[The following is a compilation of a series of documents transcribed by Interrogator-Lord Marwen of Soliko, agent of His Imperium, the Emperor of Joyous Exultation, Lord Marzan's prayers be upon him. The information contained within should be recognized as the opinions and thoughts of a law-breaker and do not in any way reflect the opinions, thoughts or desires of His Imperium or the agents of the Emperor or his loyal subjects.
All subjects detailed below are considered outlaws and law-breakers under Imperial Law. All agents of His Imperium, if they encounter one of the individuals below should make all efforts to seize them, so that they may be brought before a Justice of His Imperium to receive due punishment. Additionally, if any subject of His Imperium possesses the sufficient strength or skill with arms to apprehend one of the criminals, they should be awarded just compensation by an agent of His Imperium.
The Individuals detailed in this specific file are not a natural grouping found in the documents, but organized and sorted by me, the agent of His Imperium. In the original documents these profiles were scattered among others, with only passing reference to the others. These appear to be a group who has made an enemy of the group's leadership. The agent of His Imperium does believe that they could be useful, though not as much as the group mentioned in File I37-b-95. The agent of His Imperium does not think this group would be good informants, but as they are consuming Brotherhood resources and presenting a threat to the Brotherhood's leader, all efforts should be made to allow them to continue their escapades in peace, unless they choose to start actively antagonizing His Imperium's agents or government.
For more information, consult File E137-a-2 in the Imperial Archives for more information on the Brotherhood of Broken Chains' leadership and supposed history, File E137-b-56 for information on a particularly relevant group of criminals, File E137-f-31 for a look at some of the low-level members of the organization and File I37-b-95 for a group of enemies who could potentially become useful to His Imperium. So says the agent of His Imperium.]
Gino Siddarth [Sid-arr-the]
Gino Siddarth is a Quarrian, one of the Blue People, and an exiled prophet of the Church of the Moons. Despite his obvious connection to the Divine, Siddarth was expelled by his own people and forced to wander beyond his own lands for his heresy. For you see, the Quarrian religion teaches that there are only four Moons and each of these are the only ones worthy of worship, with some notable exceptions. Some Quarrians do not share this belief however, as a small minority observe a different number of moons. Some say there are only two or three, or maybe even five. Most of these Quarrians keep these beliefs to themselves, worshiping as if there are four moons, even if they can only observe a few of them.
Siddarth was not so wise. He instead preached his own doctrine to anyone who would listen, declaring that there were seven moons, with three of them hidden from the view of most. He demonstrated his own incredible powers as proof of the fact that the Gods approved of him and his message.
Unfortunately, the Church of the Moons had their own miracle workers, ones more numerous and greater than Siddarth, who managed to capture and bring him before the Minister's Circle, where he was tried and convicted of heresy. Though even there, it seems his Gods were with him, as the ranking Ministers merely exiled him.
It was not long after this that one of my operatives brought Siddarth to me and I recruited him. At first, I was mistaken in my perceptions of him, believing him to be a conman or demon-possessed and his Gods were either tricksters, or he was one himself. Unfortunately, this turned out to not be the case.
Siddarth proved to instead be a fanatic, which is a species of mortal much harder to control. I have no idea why Siddarth threw in his lot with the band of doomed fools that he did, but I suspect it because of something his Gods revealed to him. For his sake, I hope that is true, as by the time I am done with him, Siddarth is going to need some divine intervention.
Weakness: Siddarth possesses two weaknesses. Firstly, he is a true believer, and would not nothing to upset or offend his Gods. I am not sure yet how this could be exploited, but it must be considered. If one could learn his rituals, he could be easy to ambush. Secondly, Siddarth is not well liked by his compatriots. While none of them can be described as especially loyal, as a Quarrian from the strange South, his bond to the others is much weaker than it could be, as they are all natives of the humid North. If Siddarth was ever in serious trouble, it's probable that the others might abandon him.
HD 4 AC 12 Atk (+3) Magic Spear- Quicksilver 1d8/1d8 or (+0) Dagger 1d6
Mor 9 Saves 11 or less is a success
Bearer of the Word "CLEAR": Siddarth has the ability to speak one of the Secret Names of God as a full action. Whenever he does this, hurricane force winds blast out for 100' around him, instantly blowing away any fog, smoke, gaseous poison or anything else in the atmosphere. It also extinguishes all but the largest fires and everyone within 50' but him must succeed a STR saving throw or be blown away. However, after using this Secret Name of God Siddarth attacks at (+0) for the next 1d6 rounds as he has the air sucked out of his lungs. He also cannot talk or use the Secret Name again until he the same number of rounds have passed.
