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V’HIR 1

V’hir are the demonic servants of the Agrik. Cruel entities


born of darkness and flame, they fill the ranks of his army CREDITS
of the damned. The V’hir are arrayed within eight orders of Writer: Bernhard Bihler
descending power, with the eight “Sons of Agrik” being the Artists: Hogan McLaughlin (page 1),
highest ranking after the deity himself. The eight orders are: Peder Bartholdy (page 2 top),
1st Agrik himself Danny Cruz (page 2 bottom),
2nd Ahni-Tenat’ii (Sons or Princes) Bernhard Bihler (pages 3, 4, 6),
3rd Ahni-Meket’ii (High Commanders) Christopher Hiller (page 5)
4th Ahni-Telment’ii (Field Commanders) Editing and Layout: Brent Bailey
5th Ahni-Dotel’ii (Emissaries of Flame) The demonic names were taken from
6th Ahni-Haragk’ii (Knights of Blood) Red Shadows of Herpa, written by Alun
7th Ahni-Laumak’ii (Soldiers of Balgashang) Rees (COL #4416). The original stats for
8th V’ii (Agrik’s Militia) the V’ii and the Sons of Agrik are from
Curse of Hlen and HârnMaster 1st Edition,
Eight greater demons make up the Ahni-Tenat’ii. The number of
both written by N. Robin Crossby.
demons within each tier increases sharply as one goes down the hierarchy;
each order has eight times the membership of the one above. Therefore,
there are eight Ahni-Tenat’ii, 64 Ahni-Meket’ii, 512 Ahni-Telment’ii, and so
on. The number of V’ii is thought to be just over two million. V’II
Individuals within an order vary considerably in size, strength, and
ability. Strong and cunning demons can claw their way up the ladder, Habitat: Yashain
dislodging their superiors and plunging them down one or more tiers. Lesser Height: 44–60”
V’hir are often traded, stolen, or enslaved by their betters, each time being Weight: 80–120 lb
Diet: Carnivore (choice)
branded with their new master’s sigil. Over time, this changes not only a
Lifespan: Immortal
demon’s countenance, but also his powers, a process that threatens to drive
Group: Solitary or 2–12
demonologists mad in their quest to accurately catalog the V’hir.
ATTRIBUTES
Slaying V’hir 09 STR 13 EYE 08 INT 08 END
V’hir do not suffer injuries in the same way as mortal creatures. They 09 STA 11 HRG 08 AUR 11 MOV
are immune to shock rolls caused by physical trauma and do not accrue 10 DEX 10 SML 06 WIL 25 FLY
Fatigue. They accumulate Injury Levels and are dissolved when these levels 11 AGL 09 VOI
exceed END (Under HârnMaster 1st edition rules, they accumulate Injury SKILLS
Points and are killed when these exceed END×5). The body of a dissolved 45 INITIATIVE 55 AWARENESS
V’hir burns to nothingness and its soul returns to its master until being 55 DODGE 40 PYROKINESIS
reformed completely, usually after 1d100 days. 60 MACE 5B 60 WHIP 2B
60 BUCKLER

V ’II
Agrik’s Militia
The V’ii are the teeming hordes at the bottom
ARMOUR
B6 E5 P4 F5 GAC 2
STRIKE LOCATIONS
of the pecking order, numbering at 2,097,152. 01–06 Head
This figure should be taken with caution; at 07–08 Neck
any time, a substantial number of V’ii are 09–16 • Shoulder
17–24 • Upper Arm
busy regenerating their bodies after taking the
25–28 • Elbow
brunt of the assaults on Agrik’s enemies. The 29–32 • Forearm
V’ii resemble the greater V’hir but are much 33–34 • Hand
weaker; they stand only three and a half to 35–40 • Wing
five feet tall. They overcome their weakness 41–55 Thorax
by ganging up on their enemies, burying them 56–68 Abdomen
under a wave of flailing maces and whips. They 69–84 • Hip
are immune to fire but afraid of full daylight. 85–87 Tail
The V’ii have an affinity with fire but, unlike 88–94 • Thigh
their stronger superiors, have no talent for 95–96 • Knee
true magic. Still, when concentrating very 97–98 • Calf
hard, they can cause flammable objects to 99–00 • Foot
smoulder and burn under their gazes. • Odd = Left, Even = Right

Copyright © 2013, Bernhard Bihler, Columbia Games Inc., and N. Robin Crossby HârnWorld
V’HIR 2

