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Contents
Introduction ..................................................................... 4
Part 1 Characters.............................................................. 8
Part 2 The Nature of Barbarous ................................. 104
Part 3 Scenario ............................................................. 262
Part 4 Rules and Data .................................................. 291

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Introduction

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To the World of Barbarous!

Humanoids and barbarous have been enemies and have been


fighting each other since the dawn of time.
Players played as humanoid adventurers and fought for wealth
and glory, peace, and prosperity within “Sword World 2.0”.
But this book offers a whole new perspective on possible
adventures and adventurers. Players can create barbarous characters
and adventure in the World of Barbarous with this book.
In Core Rulebooks, barbarous were present as foreigners in
humanoid lands and as monsters. However, this book contains
information on how to play a barbarous PC and guides on how to
play one, a collection of short stories, and episodes for a better
understanding of barbarous.
However, we do not recommend becoming a barbarous PC to
attack or plunder humanoid cities. Now the World of Barbarous is
experiencing a period of civil wars between local warlords.
Meanwhile, pcs can fight stronger barbarous, occasionally cooperate
with them, and go through lots of adventures rising before them.
Of course, using this book, you can also play as a barbarous PC
inside a humanoid society.
Explore the world of Raxia created by three swords to your
heart’s content as barbarous!

Structure of This Book


In “Part 1: Characters”, in addition to the existing 8 races, you
can find 4 new ones: Drake Knight, Basilisk, Lizardman, and
Centaur are newly posted. New history tables for barbarous are
added, Weakness checks and a reputation system for barbarous is
also explained here.
In “Part 2: The Nature of Barbarous”, the barbarous races are
divided into 18 categories. You can find stories, illustrations, and
more detailed explanations for those categories. Use this part as a
reference for understanding their culture and worldview. This part
can greatly help you with role-playing barbarous PC or NPC.

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“Part 3: Scenario” contains the necessary information for GM on
how to construct an adventure in a barbarous society. In addition,
you can find one scenario for the barbarous PCs.
In “Part 4: Data,” you can find new rules for characters with
transformation abilities, and new items for barbarous, named
monsters. The status sheet after the transformation is also included
here.

Discuss Before Using This Book


When using the data and rules presented in this book, be sure
to discuss rules and setting with GM and with other players.
Barbarous PC can have extreme stats and racial abilities that can
be unbalanced in comparison to humanoid races and can cause
dissatisfaction among players and make it difficult for GM to
balance the game.
There may also be players who are reluctant to become
barbarous and adventure into barbarous lands. When playing with
this book, ensure everyone is on board with the presented rules and
setting.

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Rulebooks and Rules Used
This book uses rules presented in “Core Rulebook I Revisited
Edition,” “Core Rulebook II Revisited Edition,” “Core Rulebook
III Revisited Edition,” and “Core Rulebook EX.” In particular, the
combat feats using the revised version from “Core Rulebook EX.”
If you don’t use the revised combat feats, be sure to reselect some
of the sample characters' revised combat feats.
Also, in “Core Rulebook EX,” only 6 levels of revisited combat
feat are present, so if you want to play with them over the 6th level,
see the “Ignis Blaze” supplement.

About Description and References


In this book, references to some terms are given in the form of
(see p. XXX). These should be handled as follows.
(see p. XXX): References pages from this book.
(see YY p. XXX): References pages from the YY book. YY can
be the following:
“CR I”, “CR II”, “CR III”: Core Rulebooks I, II, and III Revised
Editions.
“EX”: Core Rulebook EX
“AW”: Alchemist Works
“BT”: Barbarous Tales
“WT”: Wizards Tome
“CG”: Cardia Grace
“IB”: Ignis Blaze
“LL”: Lumiere Legacy.
“FC”: Fortuna Code
“PH”: Natural History of Feidan
“PZ”: Natural History of Zalts
“PY”: Natural History of Yulleria
“PD”: Natural History of Dagnia

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Part 1 Characters

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Drake Knight

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Character Commentary
He is a representative of young Drake’s elite and has just become
acknowledged as a warrior.
Drakes are born from eggs and have worn magic swords since
their birth. This character also possesses a Greatsword - a magic
sword that can fully utilize its high strength. With it, Drake Knight
can have extremely high destructive power.
All classes of this character are at 1st level, but generally, high
stats make up for it, and the racial ability [Flight/Soaring] increases
Accuracy and Evasion. Drake has also mastered the conjurer class,
and they can use it to increase its power even more with Conjurer’s
support magic. Since the character has mastered [Mana Strike]
combat feat, it can also increase the damage in an instant.
And above all, Drake's main characteristic comes into play –
racial ability [Dragonification] and the new class Heritor who
complements other characters' abilities. Drake can completely
recover HP and MP using [Dragonification] and can attack 3 times
while getting its body to be divided into 3 sections. If he gets into a
difficult situation or runs out of MPs, they shouldn’t hesitate to make
a jump. However, it would be best if you were careful about using
this ability because the armor will be gone while using
[Dragonification].
Play as the elite of barbarous, as overwhelming Drake.
※You can find the status sheet after transformation at p. 353.

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Drake Knight PC
Drakes are Barbarous destined to become generals from birth,
reflecting the power and will of the Second Sword, Ignis, the most.
A Drake possesses a magical sword that can be said to be half of
themselves from the time they’re born, and that sword is as much a
part of the Drake as any other body part. They also have two
beautifully curved horns protruding from their foreheads and large
membranous wings on their backs.
In addition to being skilled with swords, Drake Knights also have
a high aptitude for magic. They have an incredible presence among
the lower Barbarous, so much that Goblins, Boggarts, and other
monsters will show their reverence at the mere sight of a Drake
Knight. It is said that the Barbarous King who destroyed the
Magitech Civilization in the Diabolic Triumph (Diabolic Triumph)
about 300 years ago was also a Drake and is thought to have
possessed formidable fighting skills and wits.
Additionally, Drake Knights can transform themselves into the
form of a dragon by absorbing their sword into their body. In this
new form, they can be as small as 3 meters and as large as 10 meters
and are covered with scales that shine with a metallic sheen. Their
wings can cut through enemies like a sharp blade, and they can
control magic in this form as well, giving them tremendous fighting
power.
Drakes are born from eggs and are considered full-fledged
warriors at age 15. After that, they are immortal; some drakes have
been known to live 10,000 years. As soon as they reach adulthood,
Drakes are only somewhat superior to other races, but they quickly
learn how to fight, understand magic, and grow into formidable
beings.
Starting Languages: Drake Knights can read and write Trade
Common, Barbaric, and Drakish.
Restricted Classes: None
Starting Soulscars: 4

Racial Abilities
[Darkvision]: Drake Knights can see in the darkness as well as
they can during daytime.