Magic Spear- Quicksilver: Siddarth's spear is magic, made of glimmering, moving silver. As an action, he may throw the spear at someone. If he does this, he cannot attack with his spear, but if his spear hits someone it will transform into sticky goo and cover one part of that person's body. Each round, the goo will begin spreading, seeking an orifice it can squeeze itself through. The goo is toxic, though someone exposed to it won't immediately die. It is also thick and impermeable, so if it manages to force itself into someone's mouth and down their throat, suffocation will be the more immediate danger. However, the silver goo fears fire, and will not go near it. Anyone who is surrounded or on fire the goo will flee from. At any point, Siddarth may command the goo to return to him and return to being a spear.
- Throw your spear at the most dangerous person
- Use your Secret Name to blow people into dangers, off high places, etc
- Avoid melee combat if you don't have your spear
Status: Traitor. Gino Siddarth showed the great foolishness to abandon my organization and me to go on some mad quest with a few other treacherous operatives. I sincerely hope his Gods wanted him to do this, as nothing but a holy quest could justify the suffering he is going to endure, once he is captured and brought before me once more.
Avain [Ah-vain] of Balmy Beach
In this profession, where the ability to betray is considered an art form, few have ever mastered this skill as thoroughly as Avain of Balmy Beach. When I was young growing up on the Northern frontier of the Empire, I learned many pieces of advice that would serve me invaluably in my various vocations. These pearls of wisdom included such sayings as "Reason is rotting wood, but faith is gleaming gold," or a "A weapon is only as dangerous as its wielder". One of the less profound, but perhaps the most important thing I learned in my formative years is to never trust a Goatling.
For while, they are often friendly and even beguiling with their soft fur and colorful clothing decorated with bows and ribbons, they will also cheat you out of every cent they can and not lose a moment's sleep over the theft. So when I met Avain, with his honeyed words and beautiful shirts, I knew it was not a matter of if but when he tried to cheat me.
What I failed to predict was the sheer scale of the theft Avain attempted. After contributing to an attempt to steal from me, one I still suspect he played a larger role in then he lets on, he tried again later on, stealing not only a rare book, but also helping in luring away five other operatives into joining their treacherous conspiracy. And while I do not for a second believe that Avain is the leader or central figure of this conspiracy, I also know not to trust a word out of his mouth, unless it could benefit him.
Finally, a note. Avain lies like he breathes, a skill I originally found quite appealing to my organization. Though it turned out to be a double-edged sword as the problem of recruiting a deceiver is that you have no idea when he's trying to deceive you.
Weakness: Avain possesses no loyalty to his compatriots, though they seem to at least tolerate him. He has also made plans for what might happen if their little scheme fails, sending me a brief outline of their plan and their intentions, though he has been vague enough to not directly tell me where he is going. Still, I have a good idea. And while his ability to betray is often a strength, it is also his fatal flaw. If Avain thinks his current compatriots are going to lose, he would sell them out in a second. He'd even be willing to cooperate. Though given Avain's ability to lie, I pity the fool who believes anything he says.
Avain of Balmy Beach
HD 2 AC 10 Atk (+1) Dagger 1d6
Mor 6 Saves 7 or less is a success
Pathological Liar: Avain is an agile liar. He has a +10 bonus to any roll made to deceive someone and avoid a Sense Motive check or something of a similar sort. He is not immune to magic or other powers that could force him to tell the truth, however.
- Do not fight unless you have no other options
- Be very nice, helpful and friendly
- Try to de-escalate conflicts
- If fighting does happen, hide behind your allies or run
Status: Traitor. Avain sent me a brief copy of him and his compatriot's plan in the hopes of winning my approval and maybe earning a bit of leniency for himself, should their scheme fail. And to show my appreciation for him, I plan on welcoming him back in my own special way.
Execuna [ex-eh-Yu-nah] of House Trifgan
Execuna is a Lizarian covered in copper scales with yellow fringes, giving them a gilded appearance, along with dazzling orange eyes and a small fringe running down her head to her mid-back. Combine this with her shapely form and dense clumps of muscles, she resembles the common pornographic depiction of a cold-blooded concubine. I came upon this unusual Lizarian after she was recruited in a most unusual way- she was strong-armed into joining my organization after encountering a team of Brothers on a mission, pursuing the same objective she was. She was working with one of the other future traitors at that point, though neither of them were part of my organization at that point. The two of them were attempting to steal a certain tablet depicting the location of an ancient stronghold, said to be full of cursed treasure and the corpse of an ancient Sorcerer-King. They managed to take the tablet, but on the way out met my operatives, who forced them to turn over the tablet and then brought them along, believing that the pair could benefit my organization. This hunch proved to be correct, as Execuna and her then companion proved to be assets too valuable to pass up, so they found themselves recruited.