A HNI-LAUMAK’II
Soldiers of Balgashang
The second-lowest order of V’hir are the
AHNI-LAUMAK’II
Habitat:
Height:
Yashain
60–66”
common footsoldiers of Balgashang. Although Weight: 120–150 lb
they theoretically number 262,144 bloodthirsty Diet: Carnivore (choice)
killers, at any given time many of them are Lifespan: Immortal
Group: Squad of 8
regenerating their bodies in the blood-
drenched chambers of Agrik’s fortress. ATTRIBUTES
The number of casualties among the 12 STR 14 EYE 07 INT 11 END
ranks of the Ahni-Laumak’ii is one of the 12 STA 12 HRG 06 AUR 12 MOV
most important factors determining the 11 DEX 10 SML 10 WIL 20 FLY
progress of the eternal war with the forces of 12 AGL 08 VOI
Larani, Agrik’s archenemy. In combat, the SKILLS
Ahni-Laumak’ii work themselves into a 55 INITIATIVE 60 AWARENESS
frenzy and charge the enemy lines in an 55 DODGE 90 JUMPING
unruly horde of flailing limbs and hacking 70 AXE 6E 70 MACE 5B
weapons, completely oblivious to battle order or tactics. The powerful 60 BUCKLER 60 CLAWS 4E
lunging jump at the end of their charge is boosted by a snap of their
SPECIAL
wings and can easily carry them into the third or fourth rank of an enemy Lunging Jump: When charging
formation. The blood-curdling screams of Agrik’s footsoldiers have driven (engaging) an enemy, the demon can,
fear into many a stalwart heart, for all the enemies of the dread warlord with a successful JUMPING check, safely
know that to fall to these brutes means suffering a brutal death after torture traverse up to 15 feet through the enemy’s
and dismemberment. Physically, the Ahni-Laumak’ii resemble their V’hir engagement zone to attack another
superiors but stand only five to five and a half feet tall. opponent instead, gaining a +25 bonus to
AML on this attack.

A HNI-HARAGK’II
Knights of Blood
The blood-knights are the heavy infantry of Agrik’s army, numbering
ARMOUR
B6 E5 P4 F5 GAC 2
STRIKE LOCATIONS
See V’ii.
32,768. At six feet tall and packed with powerful muscles under thick
scales, they are ideally suited for close combat at the spearhead of an
advancing army. Unlike most V’hir, the Ahni-Haragk’ii do not have wings. AHNI-HARAGK’II
Demonologists surmise that Agrik deemed
them unnecessary for their combat role and Habitat: Yashain
removed them to take away an easy means Height: 72”
Weight: 190 lb
of escape. The Warlord of Blood need not
Diet: Carnivore (choice)
have worried, as the Ahni-Haragk’ii are Lifespan: Immortal
among the most fearless of his subjects, Group: Solitary or Octad
happily impaling themselves on the
weapons of their enemies in an effort ATTRIBUTES
to get close enough to shred flesh and 15 STR 10 EYE 11 INT 15 END
tear off limbs. The Ahni-Haragk’ii are 15 STA 12 HRG 09 AUR 10 MOV
sadists and love to tear into the ranks of their 13 DEX 10 SML 14 WIL
12 AGL 10 VOI
most hated enemies, the Laranian knights of
Dolithor, thus proving the superiority of their SKILLS
brutal mercilessness to their “weak-blooded 65 INITIATIVE 55 AWARENESS
and chivalrous” foes. The Ahni-Haragk’ii 60 DODGE 45 CHARM
usually wield burning swords and steel- 65 WHIP 3B + 4F 65 CLAWS 4E
link whips from the forges of Balgashang. 70 BROADSWORD 6E + 4F
Their most feared attack is their burning ARMOUR
gaze, which has caused many an enemy B7 E9 P6 F8 GAC 3
to falter and lose one precious moment
only to find a burning sword buried deep STRIKE LOCATIONS
As human.
in his guts.

