As a
     piece of the door falls into the room, a figure emerges from the
     smoke, wearing unfamiliar clothing and artifacts. ‘Where is the
     informant?’ they ask. ‘We are running out of time.’”
     story — Edge hunters are special agents in a cosmic rebellion
     known as The Last Light. Their mission is to destroy conservators
     (p. 78) and their terrifying bureau of death. The rebellion has
     been hunted by conservators and their proxies for thousands of
     years. The struggle is one of the highest-stakes cat-and-mouse
     games in the omniverse.
     Edge hunters often represent the most talented and well-
     equipped beings from their respective universes and are recruited
     by captains of the rebellion, known as lightrunners. These
     captains hold closely guarded secrets about the conservators
     and only reveal them to those who they believe can handle the
     immense burden of the omniverse’s greatest horrors. Those who
     reject this knowledge are silenced to preserve the secrecy of the
     rebellion.
     Hunters are all equipped with technology that allows them to
     communicate with the rebel base anywhere in the omniverse
     and a device that can teleport them home after a day of charging.
     Some possess even more advanced technology, while others are
     capable magic users, making them one of the most diverse special
     forces in the omniverse.
     Edge hunters are often focused, calculating, and practical. While
     many have noble intentions, the scale of their moral concern
     — the preservation of infinities of lives — leads many to justify
     extreme means over time. However, the rebellion prohibits naked
     cruelty and will “retire” hunters who abandon their moral senses.
      20 — 4 resourceful, cosmic
41            empty suit
              animated sentry
     scene — “The double doors open into a long, grand hallway
     that’s festooned with comically large paintings of various
     ancestors. The hallway is lined with empty suits of armor and
     racks of weapons. As you get halfway to the door on the other
     side, you hear shuffling and clanking. You look around and see
     that the suits of armor have liberated themselves from their
     stands and selected weapons nearby. (One suit of armor takes its
     time picking a sword.) Thinking back to when you entered the
     hallway, this whole situation certainly seemed obvious.”
     story — Empty suits are magically enchanted suits of armor
     that behave as programmable automatons. Their functions and
     awareness are limited, and most are used as guards or sentries,
     as suits generally can only maintain an understanding of their
     purpose in one room at a time.
     Suits do not speak or negotiate and do not back down from their
     programming unless commanded by their owners. However, they
     are notoriously unreliable. (Suits that score a 1 on a die roll forget
     their programming and return to their station.)
     status symbols — Empty suits are commonly seen as symbols
     of wealth and power, as they generally are only found in the halls
     of the wealthy and powerful. Still, most people consider them
     tacky or embarrassing. They remain a favorite choice for villains
     who enjoy giving elaborate monologues about their own evil
     plots. Some people use empty suits as assistants that can cook,
     clean, or perform other helpful tasks.
     hard jellies — Blood jellies (p. 32) that stumble upon
     unguarded empty suits have been known to squeeze inside them
     and take them over, using the suit as a mold and an exoskeleton.
     Add the empty suit’s hit points to any blood jelly wearing a suit.
       5—2        resistance to weapons
42            the envoy
              prayerful prophet
     scene — “Fragrant candles fill the shrine with flickering light,
     illuminating flags on the walls that represent spiritual symbols
     from across the omniverse. The shrine’s host welcomes you
     warmly and invites you to hold their hands. As their eyes shimmer
     like swirling galaxies, you feel your spirit drifting away from your
     body.”
     story — The Envoy is an Invoker and Wizard who has traveled
     across the omniverse in the study of spirituality and devotion.
     They have communed with both gods and mortals, often serving
     as an intermediary between peoples of radically different worlds.
     The Envoy is a strict pacifist who refuses to bring harm to other
     beings. When encountering new peoples and civilizations, they
     take great care not to pollute their culture with knowledge that
     would change their way of life or bring chaos to their society.
     Instead, they attempt to meet others on their own terms to
     engender mutual understanding.
     An emissary of the eternal, The Envoy can use the Invoke
     ability (gb. 42) at will and bring other creatures with them in
     the projection. They use this ability sparingly to call upon gods
     and avatars of wisdom when helping those most in need of
     supernatural connection.
     heart of wisdom — Within The Envoy’s inner sanctum lies a
     portal to a cosmic shrine in The Rift. A Cosmic Cruiser (t. 67) is
     docked there, which The Envoy uses to travel the omniverse. But
     a group of interdimensional pirates have blockaded the ship in
     an attempt to capture it. And the Envoy’s protective magic field
     surrounding the shrine is weakening.
     The Envoy will let a party of adventurers borrow the ship if they
     are able to repel the pirates — but only if they use nonviolent
     means. The pirates may be willing to leave, for a fee...
      10 — 0 cosmic, nonviolent, empathic, wise
43           fear itself
             nightmare fuel
     scene — “An echo howls through the corridors of the dungeon
     as a purple-green mist swirls around you. Your mind is wracked by
     disquieting anticipation, as if you can foresee the horror to come. The
     howling wind snuffs out your torch. As you scramble to relight it, its
     flame returns and reveals a shifting face in the mist that’s crawling
     with eyes and teeth.”
     story — Fear Itself is a spontaneous magical incarnation spawned
     by the stress, worry, and fear of other creatures. They are known
     to appear in the wake of great tragedy or suffering. Some ancient
     legends of war contain accounts of the creatures, which are said to
     have plagued marauding armies.
     These horrifying creatures shift between ethereal and physical forms.
     They travel through the air as misty spirits and transition to physical
     form when confronting other creatures or attacking them. They are
     innate shapeshifters and illusionists, capable of reading the mind of a
     victim and transforming their visage to represent their greatest fear.
     While Fear creatures are dangerous, they do not kill their victims.
     Instead, they imprison them in nightmares. If a creature would be
     dealt a fatal blow by Fear Itself, they are teleported into a shadow
     plane filled with the stuff of their own worst nightmares. Creatures
     trapped in this manner are automatically released if the Fear that
     imprisoned them is destroyed.
     terror incarnate — If a creature attacking Fear Itself scores a 1
     on a roll, they are overcome with dread and cannot look at or attack
     the creature again.
     primal fear — The first Fear Itself is a powerful demigod known
     as Fen     (30 — 4). Fen travels the omniverse and hunts its most evil
     beings, including villains like The Magister (p. 91). They are often
     encountered in tow with The Lost (p. 90).
      14 — 3     horrifying, combative, cosmic
44            frost weaver
              hoarding horde
     scene — “A clattering parade of swords and shields marches
     toward a tower of treasure. Several six-legged drones notice
     you and break from the line, leaving a trail of frostbite in their
     wake.”
     story — Frost weavers are large magical ants that build
     anthills out of shields, weapons, and any other metal objects
     they can scavenge. They are innately cold and often form blocks
     of ice around their bodies by chilling the water in the air.
     Frost weavers are endemic to cold environments, though they
     are known to spread widely in search of treasure for their queen.
     While they are not inherently aggressive toward other creatures,
     they often inadvertently harm others with their chill aura.
     Creatures who linger for too long near frost weavers experience
     frostbite and hypothermia.
     strike teams — Frost weavers are organized into teams of
     four. Treat each frost weaver team as a group of four minions
     with 4 HP and 2 Attack that acts as a single creature in combat.
     the frost throne — Over thousands of years, a fabled colony
     of frost weavers tunneled through a remote outlands mountain,
     turning it into a giant fortress. While it resembles a normal
     snow-capped mountain from the outside, it contains a vast
     labyrinth of frozen tunnels and chambers lined by stolen metal
     objects.
     A vast trove of the most valuable of these treasures is piled at
     the center of the colony. There, The Frost Queen       (20 — 4)
     and their personal guard of frost legionnaires     (10 — 3) plan
     their ruthless expansion. After being sealed and frozen centuries
     earlier, the location of the mountain was lost. Those with the
     Memories of Stone ability (gb. 63), like Crag (p. 39), are able to
     find the hidden entrance to The Frost Throne.
      4—2         greedy, combative
45            harvester
              roaming forest castle
     scene — “A gigantic cluster of mushrooms sits in a forest
     clearing, towering over young trees. Suddenly, it emerges from
     the ground, revealing tangled tentacles for legs. As it shambles
     toward you, its impressive domes begin to emit a pulsating glow.”
     story — Harvesters are animated mushroom hives that wander
     the land to consume and trap spirit creatures. Spirit creatures
     that are trapped by harvesters are slowly consumed, fading over
     time into oblivion as they are converted into magic energy. Each
     harvester typically stores 10 spirits at a time.
     Each time a harvester takes damage from an attacker within
     reach, it releases a spirit, reflecting half of the attacker’s damage
     back on them. Attackers who take damage in this way receive a
     glimpse of their worst fear and become momentarily frozen with
     dread.
     the united stipes of dewmist — An unusual super-colony of
     harvesters in a remote and secluded part of a great forest allowed
     a nation of button dwellers (p. 10) to build a great civilization that
     has thrived for millennia. These harvesters are stationary and
     intertwined, forming a structure as large as the most impressive
     castles built by taller folk.
     This nation of button dwellers, known as The United Stipes of
     Dewmist, contains millions of residents. Their unique civilization
     produces advanced magic and technology that has allowed them
     to protect their home through the ages. (Notably, this includes
     an air force of dweller-mounted hawks.) Their legendary order of
     emissaries is capable of magically shrinking any creature in the
     forest and bringing them to the colony.
     The forest these button dwellers inhabit is known for its tendency
     to disappear creatures who venture inside. The harvesters in their
     colony must feed on souls, after all...
      30 — 2
46            hero eater
              you’re on the menu
     scene — “A bed of giant, fuzzy leaves lies carefully arranged
     on the forest floor. It looks like it would be a dream to sleep
     on. As you walk closer to it, you feel your eyelids grow heavy. A
     comforting lullaby floats into your mind and your cares seem to
     slip away. You feel as if you have never wanted anything more in
     your entire life than to set down your worries and curl up restfully
     on the ground.”
     story — Hero eaters are carnivorous plants that cast
     enchanting spells on nearby creatures, luring them to walk over
     and lay down on their soft bed of leaves. When a creature steps
     into the center of the trap, the hero eater quickly envelops it
     in a cage of muscular leaves and begins dissolving its prey by
     secreting a caustic sap.
     With roots that can be pulled out of the ground and act like legs,
     these hungry leaves can even stalk creatures rather than waiting
     for them to be caught in their mouths.
     When a player character first ventures nearby a hero eater, have
     them roll the die. On a tough choice or better, they resist the
     effect. On a failure or worse, they become enchanted and must
     lay down on the eater during their turn.
     greenmaws — A doctor who spent years studying hero eaters
     discovered that a tiny number of them would trap creatures
     without eating them. After capturing a number of these gentle
     predators from the wild and selectively cultivating them over
     decades, the doctor created a domesticated line of hero eaters.
     These specially made hero eaters are known as greenmaws and
     are sold as a popular home textile. Because of their legendary
     softness, they are commonly used as rugs and blankets. Critics
     of this enterprise note that real hero eaters still exist in the wild,
     making them even more deadly to those who are unaware of their
     original nature.
      8—2
47            the high trader
              renowned merchant
     scene — “You notice an unusually large crowd surrounding
     a small hill off to the side of the road ahead. As you get closer,
     you realize that’s no hill — it’s the shell of a gargantuan snail. A
     hooded auctioneer standing on top of the shell holds their hand
     open, conjuring an illusion of a magic sword. People in the
     crowd begin to shout as a small army of brokers surrounding
     the snail begins recording bids from the crowd.”
     story — The High Trader is a prominent merchant known for
     selling some of the world’s greatest treasures, from remarkable
     works of art to powerful magic artifacts. Once every decade,
     the Trader embarks on a year-long tour, setting up auctions in
     cities and villages around the world.
     The Trader began their career as a fair broker but has since
     used their increasing leverage to gobble up some of the world’s
     most valuable and important treasures. This has earned them
     a bad reputation among those who decry their concentrated
     wealth. Nonetheless, they have no problem finding bidders.
     shell company — The Trader has spent decades building a
     famous trading house known as Shell Company, named after
     the crowds that would gather wherever the Trader and their
     giant snail traveled.
     Shell Company trade houses are located in most major cities,
     each containing a legendary vault thought to be made with
     an impenetrable design. Many have tried, and failed, to break
     into these vaults. The vault underneath the Shell Company’s
     headquarters is said to contain powerful treasures with
     unimaginable power.
     The Trader is secretly a partner of The Curators and manages a
     private depository for them in their main vault. This depository
     contains a portal to one of The Shadow Broker’s (p. 100)
     personal homes.
      14 — 2 leader, enterprising, greedy, cosmic
48            judge
              jury & executioner
     scene — “A towering figure in antiquated costume pushes a
     gathering crowd of witnesses aside. With their scuffed gauntlet,
     they pick a bloody bandit up by the clothing on their chest,
     leaving their legs dangling in the air. ‘By Order Three, I declare
     you guilty of murder,’ they say. ‘Your punishment is death.’”
     story — Judges are vigilantes who preserve the brutal
     traditions of an outdated and corrupted system of justice. Under
     the spell of The Magister (p. 91), they have been deluded into
     believing that they continue to have authority in the region.
     Judges spew lore from a vague and arbitrary code of laws and
     are quick to issue judgments about “crimes” or public disputes
     that they encounter. They have a crude idea of balancing the
     scales when delivering punishment, like destroying the fence of
     a person whose dog escaped from the yard. In cases where blood
     has been spilled, a judge will demand blood in return.
     To many in the region, judges are wanted outlaws who exist far
     outside of the common idea of justice. When reported, they are
     hunted by the Regional Guard (p. 60). However, some in the
     land support the brutal methods of judges — explaining why The
     Magister is able to refresh their ranks as they are captured or
     exiled.
     judge doomhammer — One renegade judge, now hunted
     even by other judges, only delivers one verdict: guilty, with the
     punishment of death.
     phrases — “By Order Six and Forty-Four, I declare you
                   guilty of General Disquietude. Leave the area
                   immediately.”
                   “By Order Nine, I declare you guilty of theft. You
                   must immediately forfeit everything you are
                   carrying. Including your clothing.”
      18 — 3      zealous, combative, moral
49            krasix goliath
              swarm juggernaut
     scene — “A frenetic echo escapes the tunnels, and
     the ground begins to tremble. Then, it erupts! A giant
     armored beast bursts through the crust, its horse-sized
     mandibles clattering in the air. As it rears up on its legs
     to issue a bone-shattering bellow, you see a small army of
     swarmlings skitter out of pouches on its belly.
     Prepare yourselves!”
     story — Goliaths are the fearsome super soldiers of
     the Krasix swarm. Each goliath is capable of carrying
     dozens of swarmlings (p. 50) inside of its abdomen. This
     garrison of swarmlings is lifebound to their goliath and
     will die if their leader is felled.
     Goliaths follow commands from their queen and are
     used to siege enemies or as a defender of last resort
     for their colony. When in battle, they prioritize the
     destruction of big things, like walls and
     large weapons.
     A goliath typically only appears when a swarm has
     gathered enough strength to siege an entire region. Once
     a goliath has entered the field, it is often too late...
     color guard — Each Goliath has five swarmling
     lieutenants that help extend its senses and awareness in
     the field. These swarmlings are distinguished by bright
     stripes and other patterns: one striped red, one spotted
     yellow, one splotched green, one zagged purple, and one
     solid blue. Each time one of these special Swarmlings is
     killed, the Goliath reels in pain and takes 4 damage.