Execuna then went on to have a long and accomplished career with the Brotherhood, carrying out many missions and achieving much in my employ. She was a skilled thief and infiltrator, but she also possessed an even greater talent at being a leg-breaker and a strongarm herself. She never had the discipline for assassination or truly delicate work, but she was highly skilled and crushing my enemies underfoot. Her talent with the sword is not to be underestimated. She trained with the First Sword at Brotherhood HQ and he described her as being one of his greatest successes. If she had just had a little more discipline and a little more loyalty, I could have made her a legend.
Alas, it was not to be. Execuna was skilled with her blade, but she was also a belligerent woman. Her temper got her into trouble numerous times, up to the point that I was tempted to order a Brother to simply follow her around while she was at headquarters, but that seemed like a waste of effort. However, her temper concealed something more dangerous about her- her stubborn and unbreakable will. Execuna was a creature who simply resented following orders from anyone but herself. This is what drove her to throw in her lot with the others foolish enough to attempt to defy me. For while Execuna is by no means an idiot, her heart was always simple. She craved those things that children crave, of sweet treats and warm hugs and most of all, of running free beneath an endless sky.
Weakness: Execuna has a terrible temper. She is ordinarily charming and roguish, but make her angry and she'll transform from an efficient operative into a explosive fireball of all-consuming rage.
Execuna of House Trifgan
HD 4 AC 13 Atk (+4) Sword 1d6+3/1d6+3
Mor 9 Saves 11 or less is a success
Penetrating Thrust: As a free action, Execuna may make one of her attacks break through someone's defenses. Against this attack, the target may not roll his damage die and add it to his defense roll. She may only do this against an opponent that is surprised, not ready for combat or 1d4 rounds after last using it.
Armor-Piercing Strike: As a free action, Execuna may make one of her attacks do no damage. Instead, on a hit, it damages the armor of the target, reducing it by 1d6 points. This ability only works on targets who have armor that could be damaged by her sword. Targets with natural armor cannot be affected by this ability as well, simply taking normal damage.
Sword-breaking Blow: As a free action, Execuna may make one of her attacks do no damage. Instead, on a hit, it destroys the weapon of the target. The wapon is only destroyed if her sword could destroy it. If not, then it is simply knocked away and the target is disarmed.
- Target the most irritating or most dangerous person, with preference to the former
- Focus all your energy on destroying them
- Only shift targets if someone else angers you
Status: Traitor. Execuna joined with some other poor fools in their foolish scheme. It truly was a waste of potential. Or at least, it will be.
Petreli Vivi Dawa Manz Mugrai
I have something to confess. I have been writing these profiles on my operatives as if I personally inspected each and every one, but this is simply not true. My organization is vast, with many teams and divisions and many, many operatives. It is not so many as I could not conceive of them all, but it is a sizeable number. Perhaps if they were all gathered in one place, my organization would number several thousand in number, equivalent to a small cities or a prosperous frontier town. Needless to say, I do not know most of them and most of them do not know me. I am only able to keep my organization together through the diligent efforts of my intelligence network and my bureaucrats and administrators.
This system is not perfect, however. Many low-level operatives of the Brotherhood do not last many missions or never do more than their base duty, or end up trapped in missions that do not provide the ability to advance. Some criminal networks in other parts of the world have Brotherhood members secretly embedded in them, with these members forwarding certain items or a percentage of their profits back to my organization through covert channels. But even among the Brotherhood's active, full-time operatives, there are those who can largely escape notice, flying below the radar, usually unintentionally.
[This confirms a long-held theory within the department. It would explain why the Brotherhood is always gallivanting all over the known world and why they are able to keep abreast of the agents of His Imperium so easily, their information network extends to all the places where a thief might want to be.]
This is the case for Petreli Manz Mugrai, full name Petreli Vivi Dawa Manz Mugrai. She is a Frogfolk, with rubbery, moist skin, a fondness for water and huge, liquid eyes. She reportedly had a very cheerful demeanor and was always quite helpful, a most unusual trait in my organization. Of all those interviewed, no one was able to explain why she sided with the traitors. Most of the reports that even bothered to mention her did not mention her attempting to filch treasure or looking for any particular piece of information. And there was only one report of her being involved in an incident at HQ.