Copyright © 2013, Bernhard Bihler, Columbia Games Inc., and N. Robin Crossby HârnWorld
V’HIR 3

A HNI-DOTEL’II
Emissaries of Flame
The Ahni-Dotel’ii are among the most versatile of the V’hir. They act as
AHNI-DOTEL’II
Habitat:
Height:
Yashain
66”
heralds, spies, negotiators, torturers, and subcommanders. Wily, vicious, and Weight: 150 lb
Diet: Carnivore (choice)
very skilled at fire magic, they are often called upon to undertake solitary
Lifespan: Immortal
missions all across Kelestia. Unscrupulous mages sometimes summon them Group: Solitary
to wrest the secrets of destructive magic from their murderous minds but
only the strongest mages succeed in the long run. ATTRIBUTES
14 STR 13 EYE 14 INT 15 END
The Ahni-Dotel’ii are also unusual among the servants of Agrik for 16 STA 11 HRG 18 AUR 12 MOV
another trait normally not displayed by his minions: they can be very 13 DEX 15 SML 15 WIL 22 FLY
patient, devising plans destined to bear fruit after centuries and waiting 12 AGL 13 VOI
for the perfect moment to implement them. This also makes them very
SKILLS
dangerous to all who have run afoul of them. They never forget a slight or
65 INITIATIVE 65 AWARENESS
setback and pursue vengeance with a connoisseur’s passion. Other demonic 65 DODGE 90 PELEAHN
servants of Agrik tear their foes apart and soon forget about those who get 90 SENSITIVITY 90 TELEPATHY
away, but not the Ahni-Dotel’ii. They harbor their grudges for eternity and 75 MENTAL CONFLICT 80 INTRIGUE
if they cannot exact vengeance on the one who wronged them, they are 90 TORTURE 65 CLAWS 4E + 5F
happy enough to exterminate their descendants centuries later.
SPECIAL
Although they are physically similar to the higher orders of V’hir, they Burning Aura: Ahni-Dotel’ii are
have a burnt appearance, with wings charred to the bone and scales singed constantly surrounded by burning flames.
a reddish-black. This does not hinder their function, however, and their Anyone hit by their attacks or striking
crisp wings can easily carry them aloft on the super-heated air streaming up them barehanded suffers an additional
from their own bodies. The Ahni-Dotel’ii are constantly wreathed in flame A*2 strike with Fire Impact 5 to the
and enjoy leisurely cremating whole kingdoms in their rare spare time. corresponding hit location.
Thankfully, most of them are on assignment at any given time, since their Natural Magic: Ahni-Dotel’ii can use
number of 4,096 is hardly enough to handle all the special missions given to any Peleahn spell in play. Their EML is
them by their superiors. 90 minus five times the spell’s complexity
level.
ARMOUR
B6 E7 P4 F12 GAC 2
STRIKE LOCATIONS
01–06 Head
07–08 Neck
09–16 • Shoulder
17–24 • Upper Arm
25–28 • Elbow
29–32 • Forearm
33–34 • Hand
35–40 • Wing
41–55 Thorax
56–68 Abdomen
69–84 • Hip
85–87 Tail
88–94 • Thigh
95–96 • Knee
97–98 • Calf
99–00 • Foot
• Odd = Left, Even = Right

Copyright © 2013, Bernhard Bihler, Columbia Games Inc., and N. Robin Crossby HârnWorld
V’HIR 4