     If all five of these lieutenants are slain, their Goliath
     becomes confused and unable to attack other creatures
     or objects, except to defend itself. Goliaths in this state
     will attempt to retreat to their hive.
      40 — 4
50            krasix swarmling
              swarm warrior
     scene — “A dust cloud rises in the distance. Some soldiers on
     the wall steel themselves, while others shake in fear of the coming
     swarm. An army of winged alien beasts rushes the city. While the
     mass of them skitters up the wall, dozens buzz their wings, launching
     themselves over the parapets. Their sharp mandibles viciously
     punch through armor and tear through defenders, creating a deadly
     cacophony of hissing and horror.”
     story — Swarmlings are the foot soldiers of the Krasix swarm. They
     are glass cannon fodder, built not for living their own lives but for the
     purpose of inflicting death upon others.
     Swarmlings are all part of a matrixed hive mind. They thrive in small
     groups of 12 or more. When more than half of a group of swarmlings
     is cut down, the remainder of the group becomes disoriented and will
     scatter until they reform their ranks.
     Upon their death, each swarmling releases several parasites
     (p. 16) that seek out other creatures to infest.
     rapid evolution — Swarmlings are built to fulfill one kind of
     behavior at a time, making them one of the most specialized kinds
     of creatures in the omniverse. However, their biology is extremely
     mutable, and swarm queens can make them transform to fulfill other
     purposes on command.
     Swarmlings are most commonly transformed to fill construction,
     tidying, scouting, and hoarding roles. In some cases, queens will push
     rapid evolution to its limits, making heavily mutated swarmlings
     volatile and prone to explode. Swarmlings that have been mutated
     to fill non-combat roles do not know how to fight and will ignore
     danger.
     uncommon terror — Swarmlings are horrifying to commoners
     when roving in groups and will cause them to flee or become frozen
     in fear.
       5—2        evasive, vulnerable to heat and cold
51            puck
              elemental incarnation
     scene — “Heat shimmers from the lava around the crooked
     path. You notice a whirlpool rapidly form in the bubbling pit that
     whips up fiery winds. Suddenly, the cyclone reverses, spitting out a
     whirling spirit of rock and liquid fire. The creature skates across the
     surface like a tornado, lashing out at everything nearby with molten
     arms.”
     story — Whenever a spirit creature is banished or killed, it
     leaves behind a magical echo containing a shadow of its sentience.
     Sometimes these echoes enchant ordinary things and animate
     them with a semblance of life. These occurrences are most
     common around elemental forces like wind, fire, and ice. And these
     elemental incarnations are known as pucks.
     Pucks are chaotic, unthinking creatures that erratically wander
     their domains. They are not typically aggressive but are known to
     clash with other creatures that venture too close to their paths. If
     provoked or attacked, they become enraged and will often pursue
     an attacker to their deaths.
     Pucks can be instantly neutralized with the Banish spell
     (gb. 73), which purges their animating enchantment.
     lava puck — These pucks spit molten lava and create blistering
     winds nearby. Any loose paper or cloth in the vicinity of a lava puck
     instantly bursts into flame. Creatures that begin their turn within
     reach of a lava puck are automatically scorched for 2 damage.
     ice puck — These pucks are formed by spinning shards of ice.
     Once per fight, an Ice Puck can release these shards in a 360-degree
     blast, dealing 2 damage to all creatures nearby.
     lightning puck — These pucks are small, electrically charged
     tornadoes. Their lightning strikes deal double damage to those
     holding metal weapons.
      10 — 3      resistance to heat, cold, and electricity
52            leaf guardian
              leaftide defender
     scene — “You slice your way through the tunnel’s bramble,
     emerging in a great room. As you step inside, you hear a
     creaking sound from where you came — the tunnel has been
     closed off! The vines covering the walls of the room begin
     to rustle. You look up to see three knotted vine creatures
     descending from the ceiling, covered in giant acorns.”
     story — Leaf guardians are animated vine creatures that are
     spawned by mature leaftides (p. 88). While they can patrol
     and behave on their own, they can also be directly controlled
     through a psychic connection with their leaftide parent.
     Whenever a leaf guardian is created, it claims a piece of its
     parent’s life force. If a guardian is slain, a part of its parent’s
     creeping mass of vines withers and dies. If enough guardians
     are slain, their leaftide’s growth is reversed.
     Unless attacked or provoked, leaf guardians are nonviolent
     and prefer to trap and release invaders of their domain.
     They accomplish this by capturing creatures in a cradle of
     constricting vines and carrying them on their backs to the edge
     of their leaftide’s domain.
     Leaf guardians cannot leave their leaftide’s domain.
     leaftide colossus — A leaftide that feels mortally
     threatened may take control of many leaf guardians at once and
     fuse them into a leaftide colossus    (40 — 4). These creatures
     are as tall as clocktowers and are capable of smashing entire
     houses to the ground. (Colossi do not have the regeneration
     feature.)
     In desperate times, a Leaftide Seed (t. 39) may detach from its
     colony and use a colossus as an exoskeleton. When hosting
     a Leaftide Seed, a colossus can leave a leaftide’s domain and
     travel freely.
      10 — 3      regeneration
53            lichen
              animated moss
     scene — “A collection of swords and spears sits curiously
     around a log on the ground. Gently glowing spores glisten in
     the light around the log as if it is touched by magic. As you step
     closer, mossy tentacles emerge from the log and grab nearby
     weapons, using them to walk upright.”
     story — Lichen are defenders of a community of sentient
     trees known as Argests. These giant trees have the ability to
     communicate and manipulate magic. To help defend their
     ancient grove, Argest wizards cultivate and enchant clumps of
     moss to create lichen.
     Lichen move slowly and quietly across the forest, slinking from
     tree to tree. They are quite skilled at pretending to be harmless.
     These creatures have one mission: to protect the Argests and
     keep forest intruders far away from their grove. To aid this
     mission, they have the instinctual ability to detect the thoughts
     of other creatures and determine if they would bring harm to the
     forest. Lichens will only attack those harboring ill intentions; they
     will attempt to scare others away before attacking them.
     war of the woods — Through the ages, those defeated by
     the lichen have left their weapons and belongings strewn about
     the forest of the Argests. This has made the forest a tempting
     target for a colony of frost weavers (p. 44). Weavers have begun
     pushing into the forest to scavenge its riches, drawing the lichen
     into a conflict. The grove and its defenders are now at war with
     the frost weaver colony.
     If a party of adventurers encounters this conflict and helps the
     lichen, they will be taken before the Argests. The trees will ask
     the party to help them in their war. Those who successfully defeat
     the frost weavers will be offered Ouriel’s Tears (t. 63) and an
     Ancient Ranger’s Pouch (t. 50).
      8—2
54            locklily
              vicarious vault
     scene — “You deftly and carefully adjust your lockpicks in the
     keyhole. Moments later, you hear a satisfying click as the chest’s
     internal latch is released. In your excitement, you pop open the lid,
     only to find the black-purple jaw of a locklily staring back at you.
     Before you can react, the creature clouds your face in a deadly poison.”
     story — Locklilies are magic flower creatures with an affinity for
     boxes, chests, and other crafted containers. Like hermit crabs, these
     plants use their roots to travel in search of containers to claim.
     Locklilies treat their containers as their castles and fiercely defend
     them against intruders. They are unassumingly clever and resourceful.
     Among adventurers, legend has it that locklilies are capable of
     creating a huge variety of traps. (If you’d like to randomize a locklily
     trap when triggered by a player, roll the die and consult the table
     below.)
        20: It casts a curse. (The player adds a new character flaw.)
      17-19: It explodes, dealing 5 damage to each creature nearby.
      14-16: It releases poison darts, dealing 5 damage.
      10-13: Its roots lash out, disarming all creatures nearby.
        7-9: It spews oil everywhere, covering the ground nearby.
       4-6: An ink canister explodes. The ink will not wash off or fade
            for one week.
        2-3: It shuts its lid rudely, dealing 1 damage.
          1: The locklily recoils in fear and attempts to flee.
     pet locklilies — Some skilled animal handlers are able to tame
     locklilies and trade them as pets. Pet locklilies bond with their owners
     when given a container. Locklily pets can be commanded to wrap
     around the outside of a container and transport it, making them a
     common working animal.
      10 — 3      resourceful
55            murder hornet
              really big hornets
     scene — “You get to a brief clearing in the tall plains grass and see
     a strange hill in the distance. As you draw closer, you realize: that’s
     no hill. Your skin shudders as a loud buzz saws through the air.
     Moments later, a pair of glowing red eyes stares out at you from a
     hole in the fossilized tower.”
     story — Murder hornets are giant wasps who have earned a
     reputation as giant wasps. They build giant hives out of trees that
     they chew up and mix with their special saliva, creating structures
     that are stronger than steel.
     Each murder hornet hive patrols a huge range of territory, and
     they are known for traveling vast distances in search of food and
     resources. While they prefer to hunt and eat large game like horses
     and cows, they are known trap and devour people when other prey
     is scarce. Their viscous venom is capable of melting through metal
     doors.
     Murder hornets are vicious predators who fearlessly guard their hives,
     attacking anyone who comes near them.
     hover’s spit — Murder hornet queens are known as hovers
     (30 — 4). They are among the most hunted creatures anywhere.
     Occasionally, a hover’s drool will congeal into a gelatinous bead that
     falls to the ground. These magic beads contain a powerful healing
     property. When consumed, they have the effect of the Restore spell
     (gb. 67). These beads only remain viable for a week at a time, making
     them extraordinarily rare. Hovers do not produce the beads in
     captivity.
     In addition to their restorative properties, each hover bead is capable
     of extending a creature’s natural lifespan by 10 years — making
     them one of the most sought-after treasures in the omniverse. Some
     powerful beings, such as conservators (p. 78), have created entire
     planetary colonies of murder hornets to harvest their beads in pursuit
     of immortality.
      12 — 3      evasive, combative
56            the mythkeeper
              dragon wizard
     scene — “The smell of fresh parchment fades as you walk backward
     in time through the library stacks. Sitting tall in the center of a maze
     of piled paper is a crowned, wingless dragon with silvery scales. They
     release one side eye to gaze at you dubiously, while keeping the other
     eye trained on a document.”
     story — The Mythkeeper is the leader and co-founder of The
     Bureau of Verification: an institute of scholars whose mission
     is to verify the historical contents of all the world’s documents.
     Documents that are found to be in order receive a special seal of
     verification, demonstrating that they have been verified by a Bureau
     of Verification verifier. (It’s all rather official.)
     The Bureau’s other co-founder, Theodoric (p. 25), left after realizing
     the organization’s mission was futile and served little purpose except
     to affix seals to documents. Nonetheless, The Mythkeeper has a real
     and masterful knowledge of history and official documents. They can
     spout from memory the origins and characteristics of papers, inks,
     waxes, glyphs, and anything else related to publishing or printmaking.
     The Mythkeeper is a Wizard with access to all spells in Magecraft
     (gb. 96) and Projection (gb. 97). They also know Fireball (gb. 60), but
     prefer not to play into the stereotype.
     war of the words — The Mythkeeper is natural enemies with
     The Magister (p. 91), who attempts to alter and corrupt documents
     with false statements and histories. In fact, the Bureau spends a lot
     of time helping people know if their records have been altered by
     The Magister and their judges. Likewise, the Bureau’s headquarters
     is a top target of The Magister, who wishes to destroy or alter its
     voluminous duplicates. (That would be a terrible loss for the truth.)
     phrases — “The paper and ink are from the wrong origin. Is this
                  your first day in the forgery business?”
      20 — 3 wise, curious, talented, enterprising
57            noxis
              cursed adventurer
     scene — “The foul stench of the room overcomes you. A skittering
     sound echoes through the darkness as if something is rapidly
     tapping on your bones. You look up to see a dozen glowing eyes
     staring down at you!”
     story — There once was an adventurer named Noma who pursued
     a Ring of Power (t. 45) in a quest given to them by The Quest Giver
     (p. 21). While many have tried and all have failed to seize the ring,
     Noma got the closest to pulling it off.
     Caught and defeated by Draxis (p. 81), the ring’s owner, Noma was
     cursed to experience a grisly transformation into a giant spider.
     Now, the spider known as Noxis feels an overwhelming desire to
     guard the ring, which they once coveted, and will attack any creature
     that ventures into the ring’s vault.
     brood host — Once every few turns while in combat, Noxis
     releases spider offspring from its abdomen. Treat Noxis’ swarm of
     offspring as a single creature in combat. Each spider adds 2 HP and 1
     damage to the swarm.
     noma — Noxis still feels a shadow of their former self in spider
     form and wants to break free from the curse. If reduced to 0 hit
     points, the curse will lift, and Noxis will return to their original
     form.
     Noma is a vain and arrogant glory-seeker who took the quest for the
     Ring of Power believing that it would bring them worldwide renown.
     They sought it with a desire born of desperation. However, their
     time as a monster has inspired an even greater devotion to revenge.
     If cured of their curse, Noma will offer to adventurers the location
     of even greater treasure, drawing them through a portal to Draxis’
     deadly underworld. Like the Ring of Power, this promise of treasure
     is a deception.
      20 — 3 extra attack, horrifying, greedy
58           outraider
             righteous brigand
     scene — “A low rumble in the distance grows as commoners quickly
     return to their homes and shut their doors. You hear shouting and
     turn to see several well-equipped adventurers are being rudely shoved
     out of the tavern into the street. The door slams behind them. As
     they collect themselves, one points into the distance. You look and
     see a team of mounted figures crest the ridge and raise their weapons
     to the sky. When you look back toward the tavern, you see that the
     adventurers are already sprinting in the other direction.”
     story — Outraiders are principled thieves who believe that
     adventurers are the greatest scourge upon the world. They hunt
     adventurers in outlands regions to rout them and rob them of their
     often-stolen treasures.
     While they let most amateurs go with a fearsome warning, they use
     harsher methods on adventurers who cause chaos, destruction, or
     death. They have been charitably described as an army of highly
     combative preservationists.
     kirn — The Outraider community is led by a Windgeist
     (p. 102) named Kirn. Unlike many other Windgeists, Kirn’s mortal self
     still occupies the foreground of their consciousness, and they remain
     preoccupied with the affairs of mortals. Outraiders can all recite
     “Adventuring and its Consequences”: Kirn’s manifesto on
     active methods of natural preservation.
     the reclamation court — In their deep forest home, the
     Outraiders host a court that tries glory-seekers, swashbucklers,
     explorers, archaeologists, and other adventurers who trample upon
     the “unexplored” world. Kirn is the chief of this court and presides
     over its trials. Those found guilty of serious crimes like murder or
     the plundering of priceless artifacts are transported by outraiders
     to a remote tundra where they are permanently suspended in an
     encasement of ice.
      8—3        extra attack, zealous, moral
59            primordial cauldron
              sentient terraformer
     scene — “As you reach the edge of the dusty mountain, you
     see several gigantic snail-like creatures traversing the desolate
     valley below. They stop their slow crawl, opening the shells on
     their backs. A huge stack of what look like flower petals unfurl
     from their shells and reach toward the sky — rising even taller
     than a five-story building. Like huge smokestacks, thick, roiling
     clouds begin pouring out of the structures.”
     story — Primordial cauldrons are creatures that travel the
     omniverse in search of desolate and uninhabitable planets.
     Released by their parents as embryos in a protective shell, they
     can fly through space and direct themselves toward celestial
     bodies.