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[Magic Sword]: The Drake Knight possesses a Magic Sword at
character creation. When creating a character, gain one B-rank
melee weapon of your choice (excluding specialties, school
equipment, and magic weapons) at no cost to you. Drake's Magic
Sword is treated as a Magic Weapon and can also be used as a
magical implement. The power of the magic sword can be
strengthened by the Infusions of the Heritor class.
See details on Drake's Magic Sword on p. 318.
[Flight/Soaring]: A Drake Knight may spread their wings and
take flight. Their movement speed remains the same as Drake’s
Agility.
While flying, a Drake Knight receives a +1 bonus to both
Accuracy and Evasion. When the Drake Knight uses
[Dragonification], this ability will change to [Flight/Soaring] and be
used by [Section: Wing]. If the HP of either of the wings drops
below 0, the [Flight/Soaring] ability is lost.
[Dragonification]: As a Major Action, the Drake Knight absorbs
their Sword and turns into a dragonic form. After transforming, the
number of sections they have will increase to 3, and the character
will have the following sections: [Section: Body (Main Section)],
[Section: Wing] x2. Once transformed, they cannot return to
human form for one hour.
Their HP and MP will be restored to their maximum values
when the Drake Knight transforms. In addition, any advantageous
or disadvantageous effects that have an effect on time will be
retained. They can still use the classes and magic of their human
form with [Section: Body]. They also gain the Wrestling weapon
Claw as an innate weapon and the Unique Skill “Breath of Light”.
[Wing] Sections cannot use any class abilities or magic and can only
use melee attacks (counting as Wrestling weapons) as a Major
Action. See “Base Stats for Other Sections” for Defense values for
[Section: Body] and [Section: Wing] on p. 311.

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Unique Skill
[Breath of Light / Adventurer Level + Vitality Modifier damage /
Fortitude / Half]
Range/Area: 30m/Shot. Target: 1 Character. The Drake spits a
sphere of burning light. Effect: Deals Power 20 + Adventurer Level
+ Vitality Modifier damage. The Drake Knight uses their
Adventurer Level + Vitality Modifier as the check, opposed by the
target’s Fortitude. If the Drake Knight has learned the [Guided
Magic] Combat Feat, they can breathe into a battlefield without
misfiring.

Enhanced Racial Traits


6th Level: When the Drake Knight uses [Dragonification], their
[Section: Body] can choose to carry over active status effects before
the transformation, or to lose all effects.
11th Level: The Drake Knight can now perform
[Dragonification] as a Minor Action. In addition, the Drake Knight
is immune to all damage and effects from Energy-type attacks when
in dragon form.
13th Level: [Flight/Soaring] is enhanced to [Flight II/Soaring II],
giving the Drake Knight a +2 bonus to Accuracy and Evasion while
flying. In addition, movement speed while flying will be double the
Drake Knight’s Agility score.

Weakness (during combat Weakness check to hide Weakness)


Magic Damage +2 pts.

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Drake Knight Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Martial Artist Enhancer 13/12/7 2500
5-6 Necromancer Conjurer 11/12/9 2000
7 Warrior Fighter 12/15/5 2000
8-9 Shapeshifter Heritor 12/14/6 2500
10-12 Scholar Sage 11/13/8 2500

Determination of Drake Knight Ability Scores


A:1d B:1d C:2d D:2d E:2d+6 F:2d

Dragonification In-Depth Explanation


When a Drake Knight is transformed into dragon form using
[Dragonification], all items, including weapons and armor and items
such as mako stones, are removed and become useless, except for
any Ear Accessories.
Therefore, the Drake Knight may be unexpectedly weakened by
the dragonification process without advancing far into the Heritor
class.
As the Drake Knight grows, the basic abilities of each section will
improve, and there will be opportunities to acquire Infusions. In
addition, they will be able to enhance your magic sword, breath,
Accuracy, Evasion, and HP.
If you want to go around in Dragon form when the time comes,
please check “Heritor class (see p. 299),” “Basic Status of Other
Sections (see p. 311),” and “Rules for Shapeshifting and Handling
of Multiple Sections (see p. 292)” to get a good grasp of the rules.

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Basilisk

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Character Commentary
They are a Basilisk wizard, a ruler class that is said to be the force
that can split Drakes into two warring factions.
Basilisk eyes contain the power of the evil eye, which can petrify
anyone who looks at them. In addition, their blood is extremely
toxic and can harm anyone who comes in contact with it.
In addition, they can transform into Monstrous Forms to prevail
in dangerous situations. This character is a highly capable sorcerer
with high Intelligence, making them terrifying wizards. You can also
use [Evil Eyes and Petrifying Gaze] to petrify your opponent with
Minor Action.
And when they [Monstrous Form], their HP and MP will be
completely recovered, so it is possible to reverse the situation under
your control. However, this is considered a last resort, as the
transformation significantly reduces Intelligence and Basilisks are
generally ashamed of the appearance of the eight-legged lizard after
the transformation.
Support your friends with your magical power and petrify your
enemies with [Evil Eye]!
※You can find the status sheet after transformation at p. 353.

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Basilisk PC
Basilisks stand atop the Barbarous, alongside the Drake Knights,
as the most powerful ruling class. At a glance, they are nearly
indistinguishable from ordinary humans. However, a Basilisk’s
Gaze has been so corrupted by evil powers that it can petrify anyone
they look upon. To not petrify everyone indiscriminately, a Basilisk
will often be seen with blindfolds on. This is only a symbolic gesture,
though, as the Basilisk can still see just as well as they would
normally, and the power of their evil Gaze can be used right through
the blindfold without any hindrance. Their evil is not just present in
their eyesight, either, as even the Basilisk’s blood is so vile and
corrupted it will poison anyone who would strike at them.
However, the true power of a Basilisk is found when they
transform into a monstrous form, taking the shape of a massive, 5
m-long lizard with eight legs. This hideous form is incredibly
powerful, as allowing the evil within to take form grants significant
power to their petrifying Gaze. On the other hand, in this form, the
Basilisk’s Intelligence is diminished to a large extent, and despite the
power, increase granted, the Basilisk will be hesitant to use this form.
Basilisks tend to see themselves as the hedonistic noble class of the
Barbarous, acting only in their own interest, unlike the various
conquering Drakes. By unleashing the monster within, they lose this
sense of gracefulness and lower themselves to being just another
savage monster.
While Basilisks tend to stick with a humanoid appearance most
of the time, they reproduce by laying eggs and not through live birth.
Newly hatched Basilisks will be as helpless as human children but
will quickly grow self-sufficient. A Basilisk is considered an adult at
the age of 15 and is thought to have a natural lifespan of 500 years.
Starting Languages: Basilisk can read and write Trade Common,
Barbaric, Basilisk, and Drakish.
Restricted Classes: None
Starting Soulscars: 4

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Racial Abilities
[Evil Eyes and Petrifying Gaze]: The Basilisk carries the power
of petrification in their sight. The Basilisk does not need a Magical
Implement when using Truespeech or Spiritualism Magic. They
also gain the B-rank “Evil Eye of Petrification” from the List of Evil
Eyes (see p. 315) and can use it once per turn as a Minor Action.
[Poisonous Blood]: The blood of a Basilisk is suffused with evil
and is toxic to the touch. If the Basilisk takes physical damage from
a melee attack, the attacker takes 1d magical Poison-type damage at
the end of the Basilisk’s turn.
[Monstrous Form]: As a Major Action, the Basilisk changes into
a monstrous form, becoming an eight-legged lizard. After
transforming, the number of sections they have will increase to 3,
and the character will have the following sections: [Section: Head
(Main Section)], [Section: Body], and [Section: Evil Eye].
Additionally, their Intelligence is reduced by -12, to a minimum of
1. Once transformed, they cannot return to human form for one
hour.
When the Basilisk transforms, its HP and MP will be restored
to their maximum values. In addition, any advantageous or
disadvantageous effects that have a duration will be retained. The
Basilisk’s [Poisonous Blood] ability now applies to each section.
The Basilisk’s [Section: Head] can still use the classes and magic
of their human form, though it cannot use any Evil Gazes, and also
gains the Wrestling weapon Bite as an innate weapon (see p. 313).
The [Section: Body] cannot use any class abilities or magic, gains
the Wrestling weapon Claw as an innate weapon, and can only use
melee attacks as a Major Action.
The [Section: Evil Eye] does not have any melee attacks but can
use any of the Evil Gazes the Basilisk may have acquired.
See p. 311 for Defense values for [Section: Head], [Section:
Body], and [Section: Evil Eye].

