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Although called 'Monsters': they are more Monsters of Combat and Magic.  The Legendary Foes are truly terrifying enemies to behold.  They answer only the clarion call of power, and seek out only would-be heralds of might.  Face them, mortal, if you dare.

It should be noted that ALL legendaries possess: Unique Skill: Fearless: Always passes Morale vs. Flee
ALL legendaries also have a common capability: Usurpers cannot gain the "overwhelm" bonus when attacking them.  They are used to Armies attempting to take them down.

Legendary Red Dragon - Mirelth Eater of All
Offense:7Defense:5Strength:6
Speed:VF/5Race:DragMax Tools:0
Max Weapons:1Cost:----Upkeep----
Special/Skills:Single Entity: 5 HP, 50% Damage Red.
Special/Skills:Leader
Unique SpellFiery Breath
Spells Known:All of them.
Skills:Aggressor[8], Pernicious[5]
Skills:Parry[8],
* Single Entity: Does not degrade as damage is taken.  Able to attack as if it were a Unit.
☼ Fiery Breath: Mirelth's Fiery Breath takes a toll on everyone's Morale.  Even Extras (This is one of the few abilities which affects Extras.)  Every round, every single Unit and Extra in your Usurpation sustains a cumulative -4% penalty to Morale.  At the end of each round, (again, beginning with Ranged Combat) Extras must take a Morale check or flee the scene: not trusting their own prowess against Mirelth's mighty flames.  A roll of less than 75 causes them to flee.  Extras receive the Usual Throne Room bonus, as well as that of any Leaders present, and finally their own Courage skill (if any.)
The Cumulative Morale penalty affects Units, stacking at the beginning of each round of combat: making it easier and more likely for your Units to break and flee from Combat.  This will not affect Loyalty.  (Unless of course.. you know.. the Dragon eats your Units - that'll pretty much end any bonds of Loyalty right there.)

World Effect: Mirelth takes twisted pride in displaying her awesome magic powers, flight, and fiery breath.  Each week, there is a chance she will burn-down and destroy known CPs; forever removing them from the land.  She grows in power as she does so.






Legendary Troll Lord - Hil'mna
Offense:6Defense:6Strength:6
Speed:M/3Race:TrolMax Tools:2
Max Weapons:1Cost:----Upkeep----
Special/Skills:Single Entity: 6 HP, 40% Damage Red.
Special/Skills:Leader
Items Carried:
Weapons Equipped:Cudgel of the Titans
Armor Equipped:Armor (Type 3)

Hil'mna has a special bond with the Cudgel of the Titans:
Cudgel of the Titans:
When Housed, This Artifact provides a +15% bonus to all Offense and Strength-related Combat actions.
Special Activation: In Combat, all Weapon bonuses are increased by +10%.
Also, Units that participate in Combat earn Experience at twice the normal rate. (Double the number of skill increases/level-ups that occur.)
Downside: This Artifact doubles the amount of Obscurity loss of its owner. (All types of Obscurity loss.)

So long as Hil'mna lives and possesses this Artifact (he won't part with it willingly), he has the Unique Ability: Titan's Wrath.
☼ Titan's Wrath: Each round of Melee combat, Hil'mna winds up faster and faster, swinging the Cudgel as if a barnhouse were nothing more than a twig.  He hits harder and sends waves of crashing concussive force against those armored foes.

At the beginning of each round of combat (starting with the first Melee Round), Hil'mna inflicts a cumulative -4% penalty to all Defense and Damage Reduction bonuses from Armor and Shields.  This ability will not cause the bonuses originating from Armor and Shields to become a penalty: only cause it to drop to 0.

World Effect: Hil'mna is a capable warlord, and will draw powerful allies to his side as times goes by.  Every month, he has a 75% chance of training one of his followers up a level.  In addition, each month, he have a 75% of recruiting a new Troll to his cause.  Finally, Trolls become significantly more common in the world; and have an increased chance of finding Usurpers when conducting actions in Hills and Mountains.