     When fully grown, cauldrons can hoover up raw materials
     and convert them into various gases. When enough cauldrons
     are active on a planet, they are capable of terraforming it and
     making it suitable for other life to flourish.
     parasitic cauldrons — Some civilizations have found that
     cauldrons can be used as weapons. With modifications to their
     biology, cauldrons can be used to pollute already-stable worlds
     and have the reverse effect: making them uninhabitable.
     symbiotic cauldrons — Cauldrons can also be bred to
     form a beneficial relationship to an already-stable world.
     For instance, some have been modified to work in reverse by
     sucking up toxic things from the air and turning them into
     harmless solid waste. Cauldrons created for this purpose can
     often be found living next to factories and other sources of
     pollution.
     alchemical cauldrons — An extremely rare type of
     modified Cauldron. These cauldrons are capable of being
     trained to turn common substances into valuable materials, like
     rapidly turning granite into gold.
      30 — 4 cosmic
60            regional guard
              community soldiers
     scene — “The air is thick with the sound of heavy raindrops
     clashing with stone walls and steel helmets. A lone glowing arrow
     flies into the sky, sparking into a flare that temporarily clears fog and
     shadow from below. A terrifying crowd of raiders advances on you.
     The guards on the wall embrace each other and ready their weapons.”
     story — The Regional Guard is an alliance of small armies
     representing various communities across the world. While they differ
     in uniform and operate independently, they all share in the customs
     and ethics of a unified warrior culture. Their doctrine is to help the
     besieged and suffering with strength and integrity and requires them
     to only use force defensively.
     Members of the Regional Guard are not police and, by tradition, do
     not intervene in most civil matters. The Guard is expected to protect
     their communities from organized adversaries, monsters, and other
     serious threats. But most of the time, members of the Guard serve as
     general helpers in their community. (Yes, they do occasionally rescue
     a cat from a tree.)
     The Guard’s loose organization has helped it avoid the problems of
     large standing armies, but this also has made some of its garrisons
     vulnerable to corruption. Usurpers have been known to take control
     of Guard factions and use them to advance their own influence and
     power.
     the edge — All members of the Regional Guard, no matter where
     they are from, are expected to devote their service for a five-year
     tour at an outpost in The Edge — a narrow pass on the far edge of
     the outlands. Here, they stand guard at the front of a centuries-long
     standoff with the foes of the region. (If you are The Guide, you should
     decide who these foes are and what the reason is for their standoff
     with the Guard.) No member of the Guard is given full status as a
     member until completing their tour in The Edge.
       5—2
61            scaler
              subterranean sprawlmaker
     scene — “You thank the chef for the meal and let out a
     sigh of satisfaction as the glassware on your table begins to
     tremble. You look over at the town square and see people
     fleeing. As the ground begins to rumble violently, a huge
     sinkhole opens in the plaza. As you peer down into the abyss,
     a huge tunneling machine grinds to a halt. Several scaled
     engineers hop out of its cockpit and look around, scratching
     their heads.”
     story — Scalers are a company of radical architects who are
     bent on the endless expansion of their subterranean sprawl.
     They believe they have a right to claim any and all territory
     under the surface — even if it means digging so close that it
     causes cities and towns above the crust to collapse.
     Scalers are focused on the radical transformation of the world
     through ever-greater “scale”. They envision a planet-sized city
     with architecture that spans from its core to its surface. While
     they do not inherently feel hostility toward other creatures,
     their single-minded pursuit of their mega infrastructure
     project naturally brings them into conflict with others.
     When creatures who do not share their enthusiasm for a
     planet-sized city resist, Scalers will use force to push them
     aside.
     endless mines — Scalers have focused their talents on
     creating ever-more efficient ways to tunnel through the
     ground. Their latest magic tunneling machines are capable
     of operating themselves, and hundreds of them have been
     released to plumb the depths of the world. This careless
     strategy has left the Scaler project mostly unsupervised. Some
     of these machines, having gone where they should not go, have
     provoked the attention of long-lost horrors (p. 72). Who knows
     when they might invade...
      6—2         zealous, enterprising
62            shadow operative
              clandestine agent
     scene — “You peek into the window and see a group of senior
     Opaline Adherents crowded around a table. Among them are
     three people in strange clothing. They slide a briefcase across the
     table to the Adherents, who open it with eager anticipation. One
     of the strangely dressed folks pulls a stone out of their coat. It
     begins to glow — and the strangers vanish.”
     story — Shadow operatives are the highly trained agents of
     The Curators. They handle the organization’s most sensitive
     frontline work and report to the Shadow Broker’s (p. 100) circle
     of deputies.
     Operatives are recruited from across the omniverse and are
     among its most talented rogues. To those in similar lines of
     work, operatives are looked at like celebrity athletes for their
     mastery of tradecraft.
     While they won’t easily betray their clients, operatives are
     often cutthroat among their peers in the organization. They
     are part of a subtle and constant power struggle. When offered
     the opportunity, they will often undermine their colleagues if it
     means making a name for themselves or picking up clients.
     Operatives have access to their own private shadow planes that
     they use as a safe house and vault for items obtained in the
     course of their duties. Each operative is issued A Magician’s Key
     (t. 50) that can be used to access these houses.
     examiners — A special, elite group of operatives are known as
     examiners (12 — 3). These spies work alone to conduct counter-
     intelligence operations for The Curators, seeking to sniff out
     traitors from their ranks. Examiners are capable of interrogating
     others using the Soul Gaze (gb. 44) and Compel Truth (gb. 45)
     abilities.
       8—3        extra attack, resourceful, talented, cosmic
63            shadow stalker
              invisible killer
     scene — “The conversation trails off, and you begin
     listening more intently to the sensations of the forest. As
     you hear the rhythm of your party members walking on the
     forest floor, you sense something strange — as if an extra
     person is walking with the group. You look around and see
     everyone else staring at you. The shapes of tentacles and
     spikes trail behind you. Your shadow isn’t yours.”
     story — Shadow Stalkers are creatures that transition
     between ethereal and material forms and hunt the spirits
     of other creatures. When a Stalker “haunts” another
     creature, they eat their shadow and replace it, cursing their
     victim with decay. (For each week that a Stalker is attached
     to a creature, their lifespan withers by a year.) Stalkers that
     are in their haunting phase do not have hit points or deal
     damage.
     If a creature haunted by a Stalker dies, the Stalker takes
     over their body and transforms it into a grisly monster of
     sinew, tentacles, and mouths full of teeth. When slain in its
     material form, the creature once again becomes ethereal
     and goes dormant for decades until it gathers enough
     strength to hunt once again.
     A Stalker that is haunting a creature can only be purged
     with the Banish (gb. 73) or Restore (p. 67) spells. Stalkers
     die when purged in this way — and it is the only method
     capable of slaying them.
     Haunted creatures gradually begin to feel as if an
     intruder has entered their mind and lurks quietly in the
     background. If haunted for more than a month, they begin
     to feel their life slipping away and become filled with dread
     at their inevitable death.
      16 — 3      invisible
64           shambler
             zombie amalgam
     scene — “As the sun falls, you approach the port city from the grand
     highway. There are no travelers on the road and no lights in the city.
     Something is clearly not right. You carefully open the giant wooden
     doors at the main gate, revealing a ghastly scene. The city has been
     eradicated, and the streets are now filled with the shambling dead.”
     story — Shamblers are creatures who have been transformed into
     zombies by a parasite from the depths of the sea. Infested creatures
     undergo a grisly metamorphosis taking place over the course of a week:
     day    symptoms
     1—     A light fever and headache begin.
     2 — Sweating, chills, and itchy skin. The host begins to incubate
            new parasites and is now contagious.
     3—     High fever. Skin begins to crack and harden.
     4 — Barnacles begin growing on the surface.
     5—     Hallucinations. Seagrass begins growing out of body.
     6 — Point of no return: the transformation cannot be stopped.
            Loss of consciousness. Body rapidly withers and mutates.
     7—     Death. The mutation becomes chaotic and produces body
            parts of various sea creatures. Reanimation shortly follows.
     Shamblers that have become reanimated are controlled by their host
     parasite, seeking out other creatures to infest. Creatures reduced to 0
     hit points by a shambler become infested and can only be cured with
     the Focus (gb. 39) or Restore (gb. 67) abilities.
     These zombies are unthinking and unfeeling beings who are consumed
     by the hunger of their parasite. They will hunt any living creature they
     come across and will prioritize victims in this order: those who are loud
     followed by those who are slow.
      6—2        horrifying
65            shredder
              wandering warmonger
     scene — “Thick black smoke billows from the encampment
     below. A harried army hacks at trees to fuel its war machine. You
     see a hastily built stadium in the middle of the felled forest. The
     army pauses and cheers as raucous celebration rises from the
     arena.”
     story — Shredders are a radical community that is centered on
     the fanatical worship of a harsh and rigid warrior culture. Once
     every 10 years, the Shredder community migrates to a new region
     and builds a great arena where a month-long tournament is held.
     Shredders are taught to be combative and ruthless. Once their
     arenas are built, they begin searching the land for creatures to
     capture. Those they catch are brought to the arena to participate in
     various deadly games that are meant to test the skills and strength
     of Shredder warriors.
     Wherever they go, Shredders leave trails of death and destruction
     in their wake. Entire forests have been felled to fuel their war
     machine. This disregard for nature has made enemies of its
     defenders. Shredders are hunted by lichen (p. 53), albatross (p. 73),
     and elder wardens (p. 82).
     the tournament — In the final year of a Shredder encampment,
     a great tournament is held at the arena. The tournament pits
     champions and teams against one another in a bracket that
     progressively eliminates competitors until only two challengers
     remain.
     The winner of the tournament becomes the leader of the
     community for the next 10 years, until a new tournament is held.
     To date, only Shredders have claimed the throne — though nothing
     in their code prevents outsiders from winning the tournament and
     seizing power. Upon winning, the new leader decides where the
     Shredders will travel next.
      6—3        combative, zealous
66               soul collector
                 interdimensional zookeeper
     scene — “You feel static electricity shoot across your skin as
     a crackling portal tears through the air nearby. An alien figure
     hovers through with two otherworldly prisoners in tow.”
     story — Soul collectors are ancient interdimensional wizards
     who kidnap animals of all kinds to store in their vast cosmic zoo in
     The Rift. Collectors believe that they are simply cataloging life in
     the omniverse to the benefit of knowledge, but their lack of regard
     for the lives of their captives has made them enemies of many
     worlds throughout the omniverse.
     The zoo, known as The Star Menagerie, imprisons many thousands
     of beings in simulated re-creations of their natural habitats and
     surroundings. Collectors sell exclusive Menagerie tours to the
     omniverse’s wealthiest beings, allowing them to maintain their
     vast and demanding operation.
     Once a year, collectors hold an auction for animals that have been
     sufficiently cataloged and observed.
     abilities — Speak (gb. 98), Teleport (gb. 95), and Telekinesis
     (gb. 93).
     the star menagerie — This immense traveling fortress in
     The Rift looks like an inverted, floating pyramid made of stone
     and glass. The fortress itself is capable of teleporting through the
     omniverse, making it difficult for the collectors’ enemies to track
     and infiltrate. Notable locations in the fortress include a grand
     museum of its most interesting creatures, a giant auction hall,
     and the secret headquarters of the collectors at the core of the
     structure.
     In a highly secure vault in the center of the fortress lies an
     emergency release mechanism. When activated, all captive
     creatures in the Menagerie are teleported back to their
     homeworlds.
      12 — 2       cosmic, greedy, deceiver
67            spirit wyrm
              dragon soul
     scene — “You feel a thick breeze of magical energy pass
     through your body as you travel down the sparkling stone ramp
     into the cavern. Crystalline stalagmites and stalactites fill the
     cavern, illuminated by glowing wisps in the air. As you reach the
     shimmering pool, ripples begin to form in the center of the water. A
     majestic, translucent being with the face of a dragon emerges from
     the pool, twisting gracefully in the air.”
     story — Spirit wyrms are the souls of ancient dragons who once
     belonged to a great and powerful dragon society. Some of these
     dragons were able to channel immense magical power that granted
     their spirits something close to eternal life.
     Each spirit wyrm has experienced their great lifespan differently.
     While some feel they are finished in the worldly plane and wish to
     be released into The Beyond, others have a burning desire to once
     again inhabit the body of a great dragon. Others are perfectly happy
     to wander the world in spirit form, often taken centuries-long naps.
     Wyrms are attracted to powerful sources of magic, which they
     feed off of to retain their mental clarity. In some cases, they form
     alliances with powerful wizards and can be found serving as fellows
     in schools of magic.
     the last dragon king — A spirit wyrm named Veraxus was
     the king of the ancient dragon society when it fell. For countless
     millennia, Veraxus has simmered in yearning and resentment,
     desperate to find a suitable mortal host who can return them to rule
     and glory. When a host is found, Veraxus will use the Reinstate the
     Dead spell (gb. 69) to take over their body. Their ultimate goal is to
     find a way to restore all wyrms to their mortal forms and once again
     rule the world. Veraxus is aware of soul collectors (p. 66) and plans
     to infiltrate their Menagerie to find dragon bodies to use for their
     plan.
      10 — 3     ethereal, cosmic
68            sprink
              tiny ones
     scene — “The sound of rapid pitter-pattering echoes through
     the cave. A bunch of small creatures dart out with spears at
     the ready. One of them lets loose a tiny but confident scream,
     rebuking you for your intrusion. You suddenly feel overcome
     with guilt for your rude trespass and begin to feel as if you fear
     yourself and your allies.”
     story — Sprinks are small creatures who form small villages in
     cave systems. They communicate with telepathic signals that can
     make other creatures directly feel their emotions. They often use
     this ability to ward intruders away from their homes.
     Their small stature and lightning-fast reflexes make them
     difficult to chase, and they can be dangerous in numbers. They
     often use their incredibly springy tails to launch into the air,
     covering improbable distances.
     While they are capable fighters, sprinks are under constant
     threat from beasts who view them as prey. In one notable
     conflict, a sprink village was wiped out by an invasion of ornery
     meerkats.
     To help fix the balance of power, many sprinks have developed
     the ability to form alliances with some kinds of animals, like cats,
     raccoons, and squeezle (p. 23). It’s not uncommon to see these
     allies living among sprinks in their villages.
     the deep war — Like bearclaws (p. 31), Many sprink
     communities are in a losing war with scalers (p. 122). The
     scalers have tunneled their way through countless sprink
     villages, causing terror and destruction. These communities
     are so beleaguered by the Scaler threat that they have become
     increasingly insular and hostile to outsiders. Still, many are open
     to help from trusted outsiders who may be able to turn the tide
     of the war.
       3—2        evasive
69           star demon
             volatile magic
     scene — “You see a large sphere of darkness quickly moving
     toward you. As the darkness surrounds you, a metallic orb of
     flickering light and static releases a thunderous discharge,
     throwing you backward and onto the ground.”
     story — Star demons are beings that wander the world
     collecting energy from their surroundings. Like a black hole, they
     suck in light and project a magical darkness around themselves
     where no light can escape.
     Demons are naturally attracted to magic and will seek out sources
     of magic. Any creature near a star demon who uses magic will
     lure them in and provoke its aggression. Demons that sense
     magic items will attempt to seize them with glowing tentacles
     made of pure energy.
     short fuses — Star demons are immune to magic and absorb
     the effects of harmful spells, making them more powerful. Each
     time a demon is attacked with magic, it is fully healed and its
     attack rating increases by 1.
     wraithfire bombs — If a star demon is killed, it falls to the
     ground and shrinks, becoming a dark crystal orb. These orbs
     are known as Wraithfire Bombs (t. 25). When thrown, the
     orbs shatter and explode in a small radius on contact, igniting
     anything within a few meters of the point of impact in searing,
     ethereal flame. Creatures touched by the flame take 4 damage
     and writhe in agony, but they cannot be killed by it. Some
     adventurers hunt demons so they can collect and trade these
     bombs.
     foes from failure — Star demons are created spontaneously
     when powerful magic spells fail. Consider making star demons
     appear when a player scores a catastrophe when casting a spell or
     using a powerful source of magic.
