Weavers Resources
Here is a list of the NPCs in the adventure, with their personalities and
game statistics. They are all grouped here for easy reference, so that you
don't have to flip back and forth through pages and pages to find little
details.
Gabriel
Gabriel was one of the rare Tera Shebans who did not care about personal
glory, or pride, or putting his Tribe before all others. He cared deeply and
personally about justice and about doing what was right. From his youngest
days all he wanted to be was a Judge, someone that could help make Vimary a
purer, better place.
In the end his righteousness gained him nothing but pain. When he would not
back off from a judgement he had made that turned out to be politically
inconvenient he crossed a powerful Judge and his clan. The result was
Gabriel's fall, cast out by the hand of his own people.
Now Gabriel's bitterness knows no bounds. In time he may return to the ideal
of justice, though perhaps with a different focus, but for now all he can
think about is the lie that he sees his life as being. Angry, driven, and
hard he is still a very intelligent man and can be of endless help to the
characters. Once on Hom (if he lives) he will be drawn powerfully towards
the Herites, though his personal code of honor will compel him to remain
close to the characters that helped save his life.
Highlights: Bitter, honorable, determined.
Eminences: Truth and (eventually) Recognition
Attributes: PER +1, KNO +2, WIL +2. STA 30, UD 3, AD 3
Skills: Combat Sense 1/+1, Etiquette 1/0, Human Perception 2/0,
Investigation 2/+1, Law 2/+2, Lore (Vimary) 1/+2, Read/Write 1/+2.
Laine
Beautiful, young, and spoiled beyond words Laine was the daughter of a
Little Trickster and grew up following no will but her own. She went where
she wanted when she wanted and talked to anyone in anyway she pleased. As
she grew and became lovely and lithe she learned to turn the affections of
men to her own will, and her arrogance only grew.
Things went wrong for Laine when she joined a new caravan after her coming
of age. The Little Trickster there took poorly to her games, and the
relationship between the two grew more and more bitter and ugly. Finally one
night the Little Trickster told Laine that she had to do as she was told,
for it was the will of Dahlia. Laine responded in high heat, yelling that
she cared not for Dahlia's will.
Before her eyes the Little Trickster melted, replaced with Dahlia's laughing
masks. Before she could adjust to the horror of what had happened Dahlia
dragged Laine before her caravan. Her judgement was harsh and fast, and left
Laine broken in mind and spirit -- a wretched whimpering thing.
Laine is not beyond hope, and if the characters can keep her alive through
the horrors of the first night she may someday become a worthy member of a
Fallen cell.
Highlights: Enticing, elusive, erotic. (Once she's recovered that is, before
that she is sobbing, broken, and pathetic.)
Eminencies: Illusion and (eventually) Freedom
Attributes: AGI +2, APP +2, FIT +1, STA 25, UD 3, AD 3.
Skills: Acrobatics 1/+2, Athletics 1/+1, Dance 2/+2, Dodge 1/+2, Human
Perception 1/0, Seduction 2/+2.
Rolf
Rolf is a survivor. A former Agnite Breeder he was cast out of the Tribes
for wanting to learn about things from before the Fall. When the hardships
of exile should have killed him, he prospered instead. Now, almost eight
summers after his fall, he is a hardened man. He sometimes goes out with
Diarmet and his Jackers, acting as a scout for them. He enjoys the thrill,
and loves being able to associate with such dangerous men.
Rolf has a Cell of his own, however, that is not connected to Diarmet. With
two of his friends he spends a great deal of time exploring the wilds around
Vimary. Exploring and finding new paths to old things are his passions.
For more on Rolf see The Weavers Screen and Assistant, page 39.
Highlights: Brisk, moody, cynical.
Eminences: Inspiration, Shadows
Attributes: BLD +1, FIT +1, KNO +1, WIL +2, STA 35, AD 7, UD 5.
Skills: Archery 2/0, Combat Sense 2/0, Dodge 2/0, Lore (Joshua) 1/+1, Melee
2/0, Navigation (land) 2/+1, Sneak 2/0, Survival 2/0, Synthesis (Wonder) 2.
Diarmet
An ex-Joanite and a leader among the Jackers, Diarmet is possibly the best
swordsman that has ever lived. Those who have seen him fight insist that he
can't be fully human: some spirit must have given him gifts to let him move
the way he does. Faster than belief and trained since childhood with the
blade, the man seems more a force of nature than a warrior. Unfortunately,
he also lacks anything like control in a battle, going into a silent rage
that blinds him to consequences. Once blades are drawn the fight will not
end until Diarmet or his opponent are dead.
Compounding this problem is the fact that Diarmet is also a man who is
stubborn to the point of stupid, and who never gives an inch when he thinks
he is right. He was cast out of the tribes after he dared to publicly
challenge a Tera Sheban's verdict. In front of a host of witnesses he called
the judge a liar, a cheat, and accused him of letting personal prejudice
taint his decisions. When the judge responded that he had no will but the
will of the Fatima, Diarmet cried out that Tera Sheba must be a blind liar
as well. The result of this bit of stubborn idiocy left Diarmet cast out the
tribes minus his right eye.
Unfortunately Diarmet didn't learn his lesson. That he still believes that
he did nothing wrong and that the Judges are all corrupt and must be
cleansed led him to become an influential member of the Jackers, with no few
friends among the violent Herites.
Luckily for the characters this violent, angry man is on their side this
night. Having tracked a group of Koleris Z'bri for nearly a week now he
finally finds them just as they are about to slay the characters. Diarmet
leads his group it to save the characters, but then leaves them behind to
face their fate alone.
Highlights: Violent, Stubborn, Angry
Eminencies: Fury and Vengeance
Attributes: Agi +3, Bld +1, Fit +1, Will +2. STA 35, AD 10, UD 9
Skills: Melee 5/+3, Dodge 3/+3, Hand to Hand 4/+3, Combat Sense 3/0, Tactics
2/0.
Notes: Diarmet is a plot device, pure and simple. No reasonable character
has a Melee score of 5/+3, and Diarmet only has it so that he can save the
characters lives if they get in real trouble.
Z'bri Monsters: The Weres
Weres are force-mated Serfs, a Z'bri formed evolutionary monstrosity. They
are related to the Gek'roh (though less powerful and more savage) and must
be controlled lest they run riot. Even on mission, an Iv'chet pack master
accompanies the Weres and directs their actions. Due to their savagery and
near-berserk temperaments the Z'bri hold these beasts in reserve, releasing
them only to overwhelm and eradicate enemies.
The Weres that the characters face in this adventure are part-human,
part-wolf. They are mad and mindless things that strive only to slay with
the unnaturally huge claws that sprout from their hands and feet (both of
which are twisted in between a paw and a human limb). They bite and claw
with great speed, but have no tactics at all.
For more on Weres see Horrors of the Z'bri page 115.
Highlights: Rabid and mad
Attributes: AGI +2, BLD +3, FIT +2, INS +1, PER +1, WIL +3, STR +2, HEA +2,
STA 50, UD 5.
Skills: Combat Sense 3/+1, Dodge 2/+2, Hand to Hand 2/+2, Intimidate 2/+3,
Notice (Tracking) 1/+1.
Special Abilities: Bite (UD + 8), Claws (UD + 7), Bone Protrusions (UD + 6).