Unique Skill
[Evil Eye of Petrification / Adventurer Level + Spirit Modifier
damage / Willpower / Null]
Range/Area: 10m/Target. Target: 1 Character. Type: Curse. Effect:
The Basilisk uses their Adventurer Level + Spirit Modifier as the
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check instead of the target’s Willpower. This gives the effect of
“Petrification” Status (Dexterity and Agility -6) (see EX, p. 73 or BT,
p. 28). You cannot gain any loot from a completely petrified target.

Enhanced Racial Traits


6th Level: When the Basilisk transforms into their [Monstrous
Form], their [Section: Head] can choose to carry over active status
effects before the transformation or lose all effects. In addition, the
Basilisk is immune to all damage and effects from Poison-type
attacks when in monstrous form.
9th Level: The damage dealt by [Poisonous Blood] increases to
2d damage.
11th Level: The Basilisk can now transform into their
[Monstrous Form] as a Minor Action.

Weakness (during combat Weakness check to hide Weakness)


Water/Ice Damage +3 pts.
Basilisk Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Martial Artist Enhancer 7/13/13 2500
5-6 Magician Sorcerer 6/12/15 2000
7 Warrior Fighter 9/12/12 2000
8-9 Shapeshifter Heritor 8/11/14 2500
10-12 Scholar Sage 7/10/16 2500

Determination of Basilisk Ability Scores


A:1d+6 B:2d C:2d D:2d E:1d F:1d

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Do Mirrors Reflect Evil Gazes?
If the Basilisk uses its “Petrifying Gaze” on a target holding a
mirror or similar object, there is a possibility the Gaze might be
reflected. If the target of the “Petrifying Gaze” has their Willpower
check 4 or more points higher than the Basilisk’s check to use the
Gaze, then the Gaze will be reflected. If this occurs, the Basilisk
cannot make a Willpower check of its own to resist the Gaze and is
automatically affected by its own “Petrifying Gaze.” However, if the
Basilisk knows any other Evil Gazes, they cannot be reflected in this
way.

Basilisk Monstrous Form In-Depth Explanation


When a Basilisk is transformed into the monstrous form using
[Monstrous Form], all items, including weapons and armor, as well
as items such as mako stones, are removed and become useless,
except for any Ear Accessories. Therefore, the Basilisk may be
unexpectedly weakened by the transformation process without
advancing far into the Heritor class. As the Basilisk grows, the basic
abilities of each section will improve, and there will be opportunities
to acquire Infusions. In addition, they will be able to enhance your
magic sword, breath, Accuracy, Evasion, and HP.
If you want to go around in Monstrous form when the time
comes, please check “Heritor class (see p. 299),” “Basic Status of
Other Sections (see p. 311),” and “Rules for Shapeshifting and
Handling of Multiple Sections (see p. 292)” to get a good grasp of
the rules.
Also, when a Basilisk transforms, its Intelligence is reduced by
12 points. This makes it difficult for the Basilisk to make rational
decisions, but how much of this is reflected in the game is up to the
players to decide within the scope of their role-playing. At the very
least, it is best to assume that the Basilisk can understand the
instructions and advice of the other PCs so as to avoid derailing the
session

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Lizardman

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Character Commentary
A lizardman priest who fights with divine magic and martial arts.
As a cleric of the war god Dalkhrem, he is good at supporting
friends and healing injuries. But as a Grappler, he is also good at
fighting on the frontline.
In particular, they are good at fighting with its tail, and using its
Enhancer class and technique [Dragon Tail], he can empower the
tail every round. Because of that, Lizardman’s tail has high Accuracy
and damage.
Lizardman is also good underwater and does not receive
penalties for underwater actions. They are also resistant to poison
and diseases, so they will not easily fall down, even if he is suddenly
caught off guard.
Become the embodiment of the war god Dalkhrem, go to the
front line and slam your lengthy tail against your enemies!

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Lizardman PC
Lizardmen are an odd species of Barbarous, being more
reptilian in nature than mammalian. Covered entirely in scales, they
stand at most 2 meters tall, though this does not take into account
the length of their tails. These tails provide the Lizardman with
improved movement when underwater, which, combined with their
ability to hold their breath for an hour (similar to the Elves), makes
them a dangerous foe both in and out of the water. A Lizardman’s
tail is also a powerful weapon in its own right, so even unarmed
Lizardmen are still incredibly dangerous.
As a species, Lizardmen tend to be fairly reclusive, interacting
poorly with other races, whether Barbarous or otherwise. However,
suppose someone works to fit in with them and is seen as an equal
instead of an enemy. In that case, the Lizardmen will be incredibly
loyal and work alongside that person without hesitation. Young
Lizardmen are seen as adults at the age of 20 years, and they can
live up to around 300 years or so, barring a violent end. While there
are female Lizardmen, they are rarely seen by outsiders, and so
many believe that the race is entirely male.

Starting Languages: Lizardmen can speak, read and write


Barbaric, Lizardman, and Dragonic.
Restricted Classes: None
Starting Soulscars: 3
Racial Abilities
[Tail]: A Lizardman can use the Wrestling weapon Tail,
regardless of class.
[Underwater Aptitude]: Lizardmen do not receive penalty
modifiers for underwater actions but cannot breathe, speak, or
cast spells underwater.
[Breathless]: You can operate without breathing for 1 hour.
You gain a +4 bonus modifier to Fortitude and Willpower
checks against Poison-Type and Disease-Type effects.

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Enhanced Racial Traits
6th Level: Gain one new racial trait of choice: [Cooperation] or
[Revenge].
[Cooperation]: For each other ally in the same battlefield (not
including mounts), gain a +1 bonus modifier to Accuracy (max +4).
Allies with multiple body sections only count as one ally.
[Revenge]: At the start of this character’s turn, for each character
in the same battlefield with a current HP less than half of its
maximum HP, increases physical damage dealt by this character by
+2 points (max +8) until the start of their next turn. This effect also
accounts for other parts of other characters and mounts, and the
effect is checked at the start of each turn.
11th Level: Either gain an unlearned racial trait from
[Cooperation] or [Revenge], or the existing [Cooperation] or
[Revenge] is improved.
[Improved Cooperation]: Each ally in the same battlefield (not
including mounts) also gains a +1 bonus to Accuracy. Allies with
multiple body sections only count as one ally.
[Improved Revenge]: Increase damage dealt by this character by
+3 (max +12) for each character in the same battlefield with current
HP less than half of its maximum HP.