      8—2
70            reaper
              undead horror
     scene — “You walk down the musty corridor, brushing cobwebs
     out of your face. The hallway opens up into a circular chamber with
     flickering candles and a large bloody sigil drawn on the floor. As the
     candles flicker from an unseen wind, a scream can be heard echoing
     from afar. You feel like rolling your eyes at this typical haunted house
     stuff. Then... it appears behind you.”
     story — Reapers are fallen demon rulers who reap the souls
     of spirits and mortals alike. They are dispatched throughout the
     omniverse by Draxis (p. 81), the emperor of a nightmare hellworld
     called Uberhell. Souls collected by reapers are banished to Uberhell
     where they face eternal imprisonment.
     Each reaper has their own style of devilment. Some prefer the stuff of
     classic horror, while others devise innovative methods for collecting
     souls — like creating elaborate chain reactions that bring many
     creatures to their doom.
     Reapers are capable of creating two-way portals to Uberhell, which
     they use to ferry souls between worlds.
     the scream team — A trio of powerful reapers known as The
     Scream Team hosts one of the biggest reality shows in the omniverse,
     broadcast exclusively within Uberhell. The show is called “Last Soul
     Standing” and is currently in its 100th season.
     In each episode of “Last Soul Standing,” reapers lure mortals to dinner
     parties at mansions with the promise of a chance at riches. Then, they
     lock the guests inside and force them to play a deadly game of “Would
     you rather,” which requires guests to choose between two tasks with
     undesirable outcomes. These tasks become increasingly horrific and
     deadly as the game goes on, eventually forcing players to choose who
     lives and who dies.
     The Button (t. 134) is a fan-favorite segment on the show.
      16 — 4 phase shifter, horrifying, cosmic
71            tortomorto
              airborne turtles
     scene — “You peek over the rocks into the cove and see a creature
     on the beach with a glistening shell, guarding a glowing pile of eggs.
     A bandit on the other side of the cove inches forward, trying to sneak
     quietly up to the nest — but they slip on a rock and cause a ruckus.
     The turtle snaps its neck upward and lets out a piercing squeal. You
     hear a response from the sky as dozens of flying turtles dive toward
     the bandit!”
     story — Tortomorto are flying turtles whose eggs are an incredibly
     rare and valuable delicacy. One in 1,000 tortomorto eggs is capable of
     making the creature who eats it experience a spectrum of feeling that
     is likely wider and deeper than anything they have felt before. Some
     who consume the eggs become stupefied from the intensity of the
     emotion.
     Because of their incredible effect on other creatures, tortomorto eggs
     are in extreme demand across the omniverse. The market for the eggs
     is a high-stakes game with a bloody legacy. They are served in the
     most exclusive restaurants, enjoyed by the wealthy and powerful, and
     coveted by those who consume the eggs as a spiritual rite.
     Flocks have learned to guard their nests with ferocity. Approaching a
     tortomorto’s nest is likely to summon a dozen or more from the flock.
     If they sense a creature trying to harm or steal their eggs, they attack
     with focused fury.
     curated — The Curators (p. 100) have an effective monopoly on
     the trade of tortomorto eggs in the worlds where they do business.
     Because of their reliable profits, The Shadow Broker (p. 100) made it
     a priority to develop a sustainable way to harvest the eggs — leading
     to the development of secret tortomorto farms. The funds from the
     sale of these eggs fuel the Broker’s cosmic rebellion. To keep control
     of the market, The Curators seek out and sabotage the attempts of
     others to create their own sustainable tortomorto farms.
      4—2        evasive
72            underleech
              subsurface scourge
     scene — “The center of the abandoned mine is filled with
     all kinds of clunky mechanical rigs and discarded parts. A
     great Scaler tunneling machine sits broken in the center of the
     chamber. You see a number of large oval pumice stones clinging
     to the sides of the machine. They begin to crack and split open. A
     dozen horrifying tentacle creatures with perforated bodies emerge
     from the stones and begin scattering across the room.”
     story — Underleeches are life-sized viruses that form deep
     inside of celestial bodies and lie dormant until disturbed. When
     woken, the leeches aggressively seek out and feed on organic
     matter to fuel their rapid reproduction. Left unchecked, they can
     spread across an entire region in weeks and conquer an entire
     world in months.
     Leeches wither and die if exposed to direct sunlight for more
     than an hour, but they are incredibly deadly when found in dark
     subterranean areas. With tentacles that can lash and grab with
     lightning speed and a volcanic maw that can spit molten flame,
     most people don’t stand a chance against them.
     A slain leech shrivels and becomes an egg that will incubate
     two clones of itself unless the egg is destroyed within a day. This
     makes leech invasions difficult to control, as anything other
     than total victory in a battle means they will continue to rapidly
     reproduce.
     the invasion — Underleeches are a worldwide threat that you
     can use to link the fates of characters and communities in your
     story. Consider using a Scaler (p. 122) mining disaster to trigger
     an underleech invasion that can only be defeated by uniting an
     alliance of defenders to push it back. The invasion is fed by a
     central nest in the far depths that mass produces underleech eggs.
     These eggs are carried and spread by hatched underleeches.
       5—2        lifetap
73            albatross
              sky titan
     scene — “At first, you think it’s a strange cloud moving with
     suspicious haste. But as this twisting aerial colossus draws
     closer, birds flee and commoners stop to stare. The creature
     whips its tail, sending a shockwave that nearly blows your
     clothes off.”
     story — Albatross are rare, giant flying creatures who eat
     clouds like whales consuming schools of fish. They are seldom
     aggressive, but when they are provoked, they become a fearsome
     threat. Their giant tails can flatten entire buildings.
     Albatross have no natural predators except for industrialists.
     Their powerful taste buds can detect everything in the air,
     including a finely tuned sense for pollution. Occasionally, when
     an albatross consumes polluted air, they will go on a brief
     rampage and seek out populated areas for industry to raze.
     Albatross have a symbiotic relationship with other living beings
     and are a source of enriched rainfall. They infuse the clouds
     they consume with a mix of nutrients that can turn arid land
     into fertile ground. Some farming communities have learned
     how to attract albatross for fertilization by releasing edible
     balloons into the air that are filled with a sweetened mist.
     With an enormous range and a preference for loneliness, there
     are typically no more than a handful of albatross in a world at a
     time. This makes them perpetually in danger of extinction.
     natural enemies — Shredders (p. 65) have been threatened
     many times by albatross for their wanton burning of forests.
     On a few occasions, an albatross was successful in destroying a
     Shredder arena. The Shredders intentionally invite this conflict,
     believing that anyone who defeats a sky titan during the grand
     tournament will become the leader of the community for life.
      90 — 6
74           archon
             gods
     scene — “On steady wings, they smoothly descend from the sky
     as if they are somehow experiencing time more quickly than you.
     You look into their shimmering crown and feel the glory and fear
     of gods.”
     story — Archons are godlike beings who freely travel the
     omniverse. Their magic crowns allow them to maintain the full
     power bestowed on them from their distant homeworld.
     When a young archon is ready to ascend to power, they undergo
     a ritual to divine their greatest potential. Upon receiving their
     crown, they are “vested.” The crown declares their ultimate role
     and purpose — and their power becomes bound to it. For example,
     some archons discover their great calling is teaching, while
     others may become bound to exploration or warfare.
     Each vested archon is a plenipotentiary of the homeworld and
     has immense license to shape the fates of beings across the
     omniverse. This power and responsibility are isolating, and many
     archons spend the vastness of their lives far away from their own
     people. In this purposeful loneliness, archons have been known
     to “adopt” other communities of beings and serve as a personal
     god to them.
     abilities — Vested archons have the Teleport (gb. 95),
     Telekinesis (gb. 93), Blink (gb. 95), and Blazing Avenger (gb. 46)
     abilities.
     general div — An Archon named Div is the leader of the
     growing cosmic rebellion known as The Last Light. Div’s vested
     purpose is to “overthrow the gods,” which is a rare and legendary
     mission even among archons. They have interpreted this purpose
     to mean the destruction of conservators (p. 78). Knowing they
     cannot do this alone, Div gathers support from across the
     omniverse to prepare for an unprecedented war.
      60 — 8 evasive, exalted, resistant to all damage
75            the arch wraith
              legendary invoker
     scene — “You glide up a long flight of floating glass steps to a
     platform suspended in the middle of a celestial sphere. You reach
     the top and feel like you are in a home with no walls — there’s a
     circle of couches around a roaring hearth, a grand canopy bed,
     some stacks of books, and a gilded desk. An incredible cloak of stars
     and a gleaming longsword sit on a decorative rack. A glowing spirit
     with a shadow as long as time waits expectantly in the center of the
     room.”
     story — The Arch Wraith is an ancient Invoker who became
     lovers with an archon. When the archon was slain, they bestowed
     their crown on their beloved. Upon wearing it, The Wraith
     transformed into an immortal, ethereal being. The crown whispered
     to The Wraith and told them to pursue a life of mentorship.
     Heeding the crown’s call, The Wraith laid down their arms and
     created a home in The Rift. They now serve as a godly avatar for
     other Invokers, waiting patiently and listening for their pleas. They
     are currently looking for one special Invoker to mentor and bring to
     their full potential.
     abilities — Teleport (gb. 95), and all Invoker abilities.
     legendary quest — The Arch Wraith has worked hard for
     centuries to purge the desire to avenge their beloved. But this
     feeling can never truly be silenced; it is tied to the power of the
     crown.
     When The Wraith meets a capable party, they will offer a quest to
     capture Draxis (p. 81): their lover’s killer. The Wraith intends to use
     the Forgive ability (gb. 45) on Draxis, absolving them of guilt for
     the act. An Invoker that can accomplish this improbable feat will be
     rewarded with all the Invoker’s legendary abilities and a Cloak of A
     Hundred Billion Stars (t. 52).
      30 — 3 ethereal, exalted, impassioned, cosmic, wise
76            brell
              legendary magician
     scene — “You walk into the glass-domed garden at the center of
     the legendary market. A spectacular illusion appears in the air of a
     man you know well. ‘Welcome to the Consumer Magic Show,’ he
     says, ‘where we make your dreams real!’”
     story — Brell is a renowned industrialist who is responsible
     for magic inventions that have changed the social fabric of the
     world. His Magic Mirror (t. 9) network connects people across vast
     distances. And his Endless Quest game (t. 8) has created new kinds
     of worlds for people to explore from the safety of their homes.
     Brell puts on the persona of a brash magician for marketing
     purposes but is a gentle and generous person behind the scenes.
     He makes many of his essential products free for those who
     cannot afford them and maintains a collegial relationship with his
     competitors, like Professor Prim (p. 96).
     consumer magic show — Once a year, Brell’s Magic Industries
     puts on a public trade show where the greatest magic innovators
     gather to show off new projects. The show draws huge crowds of
     revelers and some shady figures — including rivals who wish to
     steal trade secrets. Dr. Chaos (p. 80) is always an uninvited guest
     who attempts to cause trouble...
     legendary quest — Brell’s vast company has become a main
     target of The Prismatic Prophet (p. 95) and The Host
     (p. 14), who use its power and influence to rile up the suspicions
     and passions of their followers. After years of increasingly
     inflammatory conspiracies about Brell’s Magic Industries, the
     Prophet’s adherents (p. 28) have begun attacking the company’s
     supply lines and even its stores. Adding insult to injury, the Prophet
     wears a magic amulet around their neck that was stolen from Brell
     himself. Brell will teach legendary Magician abilities to a Magician
     who is responsible for retrieving the amulet and returning it to him.
      14 — 3     talented, enterprising, leader, kind, charismatic
77            clockwork giant
              mighty mechanism
     scene — “You trace the tracks through the farmer’s cornfield to
     a neighbor’s backyard, where you find a heavily armored shed that
     looks quite out of place. As you get closer to inspect it, you hear a
     cacophony of machinery whirl up. The shed rapidly disassembles
     and expands, reconfiguring its shape. In a matter of moments,
     it transforms into a mechanical giant. ‘Kitty not found,’ it says.
     ‘Resuming search for kitty.’”
     story — The Clockwork Giant is a mechanical giant created by
     Dr. Chaos (p. 80) for the sole purpose of recovering their cat from
     trees. Despite the immense and unnecessary amount of engineering
     required to create the enormous unit, it ended up not being very good
     at doing the job it was designed for and has not once successfully
     removed the Doctor’s cat from a tree without ripping the entire tree
     out of the ground.
     Frustrated with their creation, Dr. Chaos released the Giant on the
     world, where it now searches endlessly for other cats to rescue. This
     mission has left a terrible toll on the countryside, where the Giant has
     left no tree, stone, or home unturned in search of cats.
     An angry mob of outlanders assembled to take on the Giant but was
     roundly defeated. They now seek the help of adventurers or other
     allies to help defeat the Giant or convince it to leave.
     phrases — “Are you cat? Response: negative. Programming not
                  found for non-cat interactions. Resuming search for
                  cat.”
     quest — The Giant is frustrated that it has been unable to
     successfully rescue a cat from a tree and has begun to desire its
     own cat to have as a pet. If the Giant is given a pet cat, its mind
     will become unlocked, allowing it to break free from its narrow
     programming. It will offer those whom help it break free the location
     of Dr. Chaos’ secret lair.
      30 — 4 resistant to weapons, curious, rebellious
78            conservator
              terror of the omniverse
     scene — “A seam appears to open in the universe, offering you a
     brief glimpse at The Beyond. You reel as your mind is momentarily
     transported through time to countless other realities. A figure with
     glowing eyes emerges, staring right through you.”
     story — Conservators are members of an interdimensional bureau
     of gods (The Bureau) who possesses unparalleled control over the
     omniverse. With their magic rings, forged in The Beyond, they hold
     the power to destroy entire universes.
     There are never more than five conservators at a time, and most are
     millions of years old. They bear only a faint familiarity with their
     early mortal selves and are largely out of touch with the actual lives of
     those who they claim to protect.
     The Bureau seeks to maintain balance in the omniverse. They meet
     every thousand years to devise a “reclamation list”: a list of universes
     that are deemed to be out of balance. A universe is deemed out of
     balance if the cruelty of its inhabitants outweighs their kindness.
     Conservators collect information on universes with a vast army of
     agents who are often imbued with the power of demigods. Some are
     powerful inhabitants of those universes who have been turned to
     serve the cause of the conservators.
     While few beings in the omniverse are aware of conservators until it
     is too late, a growing cosmic rebellion called The Last Light seeks to
     undo their terrible power.
     that ring — Each conservator posesses a Conservator’s Ring (p.
     70). While wearing the ring, conservators can teleport, shapeshift,
     and speak telepathically across any distance at will. Additionally,
     while wearing the ring, they are invulnerable and cannot be damaged
     or destroyed.
      20 — 10       invulnerable, cosmic, exalted, shapeshifter
79           death rake
             undying warrior
     scene — “A vile wind passes by, corrupting the air. The tiny
     weeds and mosses growing along the walls of the castle’s
     catacombs suddenly twitch before withering and turning to dust.
