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V
Documentation Area
Document Path: /doc/monsters/human
Name:
Aborigine/Caveman, Adventurer, Bandit/Brigand, Barbarian/Nomad,
Berserker/Dervish, Farmer/Herder, Gentry, Knight, Mercenary Soldier,
Merchant Sailor/Fisherman, Merchant/Trader, Middle Class, Peasant/Serf,
Pilgrim, Pirate/Buccaneer, Police/Constabulary, Priest, Sailor, Slaver,
Soldier, Thief/Thug, Tradesfolk/Craftspeople, Tribal Culture, Wizard
Stats:
Climate/Terrain: Any
Organization : Any
Activity Cycle : Any
Diet : Omnivore
Aborigine Adventurer Bandit Barbarian Berserker
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No. Appearing : 10-100 1-8 20-200 30-300 10-100
Frequency : Rare Very rare Common Rare Rare
Farmer Gentry Knight Mercenary Fisherman
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No. Appearing : 1-20 1-20 1-4 10-100 4-80
Frequency : Common Common Very rare Rare Common
Merchant Mid. Class Peasant Pilgrim Pirate
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No. Appearing : 30-300 2-40 1-100 10-100 30-300
Frequency : Common Common Common Uncommon Common
Police Priest Sailor Slaver Soldier
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No. Appearing : 2-20 1-8 4-80 1-100 10-100
Frequency : Uncommon Very rare Common Common Uncommon
Thief Tradesfolk Tribal Wizard
-------------------------------------------
No. Appearing : 1-8 2-12 10-100 1-8
Frequency : Common Common Rare Very rare
Aborigine/Caveman:
These primitive humans are found in otherwise uninhabited regions. For
every 10 aborigines there will be a 3rd-level fighter. Aboriginal tri-
bes are always led by a chief (a 5th-level fighter) and 1-4 sub-chiefs
(4th-level fighers). For every 10 aborigines encountered there is a 10%
chance that they have a shaman (3rd-level priest) with them. Most en-
counters (60%) will be with predominantly male war or hunting/gathering
parties. There is a 40% chance that an encounter will be in or near
their lair. Aborigines make their lairs in natural shelters such as
caves or forest groves. The number encountered above is for males;
there will usually be an equal number of females and children in the
lair. Aborigines are typically armed with stone axes, spears, and
clubs.
Adventurer:
These are NPC counterparts of the PC's band, groups of fighters, thie-
ves, priests, and wizards who band together in search of fame, fortune,
and power. Typical adventuring bands consist of between two and eight
members. Solitary adventurers may be separated from their group, lost,
advanced scouts, or sole survivors of decimated groups. A high level
adventurer will have attracted followers who will accompany the party.
This can swell an encountered band's size of that of a small army.
Higher level fighters and clerics will usually have plate mail and
shields, and ride unbarded medium warhorses. Each level an adventurer
has attained a cumulative 5% chance for magical items. In addition,
such adventurers have ordinary treasure.
Bandit/Brigand:
Bandits are rural thieves who openly prey on travellers and isolated
dwellings. They travel in groups of 20-200, usually led by high level
fighters, rogues, wizards, and priests, or every 20 bandits encoun-
tered, there will be an additional 3rd-level fighter. If 100+ are en-
countered, the leader will be at least 8th level. Bandits are typically
armed with swords, spears, and small shields. Up to 20% may be armed
with bows. Bandits may wear no armour (50%), leather (35%), padded
(10%), or ring mail (5%). Brigands are better equipped and will have
higher morale.
Barbarian/Nomad:
Barbarians belong to primitive cultures that possess rudimentary skills
such as animal husbandry and simple manufacturing (weaving, carving).
They may live in villages of simple buildings or in portable structures
like tents, tepees, yurts, or wagons. In aquatic regions, they may live
on watercraft like canoes or rafts. Barbarians are typically armed with
swords, knives, bows, spears, and clubs. Armour is limited to shields,
helmets, and chestplates. They tend to be hostile toward unfamiliar
wizards. Barbarians are adept at surprising opponents.
Berserker/Derwish:
Berserkers are violent war parties prone to manic behaviour in battle.
When encountered, berserkers drive themselves into a battle frenzy that
raises their fighting skills and morale. Berserkers attack twice per
round, or once at +2. Many use leather armour and shields, giving them
a better armour class. Berserkers need never make morale checks. Dervi-
shes are highly religious nomads. Due to their fanatical nature, dervi-
shes add 1 to their attack rolls and damage dice. They never check mo-
rale in combat. If encountered during a peaceful period, berserkers may
be indistinguishable from normal warrior bands; dervishes may be mis-
taken for armed pilgrims.