Weakness (during combat Weakness check to hide Weakness)


Earth Damage +3 pts.
Lizardman Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Wanderer Ranger 10/9/9 2500
5-6 Brawler Grappler 12/8/8 2000
7 Warrior Fighter 11/10/7 2000
8-9 Feytouched Fairy Tamer 9/8/11 2000
10-12 Cleric Priest 9/9/10 2000

Determination of Lizardman Ability Scores


A:1d B:2d C:2d D:2d E:2d F:1d

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Centaur

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Character Commentary
A centaur lancer runs rampant on the battlefield with their
excellent mobility and sharp spear.
The Centaur, whose lower body is shaped like a horse, is hardy
and can travel long distances, and because of its physique, it can do
Stunts without a mount which other races cannot do.
This character makes the best use of its characteristics and is
good at assault with a spear and [Charge] stunt. They can quickly
close the distance and strike with all their destructive force.
In addition, they have sturdy armor that takes advantage of their
high intellect and strength. Therefore, they can stand their ground
even in a turbulent battle with many enemies.
However, since the lower half of the body is a horse, he is not
good at climbing. Be aware of some places that can challenge him
to move around.
Be a spear that attacks your enemies and a shield that defends
your allies!

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Centaur PC
Centaurs are a race built for the steppes of Terastier, with the
upper half of their body resembling a human and the lower half
being that of a horse. An adult male Centaur will typically stand
around 3 meters tall, though some have been seen to be close to 4
meters, and their weight will end up between 400 and 500 kilograms.
Young Centaurs are considered to be adults and able to venture out
on their own as young as 10 years old, and will often train to become
a warrior for the Barbarous at that age. Left to a peaceful end,
though, a Centaur’s natural lifespan is around 100 years.
With the lower body of a horse, Centaurs naturally desire to run
freely and will often be used by the Barbarous as agile raiders.
However, their physiology does prevent them from easily hiding
from the civilized races, as well as venturing into dungeons. So a
Centaur will often ask for assistance when the mission requires such
tasks to be done. Because of their penchant for being out in the
wilds of nature and having fewer soulscars than most other
Barbarous, Centaurs will occasionally come into contact with and
even contract with fairies to become a Fairy Tamer.
Starting Languages: Centaurs can speak, read and write Barbaric
and Centaurian.
Restricted Classes: Grappler
Starting Soulscars: 3

Racial Abilities
[Half-Horse, Half-Human]: Centaurs can use the Wrestling
weapon Hoof (see p. 313) regardless of class, and their Movement
Speed is twice their Agility. A Centaur cannot ride any mounts but
may be able to act as a mount for another character if equipped
appropriately. Centaurs cannot equip Feet Accessories, though they
can equip a second Waist Accessory in their Feet Accessory slot.
[Kentauroi Combat]: While in combat, a Centaur is considered
to be a mounted character and will gain benefits from weapons and
armor that require the user to be mounted. Additionally, the
Centaur may apply the effects from some Stunts they’ve learned as
a Rider. However, they may not use those Stunts while controlling
another beast mount with [Remote Command].

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Enhanced Racial Traits
6th Level: [Kentauroi Combat] is improved, allowing the Centaur to
carry a character on themselves and treat that character as a
passenger (see CR III, p. 68).
11th Level: [Kentauroi Combat] is improved again, reducing the
penalty modifier for poor footing by half (rounded up to the nearest
whole number).

Weakness (during combat Weakness check to hide Weakness)


Earth Damage +3 pts.
Centaur Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Martial Artist Enhancer 8/9/9 2500
5-6 Feytouched Fairy Tamer 7/9/10 2000
7 Warrior Fighter 8/10/8 2000
8-9 Magician Sorcerer 7/8/11 2000
10-12 Wanderer Ranger 9/8/9 2500

Determination of Centaur Ability Scores


A:2d+6 B:1d C:2d D:2d E:1d F:2d
List of Stunts Usable by Centaurs
1st Level Stunts
[Intimidation], [Attack Obstruction], [Search Command],
[Tandem], [Charge]
5th Level Stunts
[Lion’s Fury]※, [Improved Elevated Attack], [Trample]
10th Level Stunts
[Mounted Command], [Greater Elevated Attack], [Rampage],
[Super Charge], [Improved Attack Obstruction], [Orochi’s Fury]
※: [Lion’s Fury] ’s effect is changed for Centaurs, allowing them
to make an extra attack with their hooves in addition to their Major
Action. Learning [Orochi’s Fury] will simply remove the penalty for
Evasion from [Lion’s Fury].

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Broken Drake

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Character Commentary
This is a Drake magic warrior who lost their sword.
This character mainly fights with [Mana Strike], taking advantage
of their high average abilities. Depending on the situation, the
character can switch from shield to double-handed sword, fire
Spiritualism Magic at the enemy's rearguard, and fight in an adaptive
manner.
Since they are born with [Darkvision], they can fight in the dark
without any problem.
In addition, Drakes can use their unique racial ability [Limited
Dragonification]. To obtain Sword Crystal, Drake must have a
certain level of reputation, but with it, they will be able to fly and
release breaths. They will have an even wider range of options in
battle.
If you have time to prepare for battle, you can cast Spiritualism
Magic to strengthen yourself and your companions before going into
battle.
The barbarous community is very harsh on Drake, who has lost
his sword. At times, even barbarous at the lower end of the scale,
such as Kobolds and Goblins, make fun of them. Overcome these
adversities, and push forward on your own high road to reign once
again as the ruler!

38
39
40
Broken Drake PC
The Drakes are the elite ruling class of the Barbarous, born with
a magical sword in their hands, an extension of Drake's natural
power and mana. However, rarely have there been some Drakes
born without such a sword, and these misfits are often treated in a
derogatory manner, if not abandoned outright. Growing up in such
an environment has left Drake physically and mentally broken, and
their natural abilities will not grow to nearly the same heights as a
full-fledged Drake.
Similarly, Drakes, who had a partner sword and subsequently
lost it in combat, share many of the same characteristics as those
who never had one. The loss of their sword, as important and a part
of the Drake as a body part would be, takes its toll on the Drake,
and they end up just as much a blank slate as the other Broken
Drakes from the shock.
As a result of this broken state, these Broken Drakes have
atrophied wings, and they cannot use them to fly. Additionally, their
ability to transform is greatly limited compared to that of a Drake
Knight, both in appearance and abilities. Their physiology remains
the same as other Drakes, though, in that they reach adulthood at
the age of 15. However, because of their weakened state, it is
believed that Broken Drakes only have a maximum lifespan of
about 1,000 years or so, greatly diminished from their more
powerful relatives.
Starting Languages: Broken Drakes can speak, read and write
Trade Common, Barbaric, and Drakish.
Restricted Classes: None
Starting Soulscars: 3

Racial Abilities
[Darkvision]: Broken Drakes can see in the darkness as well as
they can during daytime.
[Limited Dragonification]: Broken Drakes can change into the
form of a dragon by taking a Major Action to absorb a number of
Sword Crystals equal to the character’s Adventurer Level. Their
forehead horns elongate, the Broken Drake’s face becomes that of
a dragon, their wings grow large, and their skin becomes covered in

41
scales. During this time, the Broken Drake will be able to fly at the
same speed as their movement speed, and they can also use the
“Breath of Light” Unique Skill (see p. 13). After transforming using
[Limited Dragonification], the Broken Drake cannot return to their
original form for one hour, after which it is a Minor Action to revert
to its humanoid form. Additionally, the [Limited Dragonification]
will automatically end after 24 hours, whether the Broken Drake
wishes to revert or not.