     You hear a heavy scraping noise around the bend. This isn’t
     good.”
     story — A necromancer queen who once dreamed of conquest
     saw her empire crumble when the peoples of the world united
     and pushed back. The queen sat on her besieged throne as rival
     armies closed in, ruminating on revenge. Her only remaining
     allies — her fearsome royal guard — encircled her when the doors
     were battered.
     But made fearful and resentful by her defeat, the queen
     turned on her loyal guard, blaming them for her downfall. She
     summoned all of her power to enchant each member of the
     guard with an undying curse that turned them into wicked
     servants of death. Then she temporarily banished them to a
     shadow plane where they lay in wait until the hour of revenge
     had come.
     Disquietude and discord are the queen’s eternal revenge. Death
     rakes are released back into the world during times of peace and
     harmony among its peoples. When set loose, they hunt down
     world leaders to slay them and cause chaos.
     Death rakes are brutal and ruthless. They spare nobody who gets
     in their way. An air of death and decay follows them wherever
     they roam.
     heart of evil — Rakes cannot be killed. When they are slain,
     their spirit returns to the queen’s shadow plane, where they are
     reinstated in an undying body. A ghastly magic orb in the plane
     is the conduit of this reincarnation and contains the queen’s
     vanquished spirit. The orb must be destroyed to permanently kill
     the rakes and end the cycle of revenge.
     20 — 4 resistance to all damage, combative, horrifying
80            dr. chaos
              madcap mastermind
     scene — “You hear a loud noise outside followed by screaming.
     The wall in the convention hall suddenly bursts open, sending bricks
     flying everywhere. As the dust clears, you see a small bearded person
     in the cockpit of a large mechanical suit. A flock of chaos drones
     flies into the hall through the hole in the wall. The suit’s pilot begins
     cackling maniacally. ‘It’s Chaos time!’ a voice says from a loudspeaker
     in the suit.”
     story — Dr. Chaos is a former classmate and business partner of
     Brell (p. 76) and Professor Prim (p. 96). When their associates would
     not go along with their increasingly bizarre and dangerous product
     ideas, Dr. Chaos became disaffected and left the group to pursue
     inventions of their own design.
     From deep in their heavily guarded mountain lair, Dr. Chaos
     stews, observing a world that has passed them by. Resentful of the
     mainstream success of their former partners, they plot to disrupt their
     companies and spread — you guessed it — chaos across the land. Their
     goal is to destroy the magic industrialists’ companies.
     While their mission for mischief began with relatively harmless
     pranks, Dr. Chaos’ methods have become increasingly dangerous over
     time. As their body count grows, they have become one of the world’s
     greatest villains.
     troll pirate — One of the Doctor’s favorite methods for chaos
     is to replace popular products with inferior knockoffs that sabotage
     their users. For example, Dr. Chaos once replaced a shipment of
     Brell’s Tent in a Tin (t. 10) with devices that would release a stink
     cloud when activated instead of a tent.
     reality bites — Dr. Chaos still has a shadow of decency and
     compassion and has refused to see the extent of their own villainy.
     If confronted and shown the consequences of their regime of chaos,
     they will repent and shut down operations.
      10 — 2 talented, greedy, combative, rebellious
81            draxis
              emperor of souls
     scene — “You catch your breath as you make it up the steps to
     the grand plaza of the misty city. A scorpion-like figure towers
     over a guard of elite Bonekind warriors who all stand ready to
     attack you. ‘You mortals were foolish to come here,’ they say in a
     booming voice. ‘Join... or die.’”
     story — Draxis is the leader of a vast cartel of demons who
     represent hellworlds across the omniverse. Realizing that some
     of their grim administration could be handled more easily
     with an alliance, these demon bosses pooled their power and
     resources to create one giant hellworld known as Uberhell.
     As the founder and eternal ruler of the cartel, Draxis is one of the
     most powerful beings in the omniverse. Both mortals and gods
     fear the emperor’s vast and resourceful alliance and its hundreds
     of millions of minions. Draxis is said to be able to turn creatures
     to dust simply with their gaze.
     Despite all this terrible power, Draxis has used it mostly to make
     the administration of hell a less cruel endeavor. While getting
     there may still be painful and bloody, souls in Uberhell are not
     tormented — in fact, they are given the ability to lead new and
     interesting lives as citizens of the underworld. Souls who truly
     wish to leave Uberhell are eligible to have their spirits released to
     their homeworlds or to The Beyond.
     Draxis believes it is their destiny to turn half of the omniverse
     into Uberhell to create a “balance” between the living and the
     dead.
     uberhell — Uberhell is an incomprehensibly large city in an
     infinitely expanding shadow plane that is linked to an equally
     infinite number of dimensions. Draxis believes that if this plane
     becomes large enough, it may someday act as a counterbalance
     to The Rift.
      60 — 4 extra attack, leader, deceiver, wise, cosmic
82           elder warden
             forest avatar
     scene — “You see a tree with several glowing wisps floating around
     it. As you get closer, you begin to notice the bark shimmer and twist.
     A wooden creature steps out from the trunk and greets you.”
     story — When they cannot speak for themselves, elder wardens
     speak for the trees. They are guardians of forests with great magical
     power who can shapeshift and take the form of nearby flora. They
     rarely make themselves seen, but are known to occasionally help lost
     travelers who have good intentions.
     Wardens are incredibly rare. They are created when a wisp from the
     Echoes of Creation spell (gb. 59) enter the fossilized remains of a
     sentient tree. Tree fossils inhabited by a wisp are reincarnated as
     wardens. While they do not retain their memories and personalities
     from their prior lives as trees, they maintain a deep emotional bond to
     other beings of bark.
     There is only one formal law in warden society: no trees shall be
     harmed. The penalty for violating this law is death.
     argest ambassador — An elder warden named Esso serves as an
     ambassador for the Argests, a group of sentient trees who preside
     over a great ancient forest. They have also become a field commander
     for the lichen army (p. 53) during the War of the Woods.
     Esso has traveled the world to develop relationships with other
     communities of beings with the mission of preserving the secrecy
     and independence of the forest of the Argests. They often travel in a
     hooded disguise that conceals their identity to prevent suspicion from
     other creatures.
     Esso’s latest diplomatic mission is to gather support from outsiders
     in the War of the Woods. They seek audience with The Tyrant (p. 26)
     and the Regional Guard (p. 60) to solicit help from trained fighters.
      16 — 3     resistance to all damage, regeneration
83            freestrider
              legendary ranger
     scene — “The boisterous conversation in the tavern stops abruptly
     as you hear the giant double doors clatter shut at the entrance. A
     crowd of gawkers parts as a woman with a golden bow on her back
     walks toward the bar, giving friendly nods to those she passes by. You
     hear patrons nearby whispering her name with reverence and awe.”
     story — Freestrider is a legendary Ranger known widely for her
     role in defeating an invading army and saving an entire region of the
     world from ruin. (You should decide what kind of invasion this was
     and who was responsible for it.) Her name is celebrated across the
     region by peoples of all backgrounds who recognize her heroism and
     personal sacrifice.
     Now, she travels the world to track and subdue threats before they
     arise. When diplomacy is needed, she often calls on Cid & Felix
     (p. 34) to help with conversation and negotiation.
     Freestrider is a trusting and virtuous person who aligns herself with
     independent forces for “good.” While she is a fearsome and lethal
     warrior, she is wary of standing armies and prefers to team up with
     small groups. She does not abide the wicked.
     faithful friend — Freestrider’s Animal Partner (gb. 55) is a
     squeezle (p. 46) named Buffy. This beloved animal is a highly trained,
     intelligent, and skilled scout who can warn Freestrider of threats and
     help her track her prey.
     legendary quest — When the world is once again threatened by
     deep terrors, Freestrider springs into action. If scalers (p. 61) unleash
     a tide of underleeches (p. 72), the legendary Ranger will seek out
     a small team of adventurers to delve the depths of the world and
     destroy the source of the invasion. Adventurers who help Freestrider
     track and destroy the underleech nest will receive legendary Ranger
     abilities, Ouriel’s Tears (t. 63), and the sword known as Fate (t. 56).
      20 — 3 extra attack, leader, moral, rebellious
84            the illusionist
              legendary magician
     scene — “You turn the corner and finally catch up to the fleeing
     fiend who is now facing you from the other end of the long hallway.
     Their eyes glow as they release hair-raising laughter that echoes
     through the corridor. The floor in front of you suddenly gives way
     and crumbles into a calamitous abyss. When you look up, the
     magician is gone...”
     story — The Illusionist is a powerful mage who travels the
     omniverse in search of novel ways to meddle with it. While they
     crave wealth and power like other classic villains, the true object
     of their desire is to come up with the greatest and most elaborate
     “prank” in history.
     This malign Magician prefers to sow mayhem with flamboyant
     displays of trickery and influence. They like to toy with their marks
     by making their deceptions obvious enough to provoke their fear
     and fury. One of their favorite pranks is to trap others in illusory
     mazes that test their loyalty to their friends.
     society of scoundrels — The Illusionist is a member of a
     club of interdimensional villains who compete with each other to
     pull the most impressive pranks. (These “pranks” range from the
     abusrd to the deadly.) The society meets once a year in a secret
     Shadow Haven (gb. 87) so its members can present their entry
     for that year’s competition. The villain with the most elaborate,
     effective, and novel prank wins possession of the trophy until it
     finds its next winner.
     mischief mountain — The Illusionist’s lair is Mischief
     Mountain, where they lure in adventurers to compete in a series of
     riddles and challenges for the promise of great treasure.
     captive agent — The Illusionist is an involuntary informant to
     The Bureau (p. 78). They are secretly a fearful pawn who wishes to
     be free from the conservators’ endless grasp.
      20 — 3 shapeshifter, cosmic, deceiver
85            jelly titan
              ruler of the sea
     scene — “The water beneath your boat begins to shift as if
     the entire sea is rising from a slumber. As the ocean convluses,
     a horrifying display of wreckage unfolds as towering tentacles
     tear a ship apart as if it were made of tinder. You peer into the
     water below and see a glowing titan of jelly pulsating toward
     the surface.”
     story — Jelly titans are tremendous jellyfish that grow as
     large as great stadiums. Their interiors are home to all manner
     of sea creatures who use titans as roving palaces. While
     sightings are rare, stories of their destruction are so terrifying
     that most captains feel a moment of trepidation whenever they
     embark from safe harbors.
     Like albatross (p. 73), titans are highly sensitive to changes
     in their ecosystem. They are particularly attracted to major
     ocean travel and shipping lines where the footsteps of surface
     dwellers are louder and more frequent. Titans are known to
     target polluters and fishers who disrupt the delicate balance of
     life in the oceans.
     fragile feelers — Despite their fearsome presence, jelly
     titans are highly sensitive creatures that do not enjoy conflict.
     Their giant tentacles each have 10 HP. When five of a jelly
     titan’s tentacles are destroyed, the creature will be overcome
     with fear and attempt to flee.
     jellywalker — In one of nature’s rarest friendships, a jelly
     titan and overwalker (p. 93) became an inseparable pair. The
     titan lives in the overwalker’s shell sea, occasionally returning
     to larger waters to feed. The pair roams the world searching for
     cuisines from new bodies of water for the titan to enjoy.
     omnijelly — The jelly coating a titan’s heart is a rare
     substance with an incredible bonding property. It is the main
     ingredient in Permanent Solution (t. 16).
      60 — 4 horrifying
86            kestrel
              legendary fighter
     scene — “A mighty figure sits on a rock on the side of the road,
     joyously eating some fruit. Their battle worn body greets you with
     a welcoming and friendly pose. ‘Hello traveler,’ they say to you.
     ‘Anything exciting on your journey ahead?’”
     story — Once a professional monster hunter, Kestrel is now a
     wandering Fighter who seeks out the glory and thrill of martial
     combat, wherever it may be offered. They are a frightening force
     when engaged in combat but never voluntarily slays their opponents
     unless forced to do so for self defense. They prefer to fight as a
     demonstration of skill and sport so they can teach others the ways of
     combat.
     Kestrel has a large and vivacious family with dozens of children and
     grandchildren. Many of their descendents are also capable fighters
     who have formed their own faction of the Regional Guard (p. 60)
     made up only of family members.
     hero of the tournament — Kestrel is a regular combatant in
     Shredder tournaments (p. 65), which they have willingly entered
     over the years. This has made them a renowned hero to the Shredder
     community, which is often hostile to outsiders. While they could have
     won any of the tournaments, Kestrel graciously bows out after the
     penultimate challenge to prevent becoming the leader of the Shredder
     community. This tradition has made a subset of Shredders desperate
     for Kestrel to finally claim victory and take their place as the first
     outside ruler.
     legendary quest — Kestrel’s family Guard is one of the most
     powerful independent armies in the region. Their opposition to The
     Tyrant’s rule (p. 26) has drawn them into a protracted conflict with
     The Tyrant’s loyal personal army. A band of adventurers who helps
     Kestrel and their family expose The Tyrant’s plot to retain power will
     be rewarded with training to learn the Fighter’s legendary abilities.
     Kestrel will also offer their mighty sword, Fable (t. 55), as a reward.
      20 — 3 charismatic, leader, curious, kind
87            krasix shadowmaker
              swarm queen
     scene — “The sky fulminates like the exhaust of of a great
     furnace. What looks like a gigantic flying ship, made of shell and
     sinew, pushes through the clouds. A swarm of flying creatures
     escape its carapace and begin flying toward the ground.
     Onlookers run screaming, or stand trembling in place.”
     story — Krasix shadowmakers are hosts of the Krasix swarm,
     acting as a swarm colony’s queen. They can grow as large as
     starships and travel through space over incomprehensible
     distances, seeking out worlds to conquer and assimilate.
     When a shadowmaker finds a suitable location for a colony
     to spread the swarm it permanently burrows into the ground
     and transforms itself into a hive. The hive is a factory for
     goliaths (p. 49) and swarmlings (p. 50) and acts as a nerve
     center for the entire colony. (When it transforms into a hive,
     the shadowmaker loses its attack rating and uses its swarm to
     defend itself.) At the center of each hive’s living labyrinth is a
     chamber with the shadowmaker’s heart. If destroyed, the entire
     colony falls.
     swarm avatar — Within the heart of each shadowmaker
     is a dormant swarm avatar          (30 — 4) that takes the form of
     whichever species the colony is attacking. When released, this
     avatar is tied to the life force of the shadowmaker, and acts
     as the shadowmaker’s co-equal being. (If killed, the avatar’s
     bonded shadowmaker dies, releasing a plague that kills all
     creatures in its colony.)
     The swarm avatar can leave the shadowmaker and operate
     independently as a general of the swarm. They can fly slowly
     over short distances. Each avatar casts an aura of psychic
     manipulation that can indoctrinate other NPCs to abide the will
     of the swarm. Creatures who resist are attacked, while creatuers
     affected by the spell are captured and do the swarm’s bidding.
      1,000 — 20          horrifying
88            leaftide
              hungry blanket
     scene — “You pass through the guarded barricade, beyond
     which you find empty streets. You reach the town square to find it
     completely overgrown with a creeping tangle of ivy and blooming
     flowers. The growth has toppled a statue and begun to tear
     apart entire buildings. You notice the blanket of greenery slowly
     growing and inching forward in real time.”
     story — Leaftide is a sprawling organism that spawns from
     a single rare Leaftide Seed (t. 39). While many leaftide blooms
     are cut down and destroyed before they can mature, the rare few
     that are given a foothold become immense invaders that can take
     over entire worlds. Once sprouted, a Leaftide Seed becomes the
     organism’s “brain.”
