The Strange
Seven orders of qephilim once lived in Ardeyn. Several types remain, including qephilim of the Free Battalion and umber judges of the Court of Sleep.
Qephilim of the Free Battalion serve as mercenaries across Ardeyn, often pledging themselves to causes that serve the goals of civilization and the preservation of Ardeyn as a repudiation of the Betrayal (when their ancestors served War). As a mercenary, a Free Battalion qephilim is often part of a company but could also be working alone guarding a caravan, watching a city gate, keeping a merchant's home safe from thieves, serving as a regular in a larger army, or working in a similar capacity.
Unlike many mercenaries or even regular hired guards, Free Battalion mercs are more concerned with the underlying legality or morality of a particular duty asked of them. If a merc believes that his command is unjust, that command might be refused.
Motive: Righting wrongs
Environment (Ardeyn | Magic): Almost anywhere, usually in companies of two to eight
Health 9
Damage Inflicted: Moderate wound (5 points)
Armor: 2
Movement: Short
Modifications: Perception as level 4.
Combat: Qephilim of the Free Battalion usually attack with swords or bows. Military-minded, they know that outnumbering an enemy is often enough to defeat that enemy, and they are not adverse to calling in reinforcements.
Interaction: A Free Battalion merc, unlike an average mercenary, feels beholden to his contract, even in the face of better offerings. Because of this loyalty, PCs will find it difficult to divert such a merc, and in fact, a merc will react badly if offered a bribe or sensing that a lie is being told. On the other hand, a merc without a contract might be willing to help a PC in return for all the standard conditions of engagement, including premium remuneration and paid funeral expenses.
Use: Mercenaries of the Free Battalion are not an unfamiliar sight in Ardeyn. To the player characters, Free Battalion mercs are sometimes allies and sometimes obstacles. At times, a particular merc also rises to become a lieutenant or captain in larger standing armies, and these higher-ranking mercs lead groups of regular warriors (level 2 creatures).
Loot: Any given Free Battalion merc has 1d6 crowns in addition to weapons, medium armor, and basic gear.
GM Intrusion: Two more mercenaries appear to aid their battling comrades.
An umber judge is a qephilim of the Court of Sleep responsible for judging souls in the Night Vault. An umber judge sometimes emerges into the Daylands or Borderlands, looking for agents of Lotan, rogue Court of Sleep necromancers, or straying spirits.
Court of Sleep qephilim usually hide their features beneath robes, rune armor, and ornate helms. Some bear weights of balance, which they use to determine the amount of sin weighing a soul down.
Motive: Protect the souls of the dead; slay agents of Lotan
Environment (Ardeyn | Magic): Almost anywhere, either solo or in conclaves of up to three
Health 23
Damage Inflicted: Moderate wound (4 points)
Armor: 1
Movement: Short
Modifications: Ardeyn lore as level 7.
Combat: Umber judges know spells and often wield artifacts and other charms that can grant them both offensive and defensive abilities. Instead of attacking with mundane weapons, they use death spells, curses, and spirit whips.
An umber judge can do one of the following: be borne aloft by a servitor spirit that grants the judge the ability to fly a short distance each round, gain +4 to Armor for ten minutes when a spirit wraps the umber judge like a cloak, or question the spirit of a recently slain creature to learn its secrets.
Interaction: Umber judges are usually concerned only with their own duties and obligations, which means they tend to ignore the petitions of those whose aims do not match the judge's current desire. It's possible that a crafty negotiator could get the attention of a judge and convince it that their goals do align, bringing about a short-term alliance. The judge is likely to request the PCs' aid in something to test their sincerity before agreeing to anything.
Use: Umber judges encountered outside the Night Vault are usually looking for clues regarding an escaped spirit, seeking a rogue necromancer, or running down the location of banned copies of any of the various Gospels of Lotan. An umber judge may seek out a PC to answer a question bearing on one of these issues, or accuse the PC of abetting the same.
Loot: An umber judge typically has 3d100 crowns, 1d6 cyphers, an artifact, and a wide variety of tools. The qephilim might also have other normal gear.
GM Intrusion: The umber judge installs in the PC a spirit under the judge's command. Each turn, the PC can attempt a difficulty 4 Intellect defense roll to expel the possessing spirit. On a failed attempt to exorcise the spirit, the PC instead attacks her closest ally that turn.