Reported By: James M. Ward, Gary Jaquet, and David James Ritchie
in 2nd Edition
Role: Race
Base Stock: Human
MCC Stat Block: Wardent 'Devo Beasts' (1d6+1 (4)): Init +4; atk weapon melee +1 (1d6-1); AC 14; HD 7D5 hp 21 each; MV 30' ; 1d20; SV Fort +0, Ref +0, Will +1
Mutations: (M) Heightened Intelligence, Metal Reflection, Mental Control, Telepathy, Telekinesis, Will Force, Stunning Force
Number Appearing: 1d6+1
Morale: 10
Hit Dice: HD 7D5
Armor: 4 (AC 14)
Size: Small 1 Meter
Movement: MV 30'
Attack: Weapon melee +1 (1d6-1)
MS: 15
PS: 6
IN: 15
DX: 11
CH: 15
CN: 11
Frequency: Rare
Organization: Solitary
Activity Cycle: Day
Diet: Omnivore
Habitat: Subarctic / Temperate Forests, Mountains
Tech Level: 1
- 7
Artifacts: I, Y
Description (Initial Observations): One Meter tall humanoids covered in silky blond fur. They are solitary by nature and live in inaccessible forests and mountains. Wardents have a compulsive hunger for food, knowledge, and odd experiencs and will regily join an adventure which promises any two of these.
Description (Additional Observations): These 1-meter-tall humanoids are covered in silky blond to dark brown fur. They have three toes on their feet, as well as four fingers on each human-like hand, and tend to be chubby. Their faces are quite furry, but have a wizened expression on them. When seen, they usually are wearing clothing and accessories of Tech Level II and III.
Reactions: No known interactions
Behavior: Wardents carry a mis of Tech Level 1 and 2 technology and 1d3 artifacts. Contrary to popular legend, there is no evidence that wardents ever mated with sleeths.
Behavior: Behavior not recorded
Society: Wardents tend to be solitary by nature, usually traveling alone, or with a single companion. They dwell in deep and inaccessible mountain and forest regions, and their homes tend to be complex mazes of winding passages made of mud walls or intertwined in the branches of very tall and large trees They have a natural curiosity for knowledge and odd experiences, as well as an insatiable hunger for tasty food . These traits can convince a Wardent to join in on an adventure. provided anu group it comes in contact with does not seem menacing to it. Although wardents are natively a Tech Level I culture, they have no fear of stranger artifacts and will readily use them. It is not uncommon to see wardents with steel knives, flintlocks or even artifacts that they have found or acquired that they have found or acquired through trade. Their insatiable curiosity means that any usable artifacts which fall into their hands will soon yield up their secrets or be broken.
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