     Leaftides gain increasing self-awareness and intelligence
     in proportion to how much territory they cover, absorbing
     information from the things that touch its vines. Once the bloom
     covers an area roughly 1 kilometer in diameter, the seed grows and
     develops a mind that can speak telepathically to nearby creatures.
     At this point it is also capable of creating leaf guardians (p. 52).
     A leaftide’s powerful natural instinct to expand and conquer is
     extraordinarly difficult to overcome and most mature leaftides
     form elaborate justifications for their invasiveness over time.
     However, if they are shown the extent of their destruction and
     harm, they may be convinced to sever their link to their bloom,
     causing it to shrivel and die. It is easier to convince a leaftide to
     abandon its wanton growth if shown that it can inhabit a leaf
     guardian and continue its life without fueling a bloom.
     krasix weapon — Krasix swarms have discovered that leaftides
     can be used to weaken entire worlds and prepare them for
     invasion. Some shadowmakers (p. 87) carry hundreds of Leaftide
     Seeds that they will use to shower planets before descending for a
     final assault.
       20 — 0
89            lena
              legendary spy
     scene — “You watch people mill about the ballroom, sipping
     from flutes and exchanging small talk laced with tall implications.
     A woman in smart attire breezes into the room wearing a stylish
     step. ‘Hello darling,’ she says to the governor. ‘Shall we talk about
     the disaster headed your way?’”
     story — Lena is a legendary Spy who found a new life and
     became caught up in the affairs of the omniverse. When the
     original Lena found and activated a Wish Heart (t. 75), the
     magic arguably backfired, creating a duplicate of herself. Fearing
     unknown consequences, the new Lena parted ways with the
     old, eventually being discovered by an edge hunter (p. 40) who
     recruited her into the cosmic rebellion.
     Lena’s original self lived through incredible events — a revolution
     here, a secret society resurrecting the dead there — making the
     new Lena well-equipped for broader adventures. Still, Lena retains
     much of her original personality. She is fiercely loyal to her
     allies, dedicated to helping those in need, and so confident in her
     abilities that she occasionally overextends herself in dangerous
     situations.
     head hunter — Lena’s talents made her a quick study within
     The Last Light. She rapidly rose through the ranks, becoming the
     leader of the edge hunters. Now, she takes on some of the highest-
     stakes missions in the omniverse in search of forces that can join
     the rebellion and undertake missions to sabotage the conservators
     and their allies. While she has grown to become more charismatic
     than her past self, she still manages to cause a disaster or two —
     often forcing her to fall back on her uncanny reservoir of luck.
     legendary quest — At some point, Lena is captured during a
     raid that goes wrong. A party who finds her and helps her escape
     will be rewarded with legendary Spy abilities, The Exploit (t. 67),
     and an offer to join The Last Light.
      20 — 3 extra attack, evasive, cosmic, kind, leader, moral
90            the lost
              grim mirror
     scene — “You noticed them faintly before, but now their chorus
     is unmistakable. Echoes of familiar voices wrack your mind. As
     you begin to identify the cries of victims in your past, you see a
     green mist spill across the ground. The faces of those you have
     felled form in it, confronting you with the look on their faces as
     they died.”
     story — The Lost is the personification of all death. They
     wander through time and space, holding up a mirror to those who
     take the lives of others. Wherever The Lost walks, a trail of mist
     forms behind them. Any creatures nearby see the faces of those
     they have killed in the mist.
     The Lost does not directly harm others, and they cannot be
     harmed. But their presence can sap the willpower of those who
     see their victims in their trail of magic mist. Any creature who
     sees faces in the mist is waylaid by guilt and regret. Affected
     creatures feel compelled to publicly confess their deeds and ask
     for forgiveness.
     Though they are capable of becoming present and
     communicating with others, The Lost has never done so.
     grim lighthouse — Fear itself (p. 43) can sense The Lost when
     they are in the same world. They often use The Lost as a beacon
     to hunt creatures who are responsible for terrible acts.
     flawmaker — You can have any player who sees victims in
     The Lost’s mist roll the die. On a success or better, they resist
     its effect. On a tough choice, they must choose an additional
     character flaw. On a failure or worse, they can no longer act first
     in a combat situation unless nobody else in the scene is able to
     act first.
     beyond all — The Lost is a part of The Beyond. They are
     quietly one of the most powerful beings in the omniverse.
      0—0         invulnerable, ethereal, exalted, cosmic
91            the magister
              judge-king of malice
     scene — “Light beams pour in through the broken ceiling of
     the ruined temple, illuminating a grim figure in flowing robes
     that is sitting atop a grand stone podium. A worn iron seal hangs
     crookedly on the wall behind them. ‘You are recognized by the
     great eye of justice,’ the shadowed figure says. ‘What business do
     you bring before this court?’”
     story — The Magister is a corrupted judge-king from a dead
     civilization who was responsible for a regime of cruelty and
     terror. As their reign of misery grew, the judge-king became
     hunted by fear itself (p. 43). For their many crimes, fear itself
     offered its own sentence: to be banished from the past, and sent
     as an unwanted stranger to the future.
     The Magister awoke in a radically changed world. But they did
     not atone. Enchanted by spite and false life, the judge-king
     reclaimed their crumbling seat of injustice. From their ruined
     capital, The Magister now recruits dastardly, disaffected, and
     desperate individuals to help them spread their corruption and
     resurrect the past. These recruits are turned into judges (p. 48)
     who wander the land as solitary tribunals.
     The Magister’s book of laws is the source of their power. While
     holding the book, the judge-king is immune to all damage and
     can use the See (gb. 97), Speak (gb. 98), Corrupt (p. 70), and
     Shock (p. 60) spells. They can see and speak with the dead.
     the plot — The Magister has declared war on the region and
     seeks to depose The Tyrant (p. 26) and destroy the Regional
     Guard (p. 60). They are secretly assembling a small army in
     the vast prison beneath their court. The judge-king’s long-term
     objective is to rewrite the laws of the world using their legendary
     magic pen, Amendment (t. 50). When their army is ready, The
     Magister will travel the land to seize and change the written laws
     of peoples everywhere.
      18 — 4 resistant to magic, zealous, leader, deceiver
92            the necromancer
              legendary doctor
     scene — “You pass through the clean and orderly lobby room
     toward a door with a sign that says ‘laboratory’. As you enter
     the lab you can tell the lobby was a cover to the real story of this
     place. This little shop of horrors is filled with macabre inventions
     and the remains of various ‘experiments.”
     story — The Necromancer is a legendary Doctor and the leader
     of a secret order known as The Clinic. This order of magic doctors
     seeks to advance the study of life and death using magic methods
     that most people find taboo. Members of The Clinic are wanted
     by various groups, including some factions of the Regional Guard
     (p. 60), who see their methods as profane or immoral.
     After losing their beloved partners in a tragic accident, The
     Necromancer created The Clinic to find a way to return the long
     lost to life. They have come a long way — inventing the Reinstate
     the Dead spell (gb. 69) — but the consequences of such magic are
     hard to swallow. The Necromancer refuses to bring their loved
     ones back without first devising a method that will not bring
     harm to others.
     The Necromancer is a sullen and nihilistic person who has
     become lost in their sorrow. Years spent in mourning have
     arguably made them more a member of the dead than the living,
     though echoes of love remain in their bones.
     legendary quest — Above all, The Necromancer wishes to
     safely bring their partners home from wherever their spirits have
     wandered in the omniverse. To accomplish this, they must be
     brought a Wish Heart (t. 75). Having dealt with them once before,
     The Necromancer believes The Curators (p. 100) may be in
     possession of this supreme magic item. Anyone who can procure
     a Wish Heart for The Necromancer will learn the Doctor’s
     legendary abilities, and receive a Shadow Speaker (t. 65) and
     June’s Blanket (t. 60).
      20 — 3 cosmic, talented, impassioned, private
93            overwalker
              shellside resort
     scene — “A mountain with several unusual peaks crests the
     canopy on the other side of the forest. As you approach the forest’s
     edge, a stampede of forest creatures rush out toward you. The
     mountain in the distance rises and begins moving toward you!”
     story — Overwalkers are titanic beetles that wander the world,
     consuming soil and stone to fuel an organic reactor in their
     bellies. Their impressive bodies hold lakes on their backs, which
     often become entirely unique ecosystems harboring all sorts of
     flourishing lifeforms. Some overwalkers have entire coral reefs,
     while others have been settled by creatures who build small towns
     or resorts.
     Overwalkers tend to avoid developed areas like cities or towns,
     but occasionally they are known to trample over the sprawl of
     civilization. They mostly live their lives unaware of the happenings
     of smaller creatures as they have no natural predators and face few
     threats to their wellbeing.
     If threatened, overwalkers prefer to simply walk away to someplace
     where they will not be bothered. However, anybody who presses the
     issue and causes them real harm will face the wrath of a moving
     mountain.
     mortal war machine — Due to the threat of other groups
     who oppose their combative way of life, Shredders (p. 65) have
     searched for a more fortified wandering home. The Shredders have
     set their sights on a giant overwalker to use as their permanent
     home, allowing them to travel the world and establish a permanent
     tournament.
     ashwalkers — A rare kind of overwalker has a convex back that
     forms a volcano. These ashwalkers are ravenous and spend most
     of their time fueling their insatiable molten core. Once a year they
     erupt, causing terror to those in the area.
      300 — 5
94           the pilot
             lost in time and space
     scene — “You think the light streaking through the sky is just
     another meteorite. But as it draws closer and grows brighter, you
     realize this is no stone from the heavens. As the object crashes into
     the ground and leaves a plume of smoke, a silvery being emerges,
     removing a pecuilar hat. You hear them begin to make noises, but you
     don’t understand them. As they witness your confusion, they adjust
     something on their clothing. ‘When am I?’ they say in a language you
     can now understand.”
     story — The Pilot is a space explorer from a distant dimension in
     another corner of the omniverse. Part of an advanced spacefaring
     civilization, they were on a mission to study mysterious energies in
     their galaxy. But they unwittingly stumbled upon a Wizard’s stray
     portal, transporting them through time and space to a universe full of
     magic.
     The Pilot can speak to beings across the omniverse with the aid of
     a highly advanced interpretive device. They carry alien technologies
     that rival the best magic inventions. However, with their ship broken
     and beyond repair, they are now stranded far beyond their home.
     The Pilot is an intrepid explorer and seeks to understand new and
     strange things. As such, despite their fear and sadness, they begin the
     process of investigating and documenting their new world — with the
     hope they will someday return home to share knowledge with their
     people.
     While they will go to great lengths to avoid conflict in unknown lands,
     they will protect themselves from harm as a last resort with the use of
     a laser cutter.
     quest — If anyone can help The Pilot return to their homeworld,
     they will bestow all of their knowledge of technology and space travel,
     allowing the creation of The Cosmic Cruiser (t. 67).
      16 — 4 cosmic, curious, charismatic, resourceful
95            the prismatic prophet
              scheming sorcerer
     scene — “The sound of wailing and singing overcomes you as you
     work your way through the crowd. Some revelers joyfully spray each
     other with color, while others stand in tears. You reach the stage and
     look up at a person in brilliant robes. Their booming voice grabs you
     as if their words are made of magic.”
     story — The Prismatic Prophet is a fanatical sorcerer who has been
     recruited by agents of The Shadow Broker (p. 100) to help find an
     ancient artifact. The artifact can be used to open portals to hidden
     and powerful worlds. Expecting a reward from the Shadow Broker of
     riches and power beyond imagination, the Prophet has spent years
     fabricating a spiritual cult. The cult believes that the material world is
     a lie, and that the true world can only be reached by finding the secret
     to opening a great portal. Their followers are known as adherents (p.
     28).
     The Prophet’s relentless ambition and single-minded focus has helped
     them recruit radical followers who enact the Prophet’s words, even
     by force. This has made many enemies in the region, including The
     Tyrant (p. 26), who is frustrated by the misplaced devotion of cultists
     and their attempts to corrupt members of the Regional Guard (p. 60).
     The Prophet is a shrewd and manipulative person who is capable
     of morphing their personality and words to charm those in his
     presence. With the help of their giant magic amulet, they are able to
     use the Insight (gb. 86), Magic Tricks (gb. 84), Mirage (gb. 84), and
     Mesmerize (gb. 84) spells.
     phrases — “Search your heart. Can you accept a world filled with
                   corruption and suffering? Do you really think this is the
                   reality we must accept? Your hope for a better world is
                   the truth. That world is out there. Let me show you the
                   way.”
                   “Rejoice! For we shall be carried on the light to the true
                   world that lies beyond.”
      20 — 3 leader, charismatic, private, deceiver, rebellious
96           professor prim
             renowned magic scientist
     scene — “You excitedly grasp your ticket in your hand as you pass
     through the ornate iron gate to the Great Magic Factory. Dozens of
     workers in crisp uniforms mill about, carrying supplies about the
     grounds. A person in an iconic peach frock walks through the grand
     doors of the building, a carpet rolling out in front of them as they
     walk toward you.”
     story — Professor Prim is a famous scientist and magic industrialist
     who makes some of the world’s most beloved curiosities. Prim is a
     shrewd and imaginative artisan who has spent decades building an
     iconic brand of magic shops that carry magic confections beyond
     imagination. While she is outwardly a rival of Brell (p. 76), the
     two have a longtime friendship. (Brell’s Magnificent Morsels and
     Everlastic Bear are recipes on loan from the Professor.)
     While the Professor is just as competitive as others in her rarefied
     cohort, they prefer to work in seclusion. This air of mystery has made
     the public even more interested in Prim’s pursuits and created a
     cult following that expresses an unusual devotion to their products.
     Reporters go to great lengths to catch a glimpse of the Professor and
     their activities.
     Professor Prim is perhaps the most talented magic scientist in the
     world and is capable of discerning almost any kind of magic. Their
     skills are often employed to unpack the nature of mysterious magic
     items. On rare occasions, Prim will assist others who present unique
     mysteries, like the opportunity to study an unexplained magic portal.
     the tour — Each year, the Professor issues a lottery for a small
     group of fans to tour their Great Magic Factory. The factory is an
     immense labyrinth of laboratories and production floors that create
     all of the confections in Prim’s magic shops. Curiously, some lucky
     winners choose never to leave the factory and become a part of
     its suspiciously happy workforce. The Muckraker (p. 19) has been
     working hard to figure out just what goes on inside the factory.
      20 — 3 talented, enterprising, private, resourceful
97           the red crown
             fabled dragon
     scene — “A cloud obscures the sun as you walk down the dirt
     path away from the village. When you remember there were no
     clouds in the sky, you hear screaming in the distance behind
     you. You turn to see a giant red dragon spewing thick streams of
     molten flame at the village’s buildings.”
     story — The Red Crown is an ancient dragon fueled by
     narcissism and envy. After stealing the crown of a fallen
     archon (p. 74), the dragon became the most powerful
     of their kind in the omniverse.
     But this gift came with a steep price. Warped by the terrible
     power of the archons, The Red Crown was beset with
     megalomania and became obsessed with visions of
     an eternal reign of dragons across the omniverse.
     The Crown now travels the omniverse in search of worlds where
     dragons are weak or marginalized, demanding their fealty in
     exchange for conquest. Then, they work to topple each world’s
     great powers to give dragons space to rule over them.
     goldhall — The Red Crown used their power to create a great
     dragon capital in an immense shadow plane filled with vast
     temples of gold and flame. Here, thousands of fanatical dragons
     from across the omniverse live in service of the Crown’s radical
     mission of conquest and obliteration. Goldhall contains endless
     riches and is one of the most dangerous places in the omniverse.
     war of wings — The Crown’s reign of destruction drew the
     attention of an elite team of archons known as The Tetra. These
     archons scour the omniverse for the fallen in order to recover
     their powerful crowns. After a confrontation with The Red
     Crown that ended in a draw, The Tetra and the Crown’s empire
     of dragons have entered a slow-burning war that is building
     toward an epic confrontation.