Enhanced Racial Traits


6th Level: The Broken Drake’s “Breath of Light” now has a
Range of 50m, and deals Power 30 + Adventurer Level + Vitality
Modifier damage.
11th Level: The Broken Drake’s “Breath of Light” becomes
“Radiant Breath,” now has an Area of 6m/20, and deals Power 40 +
Adventurer Level + Vitality Modifier damage. If the Broken Drake
has learned the [Magic Control] Combat Feat, they can exclude any
number of characters from the affected area. If the Broken Drake
has learned the [Magic Convergence] Combat Feat, they can
condense the area of effect to a single target.

Weakness (during combat Weakness check to hide Weakness)


Magic Damage +2 pts.
Broken Drake Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Spy Scout or Ranger 14/11/5 2500
5-6 Shaman Conjurer 10/12/8 2000
7 Warrior Fighter 12/14/4 2000
8-9 Magician Sorcerer 11/12/7 2000
10-12 Scholar Sage 11/13/6 2500

Determination of Broken Drake Ability Scores


A: 1d B: 1d C: 2d D: 2d E: 2d+6 F: 2d

42
Dark Troll

43
Character Commentary
This is a Dark Troll paladin who believes in Dalkhrem, the god
of war.
Standing over 3 meters tall, Dark Troll is a race with a highly
tenacious body that lives up to its stern appearance. Regular enemies
will be crushed by a single blow because of their overwhelming
physique.
Dalkhrem, the god of liberation and destruction, encourages his
followers to wage a wild battle to bring all to their knees by force.
Based on the common Dalkhrem belief, this character is also
equipped to crush the enemy head-on with force. On the offensive
side, the character uses their ample strength to steadily accumulate
damage with their maul. On the defensive side, their defense is
increased by their [Troll Physique], making it difficult for them to
be defeated by simple attacks.
In some cases, they can use Divine Magic to support and heal
allies, stabilizing the combat.
Note that as long as you are under the sun, you will be
[Weakened] because of the racial ability of Dark Trolls. It also has
4 soulscars, so there is a limitation that you cannot approach the
Swords of Protection and humanoid cities.
Because of its severe restrictions, its offensive power and
durability are outstanding. Enjoy the exhilarating feeling of
powerfully twisting and crushing your enemies!

44
45
46
Dark Troll PC
As a whole, Trolls are a race devoted to self-improvement
through strength and often showing off their prowess to one another
through combat. Dark Trolls are the upper echelon of the Troll
race, over 3 meters tall with a toned physique and rock-solid skin
dyed a deep black color. To a Troll, strength brings justice, and they
respect those with significant strength, whether Barbarous or
otherwise. However, this does not mean they kill the weak, as
weakness can become stronger over time. This sense of honor
doesn’t spare the weak from being put down for what the Dark
Trolls believe to be insolent behavior.
Many of the Trolls are devout followers of Dalkhrem, the
Malevolent God of War, and are almost always looking for a fight
to please him. Surprisingly, Trolls prefer to fight fair to show their
superiority and despise cowards and cowardice in all its forms.
Trolls are also quite loyal, both to each other and the Barbarous
horde as a whole, and have a deep-seated respect for Drakes to the
point where they will be willing to help a Drake in whatever new
plan for conquest.
Dark Trolls are considered to be adults at the age of 15 and will
often go off to train as warriors and mercenaries. They reach their
physical peak at around 200 years of age, with a life expectancy of
around 300 years.
Starting Languages: Dark Trolls can speak, read and write Barbaric
and Giantish.
Restricted Classes: None
Starting Soulscars: 4

Racial Abilities
[Darkvision]: Dark Trolls can see in the darkness as well as
during the daytime.
[Weakened]: While under direct sunlight, a Dark Troll takes a -
2 penalty to Accuracy and Evasion checks.
[Troll Physique]: Dark Trolls have a large, strong body, giving
them +1 Defense.

47
Enhanced Racial Traits
6th Level: Gain a new racial trait: [Limited Regeneration].
[Limited Regeneration]: Once per day, as a Major Action, heal
[Adventurer Level X 5] HP.
11th Level: Activating [Limited Regeneration] is now a Minor
Action.

Weakness (during combat Weakness check to hide Weakness)


Magic Damage +2 pts.
Dark Troll Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Martial Artist Enhancer 9/13/8 2500
5-6 Brawler Grappler 10/14/6 2000
7 Warrior Fighter 9/14/7 2000
8-9 Cleric Priest 8/13/9 2000
10-12 Spy Scout 10/13/7 2500

Determination of Dark Troll Ability Scores


A: 2d B: 1d C: 2d D: 2d E: 1d F: 2d

48
Lamia

49
Character Commentary
Among the barbarous, Lamia is one of the races that excel in
dealing with magic. Lamia, whose lower body is in the form of a
snake, can imitate a humanoid by [Transformation] of her body.
This allows her to infiltrate humanoid cities. However, Lamia can
only remain in this state for up to 18 hours per day, and if her
unmodified Lower Body is seen, her barbarous nature can be easily
revealed, so care must be taken when infiltrating.
Lamias have very high Intelligence and Spirit and are well-suited
for magic.
This character has mastered both Truespeech Magic and
Spiritualism Magic and can cast offensive and protective magic
depending on the situation. The versatility of Spiritualism Magic's
support is especially reliable and can be used in any situation.
The high Intelligence of the character is enough to penetrate the
enemy's resistance, and Lamia can strengthen not only her allies but
also weaken her enemies.
As an expert magician, spread your magic to your enemies and
allies to gain the upper hand and dominate the battlefield!

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51
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Lamia PC
Barbarous with the upper body of a beautiful woman and the
lower body of a giant snake, Lamias can transform themselves into
humans, with many of them blending into human villages to live.
Lamias cannot live without sucking young humans' blood, which
allows them to feed surreptitiously.
Perhaps because of their low level of soulscarring, Lamias are
gentle and do not like to fight against each other, even though they
are Barbarous. Many are very loyal, and when problems arise, they
often try to solve them through more civilized methods, as opposed
to simpler and often more violent ways.
Some Lamias try to coexist with the human race because they
need the blood of humans to live, while others want to capture the
human race and surround them like livestock. They reach
adulthood at the age of about 20 and are said to live around 200
years.