A HNI-TELMENT’II
Field Commanders
As field commanders of Agrik’s army, the 512 Ahni-Telment’ii have
AHNI-TELMENT’II
Habitat:
Height:
Yashain
78”
the difficult task of imposing order on the teaming multitude of the lesser Weight: 200 lb
Diet: Carnivore (choice)
ranks of the soldiery of blood. They are harsh taskmasters and brook no
Lifespan: Immortal
insolence. They often make examples of lesser V’hir for the slightest of Group: Solitary plus army
reasons, a simple necessity to impose a minimum of order and discipline on
an army composed of blood-thirsty killing machines, sadistic opportunists, ATTRIBUTES
and fire magic–wielding tyrants. 22 STR 16 EYE 13 INT 20 END
18 STA 15 HRG 13 AUR 13 MOV
The Ahni-Telment’ii soar on their mighty wings high above their troops, 15 DEX 11 SML 20 WIL 26 FLY
giving orders telepathically and occasionally swooping down to discipline 13 AGL 13 VOI
wayward soldiers or take an active part in the fighting when the army’s
SKILLS
advance halts. Ahni-Telment’ii mercilessly drive their troops on toward
80 INITIATIVE 70 AWARENESS
victory. Any delay or hold-up provokes their vicious temper. Most of the 65 DODGE 65 PELEAHN
warriors under their command will gladly charge into superior enemy 65 SENSITIVITY 90 TELEPATHY
formations and risk almost certain dissolution rather than face their field 90 WHIP 6E + 4F 80 TORTURE
commander’s wrath. After all, a body takes no more than 100 painful days 85 SICKLE 7E + 4F 85 CLAWS 6E + 4F
of regeneration to restore, while the disciplinary action meted out by the 75 ORATORY (COMMAND)
Ahni-Telment’ii might last for half of eternity and be a lot more painful.
SPECIAL
The Ahni-Telment’ii resemble the Sons of Agrik but have a leaner, more Burning Aura: Ahni-Telment’ii are
vicious look to them. Their huge wings are of the deepest black and trail a constantly surrounded by burning flames.
cloud of smoke and ash when they flap across the sky above the battlefield. Anyone hit by their attacks or striking
Every field commander wields a burning steel-link whip studded with hooks them barehanded suffers an additional
and barbs and carries a flaming sickle to apply the ten thousand cuts and to A*2 strike with Fire Impact 5 to the
corresponding hit location.
eviscerate his prey.
Natural Magic: Ahni-Telment’ii can use
any Peleahn spell in play. Their EML is
65 minus five times the spell’s complexity
level.
ARMOUR
B7 E5 P4 F10 GAC 2
STRIKE LOCATIONS
01–06 Head
07–08 Neck
09–16 • Shoulder
17–24 • Upper Arm
25–28 • Elbow
29–32 • Forearm
33–34 • Hand
35–40 • Wing
41–55 Thorax
56–68 Abdomen
69–84 • Hip
85–87 Tail
88–94 • Thigh
95–96 • Knee
97–98 • Calf
99–00 • Foot
• Odd = Left, Even = Right

Copyright © 2013, Bernhard Bihler, Columbia Games Inc., and N. Robin Crossby HârnWorld
V’HIR 5

A HNI-MEKET’II
High Commanders
Right below the Sons of Agrik range the 64 Ahni-Meket’ii, the high
AHNI-MEKET’II
Habitat:
Height:
Yashain
84”
commanders in the forces of Agrik. Each of the V’hir princes has a staff of Weight: 280 lb
Diet: Carnivore (choice)
eight loyal Ahni-Meket’ii who are charged with carrying out their master’s
Lifespan: Immortal
orders. The high commanders are branded with their prince’s sigil and take Group: Solitary
on some of the prince’s physical characteristics. For example, the Ahni-
Meket’ii serving Prince Aneshar have a diseased look about them, with flesh ATTRIBUTES
covered in running sores and a smell to match, while the Ahni-Meket’ii of 28 STR 13 EYE 14 INT 24 END
22 STA 12 HRG 18 AUR 14 MOV
Prince Mologoshka have feral countenances and are more comfortable in
14 DEX 11 SML 22 WIL 26 FLY
the presence of outlandish beasts than their own Ahni-Dotel’ii. 12 AGL 12 VOI
In general, the Ahni-Meket’ii resemble their masters very closely.
SKILLS
Their physique is even more massive, ideally suited to intimidating the
80 INITIATIVE 60 AWARENESS
sadistic masses with tyrannical might, but their fearsome mien pales in 60 DODGE 90 PELEAHN
comparison to the absolute evil radiating from the Sons of Agrik. They 90 SENSITIVITY 90 TELEPATHY
usually forego the use of weapons, preferring to command from the front 85 CLAWS 7E + 6F 85 TACTICS
lines, tearing their foes asunder with their giant claws or cremating them 80 ORATORY (COMMAND)
with conjured flames. The sight of an Ahni-Meket’ii shredding half a dozen
SPECIAL
armoured foes with a sweep of one claw and incinerating half a dozen
Burning Aura: Ahni-Meket’ii are
more with a lazy gesture of the other is something not easily forgotten. constantly surrounded by burning flames.
The direct intervention of an Ahni-Meket’ii on the battlefield often decides Anyone hit by their attacks or striking
the outcome of the conflict. Causing one of these one-demon-armies to them barehanded suffers an additional
dissolve, as rare as it is, constitutes a major victory for Agrik’s enemies and A*2 strike with Fire Impact 6 to the
tends to bring major disorder to the Fiery Warlord’s battle plans. corresponding hit location.
Natural Magic: Ahni-Meket’ii can use
any Peleahn spell in play. Their EML is
90 minus five times the spell’s complexity
level.
ARMOUR
B8 E8 P6 F10 GAC 3
STRIKE LOCATIONS
01–06 Head
07–08 Neck
09–16 • Shoulder
17–24 • Upper Arm
25–28 • Elbow
29–32 • Forearm
33–34 • Hand
35–40 • Wing
41–55 Thorax
56–68 Abdomen
69–84 • Hip
85–87 Tail
88–94 • Thigh
95–96 • Knee
97–98 • Calf
99–00 • Foot
• Odd = Left, Even = Right