      60 — 5 cosmic, zealous, greedy, combative
98            rift eater
              cosmic devourer
     scene — “As your ship draws closer, you finally make out
     what’s happening. That’s not a planet — it’s a planet eater. Its
     jellyfish-like body pulsates horiffically as it creeps toward its
     next meal. You can only assume the ruins in its wake are the
     remains of entire worlds. And yet you feel a strange desire to
     let gravity pull you toward it.”
     story — Rift eaters are horrors of the omniverse. To most
     beings they are incomprehensible in scale and nature, and few
     civilizations are capable of defeating them.
     Eaters are a byproduct of the use of a Conservator’s Ring
     (t. 70). When a conservator (p. 78) uses the ring to destroy
     a universe, a rift eater is occasionally born at the site of that
     universe’s former gateway in The Rift.
     Eaters roam the omniverse, passing between universes to
     consume planets. They can sense planetary bodies across
     universes and travel at immense galaxy-scale speeds for short
     periods of time, after which they must consume a planet to
     regain their energy for fast travel.
     There are only a few recorded instances of a rift eater being
     destroyed. In one case, a powerful spacefaring people tricked
     a rift eater into trying to consume a black hole, saving their
     homeworld from destruction.
     Conservators are indifferent to the existence of rift eaters
     and do not believe they are responsible for their actions. To
     conservators, rift eaters are simply animals that cannot be
     faulted for their hunger.
     an unlikely home — To some civilizations, rift eaters
     provide an inexhaustible supply of matter and energy and
     serve as rich ground for habitation. The Shadow Broker’s (p.
     100) headquarters is located on the surface of a Rift Eater.
      ∞—∞
99            ripley
              legendary wizard
     scene — “The impeccably-groomed cat stretches his back in the
     air and gently hops down to the floor, rubbing against your leg. As
     he brushes against you, you feel a powerful tingling feeling shoot
     up your nerves, as if the cat is charged with some kind of cosmic
     energy.”
     story — Ripley is an ancient Wizard who found a magical locket
     during his adventures. The locket grants its wearer long life and
     the ability to shapeshift into a feline form. And while Ripley is still
     very much the capable Wizard he once was, he has preferred to live
     the sleepy life of a cat for the past 1,000 years, only reverting to his
     original form when absolutely necessary.
     Ripley enjoys entering the lives of people from every corner of
     the world and from every kind of background. He has been the
     housecat for hundreds of families. And he has witnessed the world
     turn from the dusty floors of humble cabins to the gilded halls of
     mighty palaces.
     Ripley has become quite curious as a side effect of living as a
     humble cat for so long. And he is most interested in forming
     friendships with people who share the spirit of curiosity. In his
     original form, he occasionally pauses and feels a compelling desire
     to lick himself. He resists this urge... most of the time.
     legendary quest — For hundreds of years, Ripley has searched
     for a mythical ancient treasure: a pillow said to be the softest ever
     made. The pillow belonged to the ruler of an ancient empire that
     fell to a Krasix invasion. The lost empire is now buried deep under
     the world, and its twisting ruins contain unknown horrors.
     Ripley will teach legendary Wizard abilities to those who help him
     find the locket, and offer a Stowglobe (t. 65) and Randi’s Revealer
     (t. 63) as a reward. He may even consider becoming the party’s
     feline companion, for a while.
      20 — 4 cosmic, empathic, wise, a very good kitty
100            the shadow broker
               interdimensional fixer
      scene — “You walk through the sweeping lights and mist in the
      club toward the guarded hallway in the back. A hooded figure
      stands behind a desk in an otherwise empty room, their hands
      clasped behind their back. ‘I know who you are,’ they say. ‘And I
      know all about the artifact you’ve been looking for.’”
      story — The Shadow Broker is the leader of an interdimensional
      organization of thieves and fixers who manage a list of incredibly
      powerful clients, known as The Curators. Their list of services
      spans almost any dirty deed conceivable — and none of them come
      cheap.
      Hiding in a remote part of the omniverse, the Broker seldom
      travels in-person and prefers to rely on a vast network of shadow
      operatives (p. 62) and other associates. The Broker occasionally
      meets with clients and adversaries remotely, either through
      wizardly magic, or by using devices like Brell’s Endless Quest (t. 8).
      (The Curators have secretly hacked the illusory realms of Brell’s
      Endless Quest, and use it to spy on others and meet secretly.)
      The Shadow Broker is a ruthless magnate with a cynical streak,
      though they are exacting and loyal when it comes to fulfilling
      obligations to clients. They are one of the few beings who are
      aware of conservators (p. 78) and believes they are a great evil that
      must be eradicated. The Broker’s personal mission is to gather
      allies and artifacts powerful enough to someday challenge the
      conservators’ unrivaled power; unknown even to The Curators, The
      Broker is responsible for bankrolling the growing cosmic rebellion.
      the curators — The Curators work throughout the omniverse
      and cross between Quest’s Classic Fantasy and Cosmic Fantasy
      editions. We suggest that you use them in your story as a gateway
      between high fantasy and science fiction. Curators feel at home
      both in quiet taverns and on busy space stations.
       10 — 2 leader, enterprising, resourceful, deceiver
101            vee
               shapeshifting sorcerer
      scene — “You don’t remember how you didn’t notice it before,
      but you suddenly happen upon a small forest glade where a
      pristine cabin lives. Everything looks inexplicably fresher and
      brighter here. You feel an exciting tingling sensation as a hooded
      figure opens the door and welcomes you.”
      story — Vee has lived countless lives in a cursed and undying
      pursuit of immortality. They are drawn to powerful magic users
      throughout the omniverse and consume their energy to replenish
      their powers.
      Once they sip at the fountain of eternal life, Vee takes the shape of
      their victims and impersonates them. This often means living out
      the remainder of a victim’s life and carefully concealing their past
      identities.
      When a life ends, Vee’s spirit hunts for a new host. They prefer
      to assume the lives of secluded people who live away from prying
      eyes, though sometimes a powerful ruler or famous person is
      suitable.
      While Vee’s methods are unconscionable, their innate desire to
      live forever has one caveat. Their deepest wish is to form such a
      deep bond of friendship that they will lose the desire to outlive
      others and simply fade into the void.
      Vee is yet unaware that this would mean finding a friend in their
      original form, and not through the life of a victim.
      salient — Vee is a Salient: a live conduit of magic energy who
      has an innate ability to shape magic and bend it to their will. They
      have broad magic capabilities that can be manifested simply by
      wishing things into reality — making them able to freely do things
      like teleport, create force and damage, and produce reality-bending
      illusions.
       30 — 5 immune to magic, private, cosmic, deceiver
102            windgeist
               legendary naturalist
      scene — “You feel an unexpected breeze rush through you that
      twists and turns as it passes by. A figure descends from the sky
      with electricity crackling in a mist that swirlds around them.
      Though their power appears overwhelming, you feel a strange
      sense of calm in their presence.”
      story — Windgeists are ancient Naturalists who have
      transcended their mortal bodies and formed a union with the
      raw magical forces of nature. Their levitating bodies fludily
      phase in and out of solid form wherever they go, leaving trails of
      soft mist in their wake.
      Windgeists posesses some of their past memories and sentience,
      but they often drift into a dream state where they become the
      source of local weather. They seek to preserve balance in the
      climate of their world, but occasionally become forces of natural
      chaos and destruction when experiencing a nightmare.
      Believing they are the voice of nature’s godly mystery, windgeists
      often speak through the environment, like by sending a warm
      and comforting breeze or an uncomfortable chill. While their
      personalities and motives differ, they often share the desire
      to provide others the chance to find a spiritual reverence for
      nature’s wisdom.
      legendary quest — An immensely powerful Windgeist
      named Wolcen has a preeminent connection with nature that
      surpasses even other fellow Windgeists. Wolcen has the Invoke
      ability (gb. 42) and can take others to meet with an avatar of
      nature’s wisdom. When capable adventurers meet this avatar,
      they will be asked to find and neutralize the original source of
      the Krasix invasion. Anyone who accomplishes this task will be
      offered the Naturalist’s legendary abilities, a ball of Curious Clay
      (p. 55), and a mysterious token known as The Toll (p. 68).
       20 — 3 phase shifter, regeneration, exalted, cosmic
103           worldraker
              underworld titan
      scene — “As you drop the gem into the artifact’s socket, a
      giant flaming portal opens in the back of the room. A giant
      figure with a body like plated armor passes through it with steps
      like small earthquakes. Its eyes begin to glow like fiery stars.”
      story — Worldrakers are primeval demon titans: the precursor
      of many of the omniverse’s communities of demons. After being
      hunted long ago by archons (p. 74), they retreated and scurried
      throughout the omniverse, hiding themselves in disassembled
      and scattered artifacts. Those who piece together the artifacts
      wittingly or unwittingly summon a worldraker back from the
      void.
      Worldrakers were created before time by conservators (p. 78),
      before they gained the knowledge to forge their terrible rings.
      Released as weapons, their singular pursuit was to destroy entire
      worlds. In the vast expanse of time since they were released
      by the conservators, many worldrakers shed this urge for
      obliteration, while the urge grew even stronger in others.
      Worldrakers have several forms and they change forms when
      the health of each form is reduced to zero.
      enraged form (30 — 4) — When a worldraker becomes
      enraged, they double in size and grow deadly spikes all over their
      body, in addition to wings that allow them to hover above the
      ground. A creature who makes a physical attack on an enraged
      worldraker receives 1 damage.
      final form (60 — 4) — A worldraker in its final form becomes
      four times their original size and explodes in fury, opening a
      cavity in their chest with an exposed heart. Spiky tentacles erupt
      from their back that allow them to make an extra attack each
      turn. When a worldraker is killed in their final form, their heart
      impodes, sucking the demon into a small black hole.
       20 — 3 cosmic, exalted
104   worldraker
      enraged form / final form
105   how to use characters                                    what is a character?
      Characters are the heart of your story. A story can      A character is any creature that appears in your story, like
                                                               people or animals. Every character in this book is a non-
      have great settings, descriptions, and mysteries — but   player character: a character played by the Guide that the
      none of that matters without characters who matter.      other players can meet during the adventure.
      Characters are what make any game of Quest               Your story can be filled with creatures of your wildest
                                                               imagination, from commoners to wild beasts, strange terrors,
      special. Any character you introduce into the game       mythical beings, gods, and even time-traveling beings of light
      has the power to give it more depth and texture.         and energy. Many of those characters are in this book, and
      Sure, it’s rewarding to find treasure and overcome       you can use them as we’ve provided or modify them to make
      obstacles, but it’s more rewarding when those things     them your own.
      have consequences for characters in the story.           Characters give your story life. When you use them in the
                                                               story, try to make them believable. They work best when
      Remember that a story is a small window into a           they are active parts of the story and not idle props in the
      world. It can’t be about everyone. Players will latch    background. Use your characters often to speak directly to
                                                               the player characters.
      onto any character they meet, which means you
      should use characters intentionally. This section of
      the book will present some basic ideas about how to      make characters belong
      do this.                                                 All of your characters should have a reason to be where they
                                                               are in your world. Think about where they came from, why
      The short version: if you make characters belong         they’re here, and how they affect the environment around
      in the world, they will do lots of work to help          them. Make your characters living, breathing parts of your
                                                               world. They should be active participants in each scene.
      advance the story. Don’t worry too much about
      “plot.” Instead, think about what characters care        For example, if your players are wasting time in line at a
                                                               shop, you might have the shopkeeper or a patron scold them
      about and how they see the world. You can then use
                                                               for holding things up. Use your NPCs to add urgency and life
      these perspectives and motives to push each scene        to each scene.
      forward.
                                                               Every character and creature in the game should have some
      Introduce characters who care about the things           kind of objective, even if it’s small. A shopkeeper might
                                                               just want to get the best trade for something. But if the
      the players do. The world of your game will              characters push the character and investigate, you might
      feel immersive and meaningful when there are             consider a bigger role for them. Maybe the reason that
      characters who have stakes in the players’ journey       shopkeeper is so firm about the price is because they are
                                                               being shaken down by a local gang of bandits (p. 30) and are
      and whose lives are affected by the decisions they       behind on their protection payments.
      make.
106   major characters                                                          organizations
      You should give some deeper thought to a small group of major             You can build organizations around your major characters that affect
      characters in your story. Like the players, they should have their        your fantasy world in the background. It’s a good idea to have at
      own ideal, flaw, and dream. (You can see suggestions for these in         least two organizations that are in conflict with each other from the
      the Game Book.) If your story has major characters that accompany         beginning of your adventure. This conflict can help you build scenes
      the party or show up often, you may also want to think about their        and introduce challenges.
      particular mannerisms, way of speaking, and deeper personality traits
      that can establish them as unique people in the world.                    For example, if a villain of your story is a bandit leader who is
                                                                                wreaking havoc on trade in the region, consider creating a major
      You won’t be able to do this with a lot of characters, but your players   character who opposes them. Perhaps the leader of the town guard
      will appreciate getting to know a few important ones. Pay attention       issues a warrant for the bandit leader’s arrest and offers the party a
      to the characters that the players interact with the most, or the         reward for their capture. You can use organizations to buffer your
      ones they express affection for. Let the party help you decide which      major characters. Make the party have to get through groups of
      characters to elevate in your story with additional importance.           minions to reach the leader!
                                                                                Turn to the next set of pages to discover some of the organizations
      distant figures                                                           that are referenced throughout this book. We’ve provided basic
                                                                                prompts for these organizations, but it’s up to you to develop them
      You can challenge the players and draw them into adventure by             further for use in your own story. And while we’ve categorized them
      creating distance between them and significant characters in the          according to whether they are likely to be allies or adversaries of the
      world. For example, if the players need to gain audience with a           party, any of the organizations can become friends or foes to the
      regional governor, you might put a bunch of other characters in their     players.
      way before allowing them to get access to a prominent character.
      Consider the opportunity to meet important characters as a reward
      for a successful journey.                                                 using organizations
                                                                                You can use organizations to help you imagine the motives and
      companions                                                                behavior of individual characters. Again, think of your characters as if
                                                                                they were real people; a big part of their identity may come from the
      On the other hand, some characters can be drawn very close to             groups they are a part of, whether it’s their social club, job, army, or
      the party. If there is a character whose mission is aligned with the      village.
      players, consider having them accompany the party on its journey.
      The character may depart when the mission is fulfilled, or decide to      In-between play sessions you can use organizations to push the story
      stick around and become a permanent ally.                                 forward. Imagine what organizations are doing in the background
                                                                                of the story — either because they are responding to how the players
      You can also create an NPC companion to act as a full member of the       are interacting with the organization, or because the organization is
      party if you have a small group of players who would benefit from         pushing forward while the players are preoccupied with something
      having an extra ally around. You can control this companion as an         else.
      NPC, but allow the players to direct them.
                                                                                When you need to, you can make the actions of an organization
                                                                                appear in the story to draw the players into conflict or adventure.