Farmer/Herder:
These are simple people involved in the production of agricultural
goods. About 65% of all encounters will be with farmers tiling their
land. Encounters with herders may occur anywhere there is grazing land
or a market for their herds. Encounters with herders also involve the
herd animals, whatever they are.
Gentry:
These are the upper classes. They are not the ruling nobility, but
their wealth and connections make them nearly as powerful. Each member
of the gentry encountered may be accompanied by 0-3 guards and 1-6 ser-
vants. The guards are mercenary fighters of 1st to 6th level and armed
with sword and spear. The servants might fight as 0-level fighters, but
are more likely to panic. The gentry themselves might be armed with
daggers and short swords.
Knight:
Knights are armoured, mounted fighters directly serving their lord.
They may be on a quest, a specific mission, or simply patrolling their
lord's realm. Knights may be accompanied by their squires, hirelings,
and other followers (50%). Knights are armed with sword, lance, mace or
flail, and dagger. Armour includes a shield, and either plate or chain
mail. A knight rides a medium warhorse, usually a barded mount. About
5% of encounters will be with a vanquished knight. Being stripped of
arms and armour, the knight may be mistaken for any non-warrior class.
The knight may even support this deception, at least until weaponry
becomes available.
Mercenary Soldier:
These are groups of low level fighters who hire themselves to the high-
est bidder. When encountered, there is an even chance they may be al-
ready hired and on their way to a war, meeting with a prospective em-
ployer, open for employment, or on their way home and nor willing to
take on a new task just yet.
Merchant Sailor/Fisherman:
Men of the sea are usually found on or near open waters. If encoun-
tered inland, sailors may be ferrymen on streams or rivers. Fishermen
will either be putting out to a fishing site, fishing, or returning
with their catches. Sailors may be armed with knives, short swords,
cutlasses, or belaying pins.
Merchant/Trader:
Merchants and traders deal in goods and services. Those encountered in
the wild are travelling in caravans in search of new business. Only 10%
of the number encountered are actually merchants: 10% are drovers and
the rest are mercenary guards. The guards are led by a fighter (6th-
11th level) and a lieutenant one level lower. Each leader is accompa-
nied by 12 guards of 2nd level. For each 50 people in the caravan there
is a 10% chance of a wizard (6th-8th level) and a 5% chance of a priest
(5th-7th level) accompanied by 1-4 thieves (3rd-7th level). All such
leaders, guards, and special characters are in addition to the number
of merchants, drovers, and normal guards. The treasure is mostly in
trade goods (90%). The caravan has 10 pack animals or one wagon per
5000 gold pieces value.
Middle Class:
These are travellers journeying on personal business. They are found
primarily in civilized regions, although pioneers may be encountered in
relatively peaceful frontier regions. Middle class travellers may be
armed with knives, daggers, and short swords.
Peasant/Serf:
Peasants are farmers, herders, and simple tradesmen of low social
class. Unlike serfs, peasants are freemen. Serfs are totally subject to
the local lord; they are the lowest of the social classes. They farm
and perform the brute labour functions on large agricultural holdings.
Serfs, really, are little more than slaves. Both peasants and serfs may
be armed with daggers, clubs, quarterstaves, and farming tools. They
never have any treasure except under the rarest of occasions when they
are able to hoard scavenged goods.
Pilgrim:
Pilgrims are groups of the devout on their way to or from a holy place.
They can be found anywhere. A group of pilgrims will always be accom-
panied by priests and other character classes. These people may be
acting as leaders, 2nd-level priests, one to four 4th-level priests,
one or two 6th-level, and one 8th-level priest (accompanied by one 3rd-
and one 5th-level assistant). For every 10 pilgrims there is a 10%
chance of one to eight fighters (1st-8th level) and 1-6 thieves (2nd-
7th level). There is a 5% chance per 10 pilgrims of a wizard of 6th-
9th level. If the pilgrims are lawful good, the fighters will be pala-
dins; if the pilgrims are chaotic good, the fighters will be rangers.
If the party is neutral, the priests will be druids. If the pilgrims
are lawful evil, they all fight as berserkers, although armed only
with daggers. About 75% of pilgrim bands encountered are on foot.
There is a 5% chance that a high level priest will be carrying a reli-
gious artifact, carefully hidden and protected by traps and magic.
Pirate/Buccaneer:
These are seafaring thieves and fighters. Pirates are always led by a
captain of 8th or 10th level - 8th if fewer than 200. The captain will
have a 6th or 7th-level lieutenant and four mates of 4th level. For
every 50 pirates encountered, there will be a 3rd-level fighter, as
well as a 15% chance for a cleric of 12th-15th level and a 10% chance
for a wizard of 6th-9th level. For every 100 pirates, there will be a
5th-level fighter. All of these are in addition to the number of pi-
rates. Pirates wear leather armour; leaders wear chain mail. All are
armed with knives, swords, and polearms. Some will be armed with cross-
bows, either light (20%) or heavy (10%). In addition their ships may be
equipped with ballistae or catapults. Buccaneers are similar, but are
neutral with evil tendencies.