Copyright © 2013, Bernhard Bihler, Columbia Games Inc., and N. Robin Crossby HârnWorld
V’HIR 6

A HNI-TENAT’II
The Sons of Agrik
The Sons of Agrik, the “Eight Demons,” are the dread warlord’s most
AHNI-TENAT’II
Habitat:
Height:
Yashain
90”
powerful servants. The Ahni-Tenat’ii are creatures of darkness and flame Weight: 280 lb
who rule over the lesser V’hir through force and intimidation. Diet: Carnivore (choice)
Lifespan: Immortal
Born from eight drops of blood that fell when Larani cut the claws from Group: Solitary
Agrik’s hand, and shaped into their master’s form by the craft of Ilvir, they
ATTRIBUTES
are Agrik’s most loyal servants, unable to raise a claw against the god from
30 STR 11 EYE 15 INT 28 END
whose flesh and bones they are shaped. They have inherited Agrik’s burning 22 STA 11 HRG 21 AUR 16 MOV
ambition and flaring hatred. That they cannot smite their creator and take 15 DEX 11 SML 24 WIL 30 FLY
his place only seems to fuel their lust for conquest and laying ruin to foes 12 AGL 11 VOI
within their reach.
SKILLS
Physically, they are Agrik’s spitting image, although smaller and less 85 INITIATIVE 55 AWARENESS
powerful. Many who encounter them confuse them with the god himself. 65 DODGE 95 PELEAHN
That confusion is normally short-lived, as are the confused themselves, for 95 SENSITIVITY 95 TELEPATHY
the V’hir, and especially the Ahni-Tenat’ii, exemplify the survival-of-the- 95 MACE 11B + 8F 90 WHIP 8B + 8F
fittest dogma of Agrik’s church and delight in taking weaker creatures apart 80 CLAWS 8E + 8F
both physically and spiritually. When one arouses the attention of one of SPECIAL
the Eight, death is usually close at hand. Burning Aura: Ahni-Tenat’ii are
The eight Ahni-Tenat’ii are: constantly surrounded by burning flames.
Anyone hit by their attacks or striking
• Prince D’kahn, “The Harbinger of War,” is Agrik’s herald and banner-
them barehanded suffers an additional
bearer. He often travels to Kethira to express the warlord’s will and ravish A*2 strike with Fire Impact 8 to the
in his name. corresponding hit location.
• Prince Zakronas, Agrik’s “Master of Pain,” knows all of the “10,000 Natural Magic: Ahni-Tenat’ii can use
Ways.” As Warden of Ak-Syt, he is gaoler and torturer, known for branding any Peleahn spell in play. Their EML is
victim’s souls. 95 minus five times the spell’s complexity
level.
• Prince Aneshar, “The Bringer of Decay,” spreads infection and gangrene,
exterminating the weak and cowardly hiding within fortresses instead of ARMOUR
marching to war. B9 E6 P5 F5 GAC 3
• Prince Rashkahn, “The Screamer in the Dark,” is feared STRIKE LOCATIONS
for inflicting squalid and hopeless death. Once the See Ahni-Meket’ii.
most powerful V’hir, he was laid low by Ashlagya.
• Prince Naidurlas, the “Prince of Rage,” displays
his father’s berserk rage and spreads mindless
carnage. Unable to restrain his bloodlust, he is
unfit for command.
• Prince Molgoshka, “Keeper of the Foul
Chamber,” is master of Agrik’s beasts and rules
the kennels of Balgashang with casual cruelty
and sadistic pleasure.
• Prince Ashlagya, “The Hunter after Life,”
pursues heretics and unbelievers even
beyond death, toying with them to prolong
the enjoyment of the killing.
• Prince Pavahnis, “Judge of the
Faithful,” guards the entrance to
Agrik’s fiery demesne, testing
all souls who wish to enter and
devouring those found wanting.

Copyright © 2013, Bernhard Bihler, Columbia Games Inc., and N. Robin Crossby HârnWorld

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