107   major organizations
      the bureau
      purpose                           members                       adversaries                     allies
      To maintain “balance” in the      Conservators                  The Last Light, The Curators,   Rift Eaters, Worldrakers
      omniverse by destroying entire                                  The Shadow Broker, Lena, Edge
      universes.                                                      Hunters, Archons
      the last light
      purpose                           members                       adversaries                     allies
      To destroy the Conservators.      General Div (Archon), Lena,   Conservators, Rift Eaters,      The Curators
                                        Edge Hunters                  Worldrakers, The Red Crown
      the curators
      purpose                           members                       adversaries                     allies
      To provide trustworthy            The Shadow Broker, Shadow     The Tyrant, Regional Guard,     The High Trader, The Prismatic
      procurement services to clients   Operatives                    Tortomorto                      Conspiracy, The Last Light
      across the omniverse.
      uberhell
      purpose                           members                       adversaries                     allies
      A cartel of demons seeking        Draxis, Reapers               The Arch Wraith, Archons        The Scream Team
      ever-greater efficiency in the
      administration of hell.
108   major organizations
      consumer magic alliance
      purpose                            members                    adversaries                       allies
      The CMA is a trade alliance that   Brell, Professor Prim      Dr. Chaos, The Host, Albatross,   The Brewer, The Benefactor,
      seeks to advance the use and                                  Clockwork Giant, Chaos Drones     Surrogate (Field Monitor)
      sale of consumer magic.
      the prismatic conspiracy
      purpose                            members                    adversaries                       allies
      This group, led by The Prismatic   The Prismatic Prophet,     The Tyrant, Regional Guard, The   The Host, The Curators
      Prophet, seeks to open a portal    Adherents                  Faceless One, The Librarian
      to other worlds.
      the administration
      purpose                            members                    adversaries                       allies
      A totalitarian revolution that will The Tyrant                The Alleycat, The Rouge Hand    The Aristocrat, Shredders
      put The Tyrant in power.                                      (Bandits), The Muckraker, Death
                                                                    Rake, Kestrel
      friends of the forest
      purpose                            members                    adversaries                       allies
      An informal alliance of forest     Elder Warden, Claw, Kirn   Frost Weavers, The Consumer       Lichen, Crag, Birdplan, The
      protectors who wish to nurture     (Windgeist), Cid & Felix   Magic Alliance, Dr. Chaos         Benefactor, Albatross, The
      the preservation of nature.                                                                     Reclamation Court (Outraiders)
109   npc templates
      You can use these templates to
      create any kind of creature you                 commoners                                minions                                  bosses
      want.                                         2 hp — 1 attack                        4 hp — 2 attack                         10 hp — 4 attack
      All NPCs have two basic stats:
      hit points and attack rating.An        Commoners are average creatures,       Minions are any tougher characters       Bosses are special characters of
      NPC’s attack rating is how much        like the everyday people and           who could pose a threat to the           exceptional power and importance.
      damage it deals whenever it hits an    animals you meet. They don’t           party in an encounter, like a bear in    They are major characters who
      opponent with a basic attack. And      usually pose a threat to the party,    the forest or rank-and-file members      should each have a goal they
      an NPC’s hit points, like the player   unless they hold some position of      of the town guard.                       are working toward, whether it’s
      characters’ hit points, are the        power or influence.                                                             to take over a town, guard their
      measure of their mortality.                                                   Most minions don’t usually               dungeon, or simply to prey on
                                             Farmers, merchants, artists,           pose a big threat to the party by        adventurers.
      When an NPC reaches 0 hit points,      politicians, pets, and other average   themselves, but they can be very
      it dies. However, to make death        creatures are all examples of          deadly in groups.                        Bosses should operate in the
      more significant, you may consider     commoners. You should use                                                       background and affect the world
      having the players always specify      these characters mostly for social     Some minions travel in small             even if they are not present in a
      if they wish to kill an NPC at 0       interactions and not combat            groups with their own agendas,           scene. Because they’re so powerful,
      HP instead of having them die          situations. They’re not fighters,      while others act in service of a boss.   bosses usually attract crowds of
      instantly.                             but they may defend themselves if      (Remember to use organizations           minions that do their bidding.
                                             necessary.                             to tie groups of characters together
      Note that templates are starting                                              and give them bigger motives.)           Bosses already innately have
      points, and you can modify             Commoners can and should play                                                   special protections against some
      the basic stats for each type of       a big part in the story, and many      Minions can be very powerful,            of the players’ more powerful
      character as needed.                   of the commoners in this book are      but they are more susceptible to         abilities. However, you should
                                             considered major characters. Don’t     the players’ special abilities than      consider giving bosses of your own
      You can also give each NPC special     use their relative hardiness as a      bosses. Consider giving minions          design a few special features that
      features that help distinguish their   sign that they are not capable of      of your own design one or two            distinguish their capabilities.
      capabilities and behaviors. You can    powerful things!                       combat-related special features.
      see a list of these special features
      and how they work beginning on
      the next set of pages.
110   special features                        physical features                       evasive                                    The character can freely change
                                                                                                                                 its shape to take on the likeness of
      Each character in this book has a                                               The character has an extraordinary         other creatures. They revert to their
      set of special features that you can    big                                     method of movement. Choose one:            default form upon death.
      use to quickly figure out how they                                              it can fly, it can climb quickly, it can
      might behave in a scene. Some           Add 10 HP and 1 attack if the           burrow and travel underground, it
      special features are related to their   character is much larger than the       can teleport brief distances, or it        ethereal
      capabilities in a fight, while others   players, like a bear, a giant spider,   can outrun other creatures by foot.
      are useful in social interactions.      or a hill giant.                                                                   The character has no physical body
                                                                                                                                 and cannot be affected by physical
                                                                                      invulnerable                               damage. (It can only be affected
                                              colossal                                                                           by magic harm.) It can freely
                                                                                      The character cannot lose hit              pass through physical objects and
                                              Add 40 HP and 4 attack if the           points. It’s probably a god.               communicate telepathically.
                                              character is orders of magnitude
                                              larger than the players, like a                                                    All spirit characters are ethereal.
                                              sandworm, a kraken, or a titan.         protection                                 Many ethereal characters are
                                                                                                                                 invisible, but not all are. Ethereal
                                                                                      resistance. The character takes
                                                                                                                                 characters that can be seen appear
                                              veteran                                 half damage from a type of damage,
                                                                                                                                 like ghosts: translucent creatures
                                                                                      like fire or non-magic weapons.
                                                                                                                                 that glide through the air.
                                              Add 4 HP and 1 attack if the
                                              character is experienced, like a        immunity. The character takes no
                                              veteran town guard, a professor of      damage from a type of damage
                                              magic, or an ancient elemental.         or cannot be affected by certain           reflection
                                                                                      conditions, like sleep or mind
                                                                                      control.                                   When the character receives
                                                                                                                                 damage, return half of the damage
                                              regeneration                                                                       received to the attacker.
                                              At the beginning of each of its         phase shifter
                                              turns, the character recovers half of
                                              its hit point maximum.                  The character can shift between
                                                                                      physical and ethereal forms or
                                                                                      between solid and gaseous forms.
                                              invisible
                                              The character cannot be seen with
                                              natural vision.
111   combat features                        social features                         nonviolent                              zealous
                                                                                     This creature is unwilling to           The character has a powerful
      extra attack                           charismatic                             knowingly bring harm to others,         motivation toward an ideal or cause
                                                                                     especially in intimate ways like        that colors all of their behavior.
      The character can attack twice         The character is exceptionally          by attacking them. They will go to      They are often inflexible and try
      during its turn instead of once.       charming through some                   great lengths to avoid conflict, and    to bend others toward their way of
                                             combination of good looks, quick        will tend to flee any sort of combat.   thinking or acting.
                                             wit, intelligence, kindness, or other
      lifetap                                attractive qualities. Charasmatic
                                             characters can easily gain trust and    ideal and flaw                          greedy
      When the character damages an          attention from other NPCs.
      adversary, it recovers hit points                                              The character has traits similar        The character tries their hardest
      equal to the amount of damage                                                  to those of a player character.         to make deals one-sided or tilt
      dealt.                                 cosmic                                  Choose one or more ideals and           situations to their personal
                                                                                     flaws from the Quest Game Book          advantage. They will not accept
                                             This is a character of the omniverse    in the section on player character      equal trades when dealing with
      special ability                        who is aware of its vastness. They      creation. Be prepared to add these      player characters or other NPCs.
                                             may be aware of other dimensions,       features to an NPC at any time,
      Give the character a special ability   countless other peoples, and/or         since some of the players’ abilities
      belonging to one of the eight player   The Rift. These characters may          require the NPC to have an ideal or     enterprising
      character roles or something you       cause skepticism and fear in those      flaw.
      invent. If the creature is a boss,     with a limited understanding of the                                             Enterprising characters are
      like an NPC Wizard, you can give       omniverse, or cause them to view                                                motivated to extract value from any
      them a handful of special abilities    cosmic characters as prophets or        talented                                given situation. This might mean
      belonging to that role.                gods.                                                                           expanding their business dealings
                                                                                     This character is extraordinarily       or increasing their influence. They
      NPCs do not have adventure points,                                             skilled in some kind of art or craft,   approach many situations with an
      and they do not need AP to use
      special abilities. If you give them
                                             horrifying                              like music, cooking, woodworking,       eye toward leveraging opportunity.
                                                                                     or something else. This talent
      especially powerful abilities, use     The character is so grotesque,          makes them stand out above other
      your judgment to limit how many        otherworldly, or grim that it causes    NPCs and often means they have          leader
      times they can use them.               immense fear in anyone who sees         something valuable to offer others,
                                             it.                                     whether it is an object or a service.   The character casts a natural aura
                                                                                                                             of leadership, causing commoners
                                             When first encountering a                                                       and minions to follow them or be
                                             horrifying character, players must                                              receptive to their commands.
                                             roll the die. If they fail, they are
                                             frozen in fear and lose their first
                                             turn.
112   social features                       combative                              gossiper                               rebellious
                                            The character is prickly. They take    The character freely offers a mix      The character has a distaste for
      exalted                               offense easily, try to find fault      of rumor and fact about others         formality and order, especially
                                            in others, instigate fights, or do     whenever given the opportunity.        when associated with powerful
      The character’s experience of life    other things to provoke hostility.     They often strike up conversations     groups. They do not tolerate
      is drastically different from those   They are likely to create combat       with strangers to spread the talk of   commands from others and are
      with relatively limited faculties,    situations if confronted by other      the town to gain social favor.         eager to resist existing power
      like mortals with short lifespans.    characters.                                                                   structures.
      Exalted characters may find it
      difficult to relate to those who do                                          moral
      not share this experience of the      private                                                                       wise
      world and may think about things                                             Moral characters have a strong
      at a different scale.                 The character lacks trust in others,   sense of right and wrong, no           The character has a wealth of
                                            has things to hide, or has some        matter which side of it they end       useful knowledge that makes
                                            other reason for secrecy. They         up on. They often make decisions       them skilled in coping with the
      impassioned                           offer very little information in       based on morality and invoke it in     world. Wise characters are often
                                            conversation and make an effort to     interactions with others.              able to impart their wisdom on
      The character experiences             conceal their secrets from others.                                            others through relatable stories or
      immense feeling. They often                                                                                         instructional aphorisms.
      find deep connection outside                                                 resourceful
      of themselves, like with other        kind
      people, nature, or art. Impassioned                                          The character has a keen
      characters are often expressive and   The character treats others well.      understanding of practical
      responsive to others who kindle       They tend not to make negative         means. They are perceptive of the
      their emotions.                       assumptions of others. They            environment around them and
                                            are generous when others ask           can often detect useful things in a
                                            for attention or need help with        scene. (For example, a resourceful
      empathic                              something.                             character might identify an edible
                                                                                   plant in a forest.)
      The character has extraordinary
      emotional intelligence and can        curious
      reliably divine the intentions,                                              deceiver
      ideals, and flaws of others through   The character is persistent in
      intuition or conversation. They are   seeking knowledge. They ask            The character has a proclivity
      interested about other people and     questions when they don’t know         for deceiving others, whether to
      how they are feeling.                 something and they love to             maintain privacy or because they
                                            investigate mysteries. They won’t      simply enjoy being deceitful. They
                                            let other characters get away with     are skilled in lying and will create
                                            vague answers or obvious lies.         elaborate lies if necessary.
113   character sheet
      Like the player characters, you can use            You don’t need to fill out this whole sheet         You can find a standalone downloadable
      character sheets for your NPCs. Using a            for every character in your story. But it helps     version of this sheet on Quest’s website at
      character sheet can help you quickly put           to make sure each character has a motive            www.adventure.game
      together a character for your story and keep       (something they want), and a problem that
      track of NPCs.                                     they want to solve.
      name			                                        hp / atk                          what’s something useful that they know?
      what do they look like? (body / face / vibe)                                     who are their friends?
      occupation / organizations                                                       who are their adversaries?
      special features / ideal / flaw                                                  what’s their biggest secret?
      what’s something that they want?                                                 what valuable things do they own?
      what is a problem that they have?                                                special abilities
index
commoners                  39.   Crag                  bosses                         how-to guides
                           40.   Edge Hunter
5.    The Alleycat         41.   Empty Suit            73.    Albatross               105.   How to use characters
6.    The Aristocrat       42.   The Envoy             74.    Archon                  107.   Major organizations
7.    The Benefactor       43.   Fear Itself           75.    The Arch Wraith         109.   NPC templates
8.    Birdplan             44.   Frost Weaver          76.    Brell                   110.   NPC features
9.    The Brewer           45.   Harvester             77.    Clockwork Giant         113.   Character sheet
10.   Button Dweller       46.   Hero Eater            78.    Conservator
11.   The Faceless One     47.   The High Trader       79.    Death Rake              references
12.   Grasping Ghost       48.   Judge                 80.    Dr. Chaos
13.   Hatbat               49.   Krasix Goliath        81.    Draxis                  Page number references point to
14.   The Host             50.   Krasix Swarmling      82.    Elder Warden            pages of physical books in Quest’s
15.   Keeper               51.   Puck                  83.    Freestrider             official collection:
16.   Krasix Parasite      52.   Leaf Guardian         84.    The Illusionist
17.   The Librarian        53.   Lichen                85.    Jelly Titan             (p.) A page in this book.
18.   The Mayor            54.   Locklily              86.    Kestrel                 (gb.) A page in the Game Book.
19.   The Muckraker        55.   Murder Hornet         87.    Krasix Shadowmaker      (t.) A page in the Treasure Book.
20.   Packibou             56.   The Mythkeeper        88.    Leaftide
21.   The Quest Giver      57.   Noxis                 89.    Lena
22.   The Representative   58.   Outraider             90.    The Lost
23.   Squeezle             59.   Primordial Cauldron   91.    The Magister
24.   Surrogate            60.   Regional Guard        92.    The Necromancer
25.   Theodoric            61.   Scaler                93.    Overwalker
26.   The Tyrant           62.   Shadow Operative      94.    The Pilot
27.   Yumcakes             63.   Shadow Stalker        95.    The Prismatic Prophet
                           64.   Shambler              96.    Professor Prim
minions                    65.   Shredder              97.    The Red Crown
                           66.   Soul Collector        98.    Rift Eater
28.   Adherent             67.   Spirit Wyrm           99.    Ripley
29.   Assassin             68.   Sprink                100.   The Shadow Broker
30.   Bandits              69.   Star Demon            101.   Vee
31.   Bearclaw             70.   Reaper                102.   Windgeist
32.   Blood Jelly          71.   Tortomorto            103.   Worldraker (1)
33.   Bonekind             72.   Underleech            104.   Worldraker (2, 3)
34.   Cid & Felix
35.   The Champion
36.   Chaos Drone
37.   Chaos Goat
38.   Claw                                                                                         www.adventure.game