Legendary Magister Lich-Lord - Grenior The Fox
Offense:3Defense:5Strength:3
Speed:F/4Race:UndeMax Tools:2
Max Weapons:1Cost:----Upkeep----
Special/Skills:Single Entity: 3 HP, Leader, Mounted
Special/Skills:Life-Blast ♦, 20% Damage Reduction
Skills:Leadership[7], Aggressor[3], Parry[3]
Spells:All of Them
Items Carried:
Weapons Equipped:Melee Weapons
Armor Equipped:Armor (Type 3)

♦ Life-Blast: At the beginning of each round of combat (before normal turn order), Grenior receives a free attack on a single Unit.  This Attack is made at Offense 10 and Strength 8.

World Effect: Grenior has long-since mastered the forces of necromantic magics.  Each week he has a chance to destroy known resource nodes.  Due to his mastery of magic, he can siphon off the essence of those destroyed resources and use them to fuel his undead powers.  For each Node so destroyed, he recruits a new Unit of Skeletons to his cause. If he successfully destroys an Exceptional or Astounding node; all of his current Skeletons improve by 1 level.






Legendary Force Commander Kraivares Aurexal'us
Offense:4Defense:5Strength:4
Speed:F/4Race:Huma-ElfMax Tools:2
Max Weapons:3Cost:----Upkeep----
Special/Skills:Single Entity: 3 HP, Leader, Mounted
Special/Skills:Leadership[10], Courage[5], Tactics[5],
Skills:Outmaneuver[7], Scout[5], Spy[5]
Skills:Aggressor[6], Parry[6],
Items Carried:
Weapons Equipped:Melee Weapons, Ranged Weapon, Shield
Armor Equipped:Armor (Type 3)

The Force Commander never has fewer than 10, Elite and Battle-hardened Units in tow.  He is a master tactician who can lay-waste to any barrier, route any army; and swings his black-blade with the strength of 10-men.

World Effect: The Force Commander's influence and renown is so great, that few who know of him would risk going into battle against him; instead, they would rather join his glorious campaign!  Beginning on the month in which he begins to traverse the land: It becomes more Difficult to Recruit Units.  Units will only be available to recruit on Diplomacy/Explore checks of at least a Significant Success and they will cost an additional 5 Gold to recruit (EVEN UNITS which would have been acquired for free!).  Each month thereafter, this amount will raise by an additional 3 Gold.







Legendary Shapeshifter Camille Kinyonga The Chameleon
Offense:5?Defense:5?Strength:5?
Speed:VF/4Race:????Max Tools:???
Max Weapons:???Cost:----Upkeep----
Special/Skills:Single Entity: 5 HP, Chameleon
Skills:Aggressor[5], Parry[5], Warden[5], Pernicious[5]
Skills:Outmaneuver[5], Scout[5], Spy[5], Tactics[5]
Items Carried:
Weapons Equipped:Melee Weapons?, Ranged Weapon?, Shield?
Armor Equipped:Armor (Type 3)?

♣ Chameleon: At the start of Combat: Camille duplicates the Stats, Weapons, Armor, Specials, and Unique Abilities of each of the strongest enemy Units (Max one from each Unit.)
She gains one random bonus from any Extras present in the fight, and copies one spell known to the enemy leader onto herself.  She may use all of these as if she had them herself.  She retains her own skills, HP, and Speed.

World Effect: Due to the terror Camille has caused amongst Noble families in their trysts all the way down to the lowliest gutter-scum of the thieves' underworld, few are willing to risk any information leakage whilst she rumored to be amongst civilization.  Usurpers gain NO Information from Intelligence Networks, and all 'bonus' effects from the Spymaster's Suite are suspended while she roams the land.







Legendary Golem Ferrous Metal Eater
Offense:5Defense:7Strength:4
Speed:M/4Race:GoleMax Tools:-
Max Weapons:-Cost:----Upkeep----
Special/Skills:Single Entity: 5 HP, Noxious Appetite
Special/Skills:Damage Reduction 30%.
Skills:Aggressor[3], Parry[10],
Skills:Outmaneuver[5]

♣ Noxious Appetite: Each round of combat, a random weapon equipped to an enemy Unit is irrevocably destroyed.  For each weapon destroyed, there is a 10% chance that Ferrous heals 1 HP.  Each round that Ferrous does not heal HP damage - Ferrous gains +2% to Defense and Damage Reduction Rolls.

World Effect: So devastating are the effects of Ferrous' appetites that few are willing to do anything more than hide their wares, let alone trade them.  No CP will trade Iron, nor Weapons or Armor so long as Ferrous walks the land.