Manz Mugrai is an enigma. No one knows much about her or even acknowledged her existence. She wasn't interested in treasure or information or revenge, nor was she mad or eager to indulge forbidden desires. Thus, she reveals herself to be the most dangerous class of Brothers: the kind in it for personal reasons.
Weakness: I want to draw your attention to that discipline report again. It involved a rather one-sided fight between Manz Mugrai and an Oxman Brother. Apparently the Oxman had angered Manz Mugrai, who challenged him to a duel. The duel didn't go well, with the Oxman flattening Manz Mugrai and putting her in the hospice for several weeks. It was only be a timely intervention of a senior Brother that she walked away at all. And while the Oxman in question was, at the time of recording, months away on a mission, my operatives did manage to verify, with some certainty, that this Oxman was engaging in the marital act, so to speak, with Osel of Limestone Garden. So I imagine Manz Mugrai would do almost anything to protect her beloved compatriot.
Petreli Vivi Dawa Manz Mugrai
HD 1 AC 15 Atk (+1) Fist 1d6
Mor 10 Saves 7 or less is a success
Parry: Once per round, Manz Mugrai can reduce the damage taken by any attack by 2d6. She can only do this against an attack that could be reduced by blocking or a martial stance.
Jab: As a free action in response to being attacked, once per round, Manz Mugrai may make an attack against her attacker. This attack does 1 damage on a hit and gives the attacker a -1d6 penalty on his current attack. The penalty is applied regardless of whether or not the jab hits.
- Be realistic
- Don't bite off more than you can chew
- Unless it's to Protect Osel
Status: Traitor. I have nothing but pity for Manz Mugrai. Partially because I suspect she had nothing to do with this conspiracy but ended up getting dragged into it and partially for what I am going to do to her once I get my hands on her.
Viozar [Vee-oh-czar] Blood
Is there anything more useful than anger? It can motivate mortals to great feats, motivate you to endure great suffering and can even guide you toward self-improvement. Yet like fire, it is a tool that must be used with caution, as anger can fester into rage and rage is helpful to no one. If anger is a torch, rage is an out of control blaze, devouring everything in its path. That is the reason why Viozar Blood left my organization to wander the wastes with a bunch of capering fools. His own rage consumed him, until he was left with nothing but a desire for revenge, not just against the people responsible for his current condition, but against the world at large. I fear for those who end up in this warrior's path, as it is sure to be an unpleasant experience.
Viozar Blood is a Crocoling, cold-blooded and covered in thick, natural plate. He's tall and muscular as you would expect from that race, however, that is where the similarities with him and other Crocolings end. For Blood also suffered extensive damage in a battle with the Orzanian Empire. Fortunately, he was rescued by a war-artisan who was on the same battlefield. This war-artisan had an artificer in his employ, who was able to create elaborate prosthetics to enable Viozar to survive and to continue his career as a soldier.
Unfortunately, the implants could not restore the original functionality of Viozar's body. He lost his ability to perform the marital act or to even sire offspring, along with sensation over almost half his body. He also more resembles a Construct than a man, something that clearly bothers him. The implants did affect one more thing. They planted a seed of hatred in Viozar's heart, a seed which grew and grew until an entire grove of tainted plants emerged, each one laden with the fruits of vengeance.
This leads me to believe with no doubts in my heart that Viozar betrayed the organization to pursue his revenge. I told him I would give him his chance, but he was impatient. So let's see if he was ready to leave the nest, or if he's only going to make himself food for a stronger man.
Weakness: Viozar is consumed with hatred for the Empire. He will always target agents of the Emperor, or subjects of the same, or people he thinks to be one of those categories. Additionally, if he has the chance to hurt someone belonging to either of the previous categories, he will take it, unless it is an obvious trap or suicidal.
HD 3 AC 15 Atk (+2) Wrist Blades 1d6/1d6 or (+0) Bite 1d10
Mor 9 Saves 9 or less is a success
Concealable Blades: Viozar has two large blades concealed in his augmented wrists. He is wearing metal, but he doesn't seem to have any weapons until he extends them as a free action.
Predator's Eyes: Viozar can see the heat given off by living creatures, enabling him to hunt in perfect darkness. That being said, his vision is not infallible and can be rendered useless by being in a hot environment, such as a place where the rocks have been baking in the sun all day, or next to a bonfire.
- Try to ambush using stealth
- Darkness is your ally
- Attack suddenly with overwhelming force
Status: Traitor. Viozar left to pursue his own vendetta, but I suspect that if he survives his foray with the other traitors, he will get himself killed attempting to assassinate a Provincial Governor or something similarly foolish. Perhaps that is for the best, as if he falls into my hands once more, I intend to see how much of his prosthetics I can remove while keeping him alive.
