Muggers

Armed robbers of individuals or small groups.

Chor

Muggers in the Green Grith wield elemental powers of the hunt to find targets and attack or intimidate them. They are part of fundraising operations, and they target mostly the rich and powerful or their willing and knowing followers.

Chors tap into the powers of the hunt, of nature's hunters, of wolves, raptors, and other predatory animals native to Endruin. Chors attune to the hunt by engaging in ritual hunts wherein they use no weapons but those they were born with, hunt by the light of the moons, and feast upon their prey shortly after killing it, with no preparation. They perform these rituals once a month for seven months to fully attune to the power of the hunt, usually going on short trips outside of the city to do so, being blessed in blood and nature.

After their seventh hunt, they have a dream of a predator animal, one native to the homeland of their ancestors. If they are from Endruin, the animal will usually be a grey wolf, brown bear, cave hyena, cave lion, or some kind of raptor (kestrel, goshawk, hobby, sparrowhawk most commonly). This animal will guide them, and from this, they gain the following powers:
  • Smell prey: if they have identified someone as prey, they can smell (+3 olfactory perception) them anywhere within 500', and they can tell how much money and what weapons they are carrying. If they choose not to hunt this prey, they take -3 to AWA for the next day.
  • Quiet step: while hunting prey, they gain +3 STH if they are within 100' of them. If they choose not to hunt this prey, they take -3 to STH for the next day.
  • Frightening reveal: if they successfully sneak up on a prey, once they reveal themselves, they gain +3 to intimidate the target.
  • Hunter's strike: if they find their prey and choose to attack, once per combat, they may make a called shot killing blow with no penalties.
  • Blood mark: if they wound their target, they can mark themselves with the blood of the target to know all of the innate abilities and powers of the target.
  • First bite: if they kill the target and choose to eat it, the first bite they take will reduce any wound they have one level (i.e., mortal to deep, deep to normal, etc.).
Chors usually don't kill their targets - they usually just terrify them into giving up money. This is enough to sate the criteria that they must "hunt" their prey to use smell prey or quiet step.

PRO +2 ATH +2 STR +1 AWA +1 WIL / PRS +1 STH +1

Ganaboa

Muggers among the Red Grith practice the ancient art of weaponmastery to become dangerously skilled with their chosen tools ("ganaboas"),

Ganaboas are muggers that the Red Grith trains in weaponmastery, a skill gained via ritual combat and blood magic.

To perform ritual combat in pursuit of weaponmastery, a ganaboa must choose a weapon type to focus on. Then, they create a circle of power to fight in, facing a skilled opponent. The ritual must include a display of weapons, a battlecry, an initial strike that is pulled (to prove the courage of the weaponmaster), then true combat follows. Blood must be spilled in this ritual combat before it is called (at a point agreed upon by both parties). After the end is called, the combatants spill their own blood as a show of respect, bow, and then leave the circle. If the ritual was successful, the blood inside the circle will glow with red flame. The combatants will re-enter, touch their weapons to the blood, and absorb it. This increases their skill with their weapon or one of their combat-relevant stats (they choose as they absorb the blood). Each ritual combat they perform will gain only +1 to a single stat or skill, so they must engage in many, many ritual combats to become a true master.

Because they are robbers and muggers, they use this skill in a rather crude manner, one that devoted weaponmasters despise. However, the Red Grith chooses to use them in this way instead of as assassins, extortionists, or gangsters because of the need for their robbers to be able to fight and kill the guards of the richest, most powerful in the city. They decided long ago to focus on being able to rob the Empress one day when she comes to Haenor, and this is how they decided to meet that decision. Thus, they make their best robbers into weaponmasters.

In order to maintain their high level of skill, ganaboas must renew their skills via ritual combat every seven weeks. If they fail to do this, their stats start to degrade at -1 per day.

Most ganaboas choose to master crossbows, pistols, broadswords, or daggers.

PRO +4 ATH +3 STR +3 AWA +1 WIL / PRS -2 STH /

Hyrnend

The Blue Grith's muggers engage in individualized armed robbery as part of fundraising efforts and terror against the slaveowner class. They view their work as an equalizing act.

Hyrnends rob the rich to equalize wealth in society. Every act of armed robbery takes more wealth from the rich to give back to the poor, and this gives them power. As they engage in their campaign of terror against the rich and then distribute the takings to the poor, magical power builds in them, giving them different powers after they do enough of it. They engage in meditation, special exercises, mundane chores, and acts of resistance to find the power within themselves that has been generated by their work, so they can wield it.
  • Identify inequality: they can take +3 to AWA to identify ways in which any two people, places, or things within line-of-sight are unequal, once per day.
  • Amplfiied persona: if they attack someone with an imbalance of wealth and/or power, they can take on a persona that seems to be equal to their opponent in order to intimidate them.
  • Equal distribution: if they are distributing anything, they inherently know how to equally do so among any number of people within sight.
  • Unmatched speed: they can flee pursuit at +1 above the pursuer's speed, but take a penalty for a full day afterward equal to how much they increased their speed.
  • Return strike: any attack against them will be met with an equal and opposite response. They can use this once every three rounds.
Hyrnends are well-liked among the impoverished because of their work, and they often become key targets by the authorities.

