ADVENTURES    FOES & FOLKS 

Kananite NPCs

Wraiths    Mazrian NPCs

Kananite NPCs are denizens of the game's central location: the realm of Tel-Kanan. Kananites are as diverse as any human civilization. The NPCs here serve as a small sampling of this diversity. 

Commoner

Commoners are perfectly average human beings. You can use this statblock as a starting template for other Kananite characters.

Lore. A commoner may know a great deal of things, or not much at all. If you like, roll a d20 to determine a random lore. 

1–3 none, 4 Balloons, 5 Civilization, 6 Crafting, 7 Dance, 8 Forestcliffs, 9 Insurgency, 10 Lord Adod, 11 Path of Air, 12 Politics, 13 Skyremes, 14 Song & Dance, 15 The Bow, 16 The Cloak, 17 The Dagger, 18 The Sling, 19 The Spear, 20 The Sword

Artisan

Artisans include craftworkers, carpenters, and other specialists, often employed by the Mazrian Empire. Kananite woodworkers are particularly prized.

Lore. An artisan might teach Crafting to a hero who shows an appreciation for quality. 

Chosen of Anat

The goddess Anat is the inscrutable, violent sister of Lord Adod. Very rarely, it is said that she empowers, or possesses, the bodies of teenage girls—usually those who shirk their duties toward Syre. Lady Anat is subtle, and stories tell of girls becoming "chosen" after little more than inhaling a stray breeze. 

The chosen is said to retain memories of her past life, but exhibits a disturbing, bloodthirsty new personality and drive. Stories generally tell of Anat's chosen commandeering balloons or skyremes and heading off into the Chaos or beneath the clouds, and priests are generally happy to see them on their way.

Tactics. The chosen explodes into battle with Sword whirlwind, then takes stock of her opponents and decides whether to fight offensively or defensively. Note that her Nimbus ability lets her use stamina or spirit to Stand fast

Lore. A chosen of Anat knows Dance and The Sword, but typically isn't self-aware enough to recognize what she knows, let alone share it with others. 

Company Man

Company men are skysailors loyal to the Company, a Kananite mercantile and religious organization based in Syre. The Company is the only group of Kananites with their own fleet of skyremes, and they have a monopoly on trade and transport to Syre, the capital. They are always men, owing to the Company’s paternalistic religious doctrine.

Lore. Company men are expert skysailors and trained slingers. They might share their knowledge of Skyremes or The Sling with heroes who show themselves worthy of Lord Adod, and signal their worth with  ostentatious displays of wealth. (The Company’s blend of trading and religious ideology holds that wealth is a sign of Adod’s favor.) 

Lordspeaker

Lordspeakers are warrior-priests based in Syre. As purported representatives of Lord Adod’s will, they often lead Company expeditions.

Lore. Like most Kananite priests, lordspeakers show their devotion to Lord Adod with Song. Unlike most priests, lordspeakers are adept with The Mace.

Merchant

Before the Mazrian Empire subjugated Tel-Kanan, it’s said the realm was ruled by so-called merchant princes. Modern merchants, plying the windcurrents in their rickety balloons, may only be shadows of their former glory—but they serve as primary conduits of knowledge and culture between Tel-Kanan’s far-flung floating islands. 

Lore. A merchant might share their knowledge of Trade or Civilization with a hero who helps their business interests. 

Priest

Almost every Kananite island has a priest. Many priests have traveled to Syre, the sacred city floating above the center of Tel-Kanan’s whirlwind, and returned with a more refined dogma than is typical of their birthplace. 

The Mazrian Empire tolerates priests as local figures of nebulous authority, and often gives them free passage on imperial vessels. In return, priests often take a more nuanced view of their imperial overlords than most Kananites. 

Lore. A priest would be eager and delighted to guide heroes in the worship Lord Adodlikely with a hearty Song along the way.

Rebel

Rebels have taken up arms against the Mazrian Empire and its puppets in Tel-Kanan. A rebel could be anyone. They wield weapons—daggers and slings—that are trivial to conceal.

Lore. A rebel might invite a hero to join their Insurgency if that hero demonstrates sufficient antipathy to the Empire and its interests. Needless to say, Mazrians will have a tough time convincing rebels to teach them anything. 

Sacred Shield

Sacred shields are elite Kananite fighters charged with guarding the interests of Syre, the realm’s capital. Their white-painted scale armor, helmets, and heavy shields are intimidating sights throughout the sacred city. They rarely travel outside of Syre. 

Tactics. Small bands of sacred shields are adept at defending thresholds, like the narrow urban spaces of Syre. If threatened by foes at range, they'll throw their spear and draw their straightsword.

Lore. A sacred shield will readily proselytize about Lord Adod, but guards their lore martial lore closely. A hero who risks their life defending the sacred city or its interests might learn The Panoply, The Shield, or The Spear from a sacred shield. 

Soldier

Soldiers in Kananite settlements are often glorified bodyguards or mercenaries. Some guard important places like temples, or protect the town chief. But most are hired spears working for the Mazrian Empire. 

Tactics. A soldier prefers to fight in formation, Standing fast and Protecting their allies, relying on their armor and shield to outlast foes. If threatened by foes at range, they'll throw their spear and draw their straightsword.

Lore. If a hero respects a soldier's expertise (and wants to know how to wear armor without looking like a fool), the soldier might teach them The Panoply.

Wraiths    Mazrian NPCs