Osel of Limestone Garden
Osel is in many ways, the archetypal Brother. On one of the occasions where I found cause to leave my headquarters and travel to a distant land, I found her working in a silver mine, ripping precious ore from the earth for her uncaring masters.And while in all the other slaves I found only a vague, undirected resentment and an exhausted resignation, in her I saw something more, a glimmer of quiet, inner strength. I knew at once what that was and freed her immediately. Osel was given no chance to decline my offer, not that I suspect she would have, at the time.
I personally trained and educated her in the ways of the Brotherhood. First I taught her to crawl, then to stand, and finally to walk. She began to run soon after that, much to my satisfaction. Then I taught her how to lie, followed by how to control, to manipulate. I never had to teach her to hate, that was one skill she already knew. And she was good at it, too. She grew rapidly under my tutelage. I taught her everything she knows, with few exceptions. I then assigned her some missions, all of which she passed with flying colors. Even though she was barely minted at that time, I felt I was looking at a future pillar, maybe even a successor, if I ever passed.
Now, I want to address the rumors. I understand how it looked, me spending so much time with a muscular, broad-shouldered Oxwoman, with her sweet smelling hair, and an initimable softness to her frame. Yet that was never the nature of our relationship. I never loved her like that. She was a project to me, closer to a daughter or a little sister. If she had asked me for such a thing, I would have done it, but only to please her.
But she rose too quickly, her appetites expanded. She desired those things that were never meant for her. She began to develop visions of grandeur. For the longest time, I thought she shared my vision, but it appears I was fooling myself. She dreamed of things far beyond my organization, of Power beyond what I could grant. If only I had known, maybe I could have disabused her of that notion. Alas, I was unaware of her intentions until she attempted to steal from me.
Or at least, that is what she claimed that she was doing. I always suspected that she had much bigger plans, but I had no evidence and I felt that condemning my favorite pupil on the spot would have been too much. It is the biggest regret of my life. Had I killed her then, maybe all the later trouble she caused me could have been avoided. I am just lucky that my Shadow didn't catch on at the time. Had she been aware of my thought process at the time, she would have killed me on the spot.
Weakness: Osel is endlessly ambitious. If she possesses one weakness it is that she will sacrifice anything to achieve victory. She would allow all of her compatriots to die and the world to burn to a cinder if it would allow her to achieve her own ends. And if she were to achieve them, well let's just say that it would probably result in a smaller-scale version of that.
Osel of Limestone Garden
HD 4 AC 13 Atk (+4) Weapon+3/Weapon+3
Mor 8 Saves 11 or less is a success
Arsenal: Osel carries a number of different weapons, including a bow and arrow (1d6+STR), a spear (1d8), a sword (1d6+STR- her STR is 15(+1)) and a concealed dagger (1d6).
Flying Snow: Osel can lighten her body, enabling her to jump vast distances, run along walls and walk on the surface of water. However, while her body is lightened, she takes +4 damage from all physical sources and does -4 damage. She may change her body back and forth as a free action on her turn.
Serrated Strike: Whenever Osel attacks someone and hits, if she doesn't like the result when she rolls for damage on a successful attack, she may roll again. If the new roll is less than or equal to the original roll's base damage, she may add it to the damage done. If it is higher, she may use that as the damage her attack dealt, and ignore the first roll. She may do this once per day per weapon.
- Attack from range
- Use Flying Snow to gain the height advantage
- Use your technique for superior maneuverability
- Never get trapped on the ground or in a fight against superior numbers
Status: Traitor. Osel is the true architect of this little endeavor. She has bitten off more than she can chew and doesn't even realize it. I hope in the end that her ambitions devour her, because I am not sure what I would do if I ever saw her again. I can't imagine it would be good for either of us, though.
I have ordered Orvan to capture as many of the traitors as possible, but I have also permitted him to kill them. With most of the traitors, I have granted him leave to follow his own judgement. The one exception is Osel. I want her alive.
Spells by Tradition: Biomancer : 1- Acid Rain 2- Adrenaline Rush 3- Animate Potion 4- Befriend Beast 5- Healing Touch 6- Induce M...
This wasn't a post I really wanted to make, but Arnold K. forced my hand. So I'm going to make it. Also, this is inspired very hea...
Kasimir Urbanski, better known as the RPGPundit said something very interesting about cursed items. He says that cursed item in D&D are...