A
          / \      _             Play Now                         Nemesis on fb
          | |     | |  _______   _        _   _______    _______   _    _______
          | |\    | | |   ____| |  \    /  | |   ____|  /   ____| | |  /   ____|
 /-------/-------------------------------------------------------------------,
O= Home <=XX|  About  News  Pics  Adventurers  Wizards  Download  Connect     >
 \-------\-------------------------------------------------------------------'
          | |   \   | |  |____  | |      | | |  |____   ___ \  \  | |  ___ \  \
          | |     \_| |_______| |_|      |_| |_______| |_______/  |_| |_______/
          \ /
           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
	                 ------------------------------------------------------
	No. Appearing  : 10-100     1-8        20-200     30-300     10-100
	Frequency      : Rare       Very rare  Common     Rare       Rare

	                 Farmer     Gentry     Knight     Mercenary  Fisherman
	                 ------------------------------------------------------
	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
	                 ------------------------------------------------------
	No. Appearing  : 30-300     2-40       1-100      10-100     30-300
	Frequency      : Common     Common     Common     Uncommon   Common

	                 Police     Priest     Sailor     Slaver     Soldier
	                 ------------------------------------------------------
	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.


This page was generated in LPC

Imprint / Impressum