Starting Languages: Lamias can speak, read and write Trade


Common, Barbaric, and Drakish.
Restricted Classes: None
Starting Soulscars: 2

Racial Abilities
[Darkvision]: Lamias can see in the darkness as well as they can
during the daytime.
[Lamia’s Physique]: A Lamia can use the Wrestling weapons
Bite and Tail, regardless of class.
[Drain Blood]: When the Lamia successfully hits with a Bite
attack, they can suck blood from the attack target. When choosing
to suck blood, the attack’s Calculated Damage is reduced by -6
points, and the Lamia heals HP equal to the Applied Damage.
[Transformation]: As a Minor Action, the Lamia can instantly
change their body into that of a specific race or revert back to their
original form. While transformed, they take a -1 penalty to
Accuracy, Evasion, Fortitude, and Willpower, and their maximum
HP and MP are reduced by -5 points. In addition, they lose the

53
Racial Trait “Lamia's Physique.” This ability can only be used for a
cumulative total of 18 hours per day.

Enhanced Racial Traits


6th Level: The calculated damage is no longer reduced when using
[Drain Blood].
11th Level: Once per day, after calculating damage, the Lamia can
recover MP instead of HP when using [Drain Blood].

Weakness (during combat Weakness check to hide Weakness)


Earth Damage +3 pts.
Lamia Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Scholar Sage 9/9/13 2500
5-6 Necromancer Conjurer 8/7/16 2000
7 Mage Sorcerer 8/8/15 2000
Fighter or
8-9 Warrior 10/9/12 2000
Grappler
10-
Cleric Priest 9/8/14 2500
12

Determination of Lamia's Ability Scores


A: 2d B: 1d C: 2d D: 2d E: 1d F: 2d

Penalty for Not Draining Blood


This penalty is more flavor than restriction, though the GM may
apply this to force the player to act.
At the start of a new day (6:00 am), the maximum HP of the
Lamia will be reduced by -1 for each cumulative day they fail to
drink blood. The [Drink Blood] Racial Trait can only recover this
reduction. In a non-combat situation, the Lamia can choose to deal
only a single point of damage with their Bite attack (this damage may
not even awaken sleeping victims, at the GM's discretion).

54
Lycanthrope

55
Character Commentary
Lycanthrope has two forms: a human form and a bestial form.
It is very difficult to distinguish Lycanthrope from a human. As
long as they do not act too badly, they will not become a target of
Detect check (see CR III, p. 85). There is no limit to the time it can
change, and it is highly suitable as a spy to the humanoid cities.
While under [Beastification], they can use Bite as its attack method,
so it can have a certain level of combat power even in unarmed
infiltration operations.
Lycanthrope boasts high overall ability scores and can be
expected to perform well in all aspects.
This character has extremely high Agility, contributing as a spy
with stealth and preemptive maneuvers, and combines [Taunting
Strike] with a high Evasion check in combat. Because of its evasive
ability, it is rarely caught by enemy attacks.
Their Ranger class allows the use of medicines, making them
useful for healing allies outside of combat.
Lycanthrope is suitable for tasks that are difficult for other races,
and having one in your party will add a sense of stability. As the main
force or a behind-the-scenes help, you can play with your enemies
in the shadows or under the sun!

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57
58
Lycanthrope PC
To be a Lycanthrope is to come face to face with their dual
nature, combining both man and beast into a single body.
Lycanthropes are an independent race, preferring to stay away from
others, even other Barbarous. With this in mind, they have
managed to establish a network of contacts in both human and beast
form in order to protect their settlements, relying on secret scouts
and mercenaries to offer assistance.
When transformed into its beast form, a Lycanthrope has thick,
bristly hair over its entire body and has an animal's face and hands.
Their sharp fangs and claws make them dangerous in combat, even
if they would appear to be otherwise unarmed. Originally,
Lycanthropes were once human, though they were kidnapped by
the Barbarous and transformed by dark rituals that implanted a
bestial soul within. It is believed that this ritual has extended their
lifespan much farther than that of a normal human, with some
Lycanthropes having lived over 150 years.

Starting Languages: Lycanthropes can speak, read and write Trade


Common, Barbaric, and Lycanthrope.
Restricted Classes: None
Starting Soulscars: 2

Racial Abilities
[Darkvision]: Lycanthropes can see in the darkness as well as
they can during daytime.
[Power of the Beastman]: On the night of a full moon, gain a +1
bonus to Accuracy and Evasion checks. While in the sun, take a -1
penalty to Accuracy and Evasion checks.
[Beastify]: As a Major Action, the Lycanthrope can change the
upper half of their body into the form of a specific beast. They can
revert back to their original human form with Minor Actions. When
in Beast Form, the Lycanthrope can use the Wrestling weapons Bite
and Claw (see p. 313), and their Defense increases by their
Adventurer Level when attacked with normal (non-silver or magic)
weapons. See p. 102 for more details.

59
Enhanced Racial Traits
6th Level: [Beastify] now requires only a Minor Action to change
shape.
11th Level: When transforming with [Beastify], gain a +1 bonus
modifier to Accuracy and Evasion if it is night, even if it is not a full
moon.

Weakness (during combat Weakness check to hide Weakness)


Silver Weapon Damage +3 pts.

Lycanthrope Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Agile Warrior Fencer 10/7/5 2500
5-6 Brawler Grappler 9/9/4 2000
7 Warrior Fighter 8/8/6 2000
8-9 Spy Scout 7/8/7 2500
10-12 Hermit Ranger 6/10/6 2500

Determination of Lycanthrope Ability Scores


A: 2d※ B: 2d※ C: 2d※ D: 2d+6 E: 2d F: 1d
※After rolling the dice to determine the ability value, add +6
points to any one of A, B or C.

60
Kobold

61
Character Commentary
Kobolds are about 1.2 meters tall and have the appearance of an
upright dogs.
They are weak and are usually treated as the lowest of the low
among barbarous. But many barbarous people take advantage of
them because of their dexterity and loyalty. Kobolds thus survive in
the harsh barbarous society.
With the racial ability [Attention to Detail], Kobolds are useful
in checks that use Dexterity outside of combat. Kobolds are a
natural when it comes to disarming traps, etc.
It is also possible to use the racial ability of [Disregard] to have
other characters take attacks against you. This allows them to survive
longer, although some concerns remain about their low vitality.
This character can use [Decoy Attack] and support the allies with
high attacks. Also, as a last resort, this character has an Indomitable
Potion, which allows fighting until the very last minute.
Although Kobolds are weaker than any other race on their own,
they can survive for a long time if they can make the best use of their
friends. Make the most of your friends, exploit the openings of your
enemies, and enjoy the thrill of life!

62
63
64
Kobold PC
Kobolds are a tribe of Barbarous that appear to be upright dogs,
standing about 1.2 meters tall. They are considered to be the
weakest of the Barbarous tribes, dregs of the Barbarous' society, and
are basically treated as slaves. Kobolds also have a weak character
and cannot disobey unreasonable orders.
Because they have been slaves for so long, Kobolds are patient,
good at simple tasks, and loyal and faithful to orders. In addition,
they are generally good cooks and are valued for preparing
reasonably rich meals, no matter how poor the environment.
Kobolds are treated as adults within five years of their birth and
reach the end of their life span in about thirty years.

Starting Languages: Kobolds can speak Youma, as well as speak,


read and write Trade Common and Barbaric.
Restricted Classes: None
Starting Soulscars: 1

Racial Abilities
[Species Limit]: A Kobold can only advance to the 5th level in
any class.
[Disregard]: When a Kobold is the target of an attack or unique
skill, they may ask the GM to divert it to another character; the GM
will change the target to another character to the extent that the game
rules allow. This ability can only be used once per combat.
[Attention to Detail]: Kobolds are experts at detailed, careful
work, gaining a +2 bonus modifier to Dexterity checks while not in
combat. Kobolds can also learn Work Skills, up to a total of 15
levels at character creation (though they are limited to 5 levels in a
single skill, as though it were a class).