Police/Constabulary:
These are the duly appointed representatives of the local government,
concerned with upholding the laws, maintaning the peace, and carrying
out their superior's will. If constables are encountered in the wilder-
ness, they might be pursuing a fugitive (50%) or investigating a case
on the outskirts of their jurisdiction (50%). Constables are the equi-
valent of fighters of 1st-4th level. Wilderness encounters include a
25% chance that the constables are accompanied by a mob. The mob is
composed of citizenry temporarily deputized to assist the police; they
fight as 0-level fighters.
Priest:
These are typical NPC priests travelling on personal business or on a
mission. The number encountered refers to the number of actual priests.
If they are of high enough level, they might also have the followers
accompanying them (50%).
Sailor:
Nonmerchant sailors are the seagoing armed forces of the local govern-
ment, acting as police or soldiers. They may be patrolling their home
waters, pursuing a waterbone criminal, or on their way to or from a
mission in other waters. Each ship is commanded by a captain (6th-
level fighter) and a first officer (5th-level fighter). Sailors are
armed with swords, knives, bows, and polearms. They may also be armed
with heavier weapons such as catapults and ballistae.
Slaver:
Slavers are usually found in control of a band of captive slaves; if no
slaves are present, the slavers may be mistaken for mercenaries or bri-
gands. The slavers' leader might be a thief, fighter, or fighter/thief
(6th-11th level), assisted by a lieutenant one level lower. Each leader
is accompanied by 1-12 guards of 1st or 2nd level. For each 50 slaves
and slavers, there is a 10% chance of a wizard (6th-8th level and a 5%
chance of a priest (5th-7th level); these work for the slavers. There
are 10 slaves present forr each 1-10 slavers. Slaves are treated the
same as serfs. They may be recently acquired captives being taken from
their homelands or long-time slaves being moved to a new market. Such
slaves will be on foot and linked together in strings of 10-100 ropes
or chains. They will be willing to help any adventurer who try to res-
cue them, although they will be limited in the help they can provide.
Slaves may be any class or type, but only 1% of captives belong to one
of the other character classes.
Soldier:
These are organized militia engaged in the defense of their home re-
gion. Soldiers are led by a captain (6th level of higher) and a lieute-
nant (1-4 levels lower). Each leader is accompanied by 1-12 soldiers of
1st or 2nd level. Most soldiers are engaged in routine patrols of the
homeland. If local wars are occurring, there is a 50% chance that the
soldiers are either heading off to the war or returning from it. There
is a 5% chance of a cleric (5th-7th level) for each 50 soldiers pre-
sent.
Thief/Thug:
These are low level rogues who, if not already engaged in a crime, may
attempt to rob wealthy or weak-looking adventurers. Thieves may be
armed with concealed weapons such as knives, darts, blackjacks, and
short swords.
Tradesfolk/Craftspeople:
People engaged in the trades and crafts will be about their business
when encountered. They may be operating a shop, acquiring material for
their business, or travelling to or from a client's location. They are
willing to do business with adventurers, provided they are properly
paid. They will not attack except to defend themselves. Note that 1%
of all tradesfolk may be retired adventurers. Tradesmen may be armed
with knives, quarterstaves, and tools. About 90% of their treasure is
merchandise or equipment.
Tribal Culture:
Tribal societies are the heart of primitive cultures; people hunt,
fish, and farm near their simple villages. They are found in any cli-
mate. For each 10 tribespeople, there will be an additional 3rd-level
fighter. Tribes are led by a chief (a 5th-level fighter) and 1-4 sub-
chiefs (4th-level fighters). For every 10 encountered, there is a 4th-
level priest with them, and for each 30 tribespeople encountered, a
6th-level priest. The tribe has a shaman (8th-level priest). Tribal
priests tend to be druidical in nature. Tribal villages are made of
local materials (grass, bamboo, mud, ice). In addition to the males
encountered, there will also be an equal number of women and a 75%
chance of 20-50 slaves. Tribesmen's weapons are typically clubs, kni-
ves, spears, and bows. Armour is limited to shields.
Wizard:
These are typical NPC wizards. They may be engaged in personal busi-
ness, gathering materials, or travelling. The number encountered re-
fers to the number of actual wizards. They may be accompanied by 0-3
servants and guards for each wizard. Guards are fighters 1-4 levels
lower than the wizard they protect.
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