Part of the Committee for War.

PRO +2 ATH +2 STR +2 AWA +1 WIL +1 PRS +1 STH +1

Magical metals are common in stories, and the muggers of the Violet Grith know them well enough to draw upon them and use them to make intimidating weapons with which to commit armed robbery.

Ransmathur

Muggers of the Violet Grith learn to shape fey metals into different kinds of weapons at will. They use this power to mug their targets and adapt to different kinds of foes. They gain the power by performing a series of tasks for powerful fey within the Violet Grith. These tasks always involve violence and theft, and after enough of them, they are made to choose which part of their body will be replaced by airgid banríon - pronounced "argid bahnreeon" - fairy silver. Once this is done, they can shape fey metals with their touch into one of the following forms:
  • Knuckle: one round to form.
  • Dagger: one round to form.
  • Nightclub: one round to form.
  • Chain: two rounds to form for 3'.
  • Pistol: three rounds to form.
The different metals they might have include the following. The player will start with airgid banrion, dhaatu, and one other form of metal that is not marked as rare.
Metal Type Base State Modifier Empowered Description
Labhartha Silver Solid 16 16 Silver infused with the Name of a poweful fey. The rarest of fey metals, it contains all the powers of the fey whose Name is trapped within.
Airgid Banríon Silver Solid 3 3 Fairy silver, the most common fey metal. It burns infernal or celestial beings, can be glamoured to be more impressive, and will allow the wielder to fade (+1 STH) twice per day.
Quickcopper Mercury Liquid -5 1 Mercury that is difficult to see. Anything made of this must be held together by a secret bound to it. It gives +3 to hit because it is so difficult to perceive. A very rare metal.
Jarn Iron Solid 2 2 Iron that alters depending on the wielder. It heightens the existing innate powers of the wielder.
Sona Gold Solid -1 -1 Gold that makes the weapon appear better than it is. It makes an impressive looking weapon that is not very powerful.
Ciclunium Silver Solid 3 9 Silver that waxes and wanes in power. It has a cycle of nights that goes from 3 to 9 and back to 3 then back again in power.
Fiacail Wolfram Solid 2 8 Wolfram empowered by blood. After the first wound it makes in each battle, it gains power.
Oneirium Bismuth Imaginary 0 4 Bismuth that is stronger in the Dream Realm. In the Waking Realm, it can create illusory forms that makes it seem like there is more of it than there is, giving +3 to hit.
Tinebeag Brass Alloy 3 3 Brass burning with fey flame. It causes +3/+3 more fire damage against those who think it is real.
Aluro Copper Gaseous -6 0 Copper gas that catalyzes chain reactions. Depending on the hit, it may start a chain reaction of damage to all enemies.
Airgead Trasdultach Silver Solid 2 8 Silver transformed by hunting. If someone is successfully hunted and struck with this weapon, it becomes more powerful for the duration of the combat.
Azure Silver Silver Liquid 0 0 Liquid silver full of magical energy. It enhances magical abilities. The ransmathur can shape their metal quicker by one round if wielding this.
Vorpal Wolfram Solid 13 13 Wolfram that can cut anything. Snicker snack. The second rarest fairy metal.
Dhaatu Mercury Gaseous -6 9 Mercury gas changes as one journeys with it. The longer one carries this during a quest, journey, or adventure, the more powerful it becomes, so long as it gets use once per session.
True Gold Gold Solid -1 5 Gold that is stronger in the place it belongs. It has a sense of place, and the bearer defines where it belongs - the bearer's home, whatever that is.
Kuatepoti Pyrite Gaseous -1 -1 Pyrite gas that confuses people. Any successful hit will make the target roll AWA vs. the energy of the metal to see if they are confused.
Kyuuma Steel Alloy 4 4 Steel made by synthesized fey metals. It will have the power of up to three of the metals listed. Very rare.
Argentum Silver Gaseous -1 1 Silver gas that triggers wild magic. Every time it is used, the wielder rolls a d100. See afreolus under terrorists to see the relevant chart.
The ransmathur must have a piece of metal large enough to form the weapon they want.

PRO +2 ATH +1 STR +2 AWA +1 WIL +1 PRS -2 STH +1
Topic revision: r1 - 07 Jun 2025, SallyJaneBlack
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