Enhanced Racial Traits


There are no enhancements to Racial Abilities.

65
Weakness (during combat Weakness check to hide Weakness)
Magic Damage +2 pts.
Kobold Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Hobbyist Sage or Bard 7/4/7 2500
5-6 Spy Scout 9/4/5 2500
7 Agile Warrior Fencer 8/5/5 2500
8-9 Hermit Ranger 7/5/6 2500
10-12 Magician Sorcerer 6/4/8 2000

Determination of Kobold Ability Scores


A: 2d B: 2d C: 1d D: 1d E: 1d F: 1d

Description: [Disregard]
With the [Disregard] Racial Trait, targets cannot be changed if it
would contradict the rules. The GM should only allow [Disregard]
to come into play if the enemy's free will can be involved in
determining the target of the attack. For example, the following is a
case where none of the following can be changed.
• A Kobold PC is attacked in melee with no other allies
in the melee.
• A Kobold PC was attacked by the enemy because
Kobold used [Taunting Strike] combat feat.
• Kobold was targeted by a spell that affects a range, there
were more than the maximum number of targets in the
range, so the targets were randomly selected.

66
Weakling

67
Character Commentary
Weaklings are born in a barbarous environment but with a low
number of soulscars.
Weaklings are said to be born in almost all barbarous races, but
most are despised by their parents and die at an early age. Only a
few, aided by various fortunes, survive.
This character is a weakling descended from Merman's parent
and has the [Underwater Aptitude] and [Water/ice Resistance]
inherited from Merman, making it suitable for activities in watery
areas.
It also has a Fairy Tamer class and can change the type of
contract to adapt to the enemy's situation. If you can detect the
enemy's weak point by Sage class, you can deal high amounts of
damage by inflicting weak point type.
The Ranger class will also be able to contribute to outdoor
activities and will be able to heal with medicines such as Lifegrass
and Magic Herb.
Let's show them that even if you are Weakling in name, you are
not weak and can overcome any difficulties you face!

68
69
70
Weakling PC
Just as some humans have been soulscarred from birth, some
Barbarous are born less soulscarred than others and are called
“Weaklings.” Because of their lack of soulscars, their appearance is
similar to that of a human, and they look like a combination of their
parent's characteristics. Weaklings can be born from any Barbarous
race, but this book includes four of the most common types:
Garuda, Basilisk, Merman, and Minotaur.
Their abilities tend to be outstanding in strength and vitality,
though they lack intelligence and spirit. However, this also differs to
some extent depending on their origins and aptitudes. Most
weaklings are killed while young due to bullying or persecution in
childhood, but those who miraculously make it to adulthood have
developed excellent abilities in their own right. They also tend to be
gentle and thoughtful, perhaps because their soul is purer than other
Barbarous, and they may not be comfortable with the racism or
customs of the other Barbarous.
Weaklings vary greatly in appearance depending on their parent
race, but they are usually as tall or slightly taller than humans and
physically reach adulthood at the age of 15. Many Weaklings are
sent into battle before the age of ten and die early, but there have
been cases where they have been lucky enough to live as long as 100
years.

Starting Languages: Weaklings can speak, read and write Trade


Common and Barbaric.
Restricted Classes: None
Starting Soulscars: 2

71
Racial Abilities
[Barbarous Bloodline]: The blood of a Barbarous race
influences the Weakling, granting them a +3 bonus to an Ability
Score as well as a Weakness.

Original Race Ability Score Weakness


Garuda Agility Bludgeoning Damage +3 pts.
Basilisk Intelligence Water/Ice Damage +3 pts.
Merman Spirit Fire Damage +3 pts.
Minotaur Strength Magic Damage +2 pts.

Weakling (Garuda) Racial Abilities


[Immature Wings]: The Weakling has small wings on its back,
but these wings cannot be used to fly. However, any falling damage
the Weakling would receive is reduced by -20 points.
[Wind-Edge Blade]: The Weakling uses their wings to create a
fierce blade of wind and attacks one enemy character using Major
Action. This ability has “Range: 30m”, “Area: Target,” and
“Resistance: Half,” and the target must make a Willpower check
against Weakling roll “2d + Adventurer Level + Vitality Modifier. If
Weakling succeeds, it deals 10 + Adventure Level + Vitality
Modifier wind magic damage to the target. This damage has a
Critical Threshold of 10 and costs 4 MP when used.

Enhanced Weakling (Garuda) Racial Abilities


6th Level: The Weakling can increase the power of the [Wind-
Edge Blade] to Power 30 + Adventurer Level + Vitality Modifier,
though this increases the MP consumed to 8 MP.
11th Level: The Weakling can increase the power of the [Wind-
Edge Blade] to Power 50 + Adventurer Level + Vitality Modifier,
though this increases the MP consumed to 12 MP.

Weakling (Basilisk) Racial Abilities


[Petrifying Gaze]: Weaking looks at the opponent with an Evil
Eye and slows their movement. This ability has “Range: 30m” and
“Area: Target”. Weakling needs to roll “2d + Adventure Level +

72
Spirit Modifier” against the Willpower of the target, and if
successful, the opponent will be petrified (Dexterity, Agility/-6) (see
BT, p. 28). This ability can only be used once per round with a
Minor Action, but not in consecutive turns. It curse type effect and
costs 5 MP when used.
[Poison Blood]: If the Weakling takes physical damage from a
melee attack, the attacker takes 1d-2 (minimum 1) poison magic
damage at the end of the Basilisk's turn.

Enhanced Weakling (Basilisk) Racial Abilities


6th Level: The damage dealt by [Poisonous Blood] increases to
1d damage.
11th Level: The damage dealt by [Poisonous Blood] increases to
1d+2 damage.

Weakling (Merman) Racial Abilities


[Underwater Aptitude]: A Weakling can breathe and vocalize
while underwater and does not suffer any penalties for moving while
underwater.
[Water/Ice Resistance]: When dealt Water/Ice-type damage, it
is automatically halved. If the source of the damage has Resist: Half,
then a successful Fortitude or Willpower check (as appropriate) will
reduce damage to 0 instead. Any other non-damage effects from
Water/Ice sources are also prevented on a successful resistance
check.

Enhanced Weakling (Merman) Racial Abilities


6th Level: Gain a new racial trait: [Bubble Form].
[Bubble Form]: By concentrating underwater for 30 seconds (or
taking a Major Action for 3 rounds), the Weakling can turn their
entire body (including equipment) into a bubbly form or change
back into their original form. They can only move while
transformed but are not subject to any effects such as attacks, magic,
or unique skills. While in a bubbly form, the Weakling can move
freely in a continuous body of water, even if the space is only small
enough for one finger to pass through.
The Weakling can safely change into this bubbly form for up to
one hour per day, as staying in this form for a longer period of time

73
will make the change permanent (and the player will not be able to
play this PC in this situation).
11th Level: Changing form using [Bubble Body] now requires
10 seconds (1 Major Action) of concentration.

Weakling (Minotaur) Racial Abilities


[Darkvision]: A Weakling can see in the darkness as well as they
can during daytime.
[Herculean Strength]: When attacking with a two-handed melee
weapon, increase the Extra Damage dealt by +2 points.

Enhanced Weakling (Minotaur) Racial Abilities


6th Level: When attacking with a two-handed melee weapon,
increase the Extra Damage dealt by an additional +2 points (+4
points total).
11th Level: When attacking with a two-handed melee weapon
and using the [Cleave] Combat Feat, gain a +2 bonus to Accuracy.
(If the Revised Combat Feats from Ignis Blaze are not used, this
bonus will offset the penalty from the Combat Feat.)

Weakling Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Spy Scout 10/7/6 2500
5-6 Agile Warrior Fencer 9/8/6 2500
7 Warrior Fighter or Grappler 8/10/5 2000
8-9 Feytouched Fairy Tamer 7/6/7 2000
10-12 Magician Sorcerer or Conjurer 7/8/8 2000

Determination of Weakling Ability Scores


A: 2d B: 2d C: 2d D: 2d E: 2d F: 2d

74
Dhampir

75
Character Commentary
Dhampirs are children born between Nosferatu and a
Humanoid. Dhampirs are extremely rare juvenile vampires.
They have excellent ability scores, aptitudes for both warriors
and magicians, and several unique skills. However, they are weak in
sunlight and have poor vitality, so they must take considerable risks
to survive a fierce battle.
This character's main objective is to stay in the frontline as much
as possible while moving forward with the Fencer class and
recovering with the Priest class on time. To this end, they have the
combat feat of [Defensive Stance] to compensate for their poor
vitality.
The Sage class also uses their high intelligence to fight with
precision based on information about the enemy.
Dhampir is difficult to manage, but they can outperform with
their high scores and various racial abilities. Make the best use of
your unique abilities, and victory will be in your hands!

76
77
78
Dhampir PC
Children of forbidden love, born from an illicit affair between a
Nosferatu father and a human mother. Dhampirs are rarely
encountered in Barbarous society due to this mixed parentage,
though their appearance does them no favors. While their eyes glow
red in the darkness, their skin is pale and burns easily in sunlight,
weakening them and slowing them down. While they do not need
to drink blood to survive, the urge to feed on a living being is
incredibly strong, and failing to resist this urge will inevitably drive
them from civilization to live among the Barbarous.
Dhampirs reach adulthood at the age of 15 but do not physically
age further. However, as they reach the age of around 300 years or
so, they will die, and their corpses will turn to deadened wax. At this
stage, there is a low probability the Dhampir will return to life a year
later, “awakening” as a full-fledged Nosferatu. In most cases, though,
the corpse does not awaken and simply becomes a Revenant. The
blood of a Nosferatu will inhibit this awakening process, and by
ingesting the blood, the Dhampir will be able to live their life to the
fullest without awakening as a Nosferatu.

Starting Languages: Dhampir can speak, read and write Trade


Common and a Regional Dialect.
Restricted Classes: None
Starting Soulscars: 2

Racial Abilities
[Darkvision]: A Dhampir can see in the darkness as well as they
can during daytime.
[Bloodsucking Blessing]: A Dhampir can use the Wrestling
weapon Bite, regardless of class. When the Dhampir successfully
hits with a Bite attack, they can suck blood from the attack target,
healing HP equal to the Applied Damage. The Dhampir can only
heal this way once per day and cannot suck blood from Plants,
Undead, or Constructs.
[Abominable Blood]: By applying their own blood to their
weapon in advance, the Dhampir can increase the physical damage
they deal. In combat, each time they deal physical damage to a

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character with soulscars with a bloodied fist or weapon, the Dhampir
may choose to enter a bloody frenzy, reducing their HP by -2 points
but increasing their physical damage by +2 points. Applying blood
to a weapon is a Minor Action, and the effect of the applied blood
lasts for 1 day (24 hours). In the case of projectiles, the blood must
be applied to the arrowhead.
[Weakness]: While under direct sunlight, a Dhampir takes a -2
penalty to Accuracy and Evasion checks.

Enhanced Racial Traits


6th Level: When using [Abominable Blood], the Dhampir can
consume an additional 1 HP (3 points total) and deal an additional
+1 point of physical damage (+3 points total).
11th Level: When using [Abominable Blood], the Dhampir can
consume an additional 2 HP (5 points total) and deal an additional
+2 point of physical damage (+5 points total).

Weakness (during combat Weakness check to hide Weakness)


Physical Damage +2 pts.
Dhampir Background
2d Background Starting Classes Skill/Body/Mind Experience
Sorcerer or
2-4 Magician 10/6/15 2000
Conjurer
5-6 Cleric Priest 10/8/13 2000
7 Warrior Fighter 13/8/10 2000
8-9 Brawler Grappler 11/9/11 2000
10- Agile
Fencer 14/7/10 2500
12 Warrior

Determination of Dhampir Ability Scores


A: 1d B: 2d C: 2d+6 D: 1d E: 2d F: 1d

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Vulcan

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Character Commentary
Vulcan is a race that swears loyalty to Ignis, the Sword of
Liberation, and dedicates itself to battle.
With bull-like horns, dragon-like wings, and red-black hides,
their silhouette is very similar to that of daemons. It is known as a
race with a lot of individual differences and has a very different form
depending on gender and tribe. They are known to be highly
resistant to fire and are also known to forcefully use fairies.
Their muscular physique is suitable for a warrior, and their
rugged body is not easily defeated.
This character is Vulcan's close combat warrior. Using their
superior strength, they wield a heavy warhammer. The combined
power of the [Power Strike I] is the highest of all the characters and
can knock down a weak enemy with a single blow. Their Accuracy
checks, which are lowered because of the weapon, can be raised
with high dexterity and technique [Cat’s Eye]. This will allow you to
maintain an Accuracy check that is almost the same as normal.
Enjoy your one-shot might and crush your enemies!

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83
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Vulcan PC
Vulcans are considered to be among the Barbarous tribes but do
not swear allegiance to the Malevolent Gods. Instead, they directly
worship the Second Sword, the Sword of Liberation, Ignis. As they
shun the Malevolent Gods, so too do the Gods shun Vulcans,
preventing any from taking up the Priest's mantle in their names.
With horns like a bull, wings like a dragon, and reddish-black
skin, the silhouette of a Vulcan closely resembles a daemon. For this
reason, those who are unaware of Vulcans often mistake one for a
daemon. However, Vulcans don't normally go outside their
territories deep underground. When they do, it is in very special
cases, such as when they are chasing after a traitor in their clan.
Vulcans have strict rules in their society regarding attacking their
own kind, and those who do are condemned to death. However,
chasing these traitors to the clan is also a crime, so the few Vulcans
on the surface are also condemned and have torn their wings off to
show their condemned status.
Unlike other Barbarous, Vulcans are only considered to become
adults when they are full-fledged warriors, rather than reaching a
particular age. This, the actual age of adulthood will vary from
Vulcan to Vulcan, but generally, it tends to be around 15 years old.
They live slightly longer than most other races, though, to be around
250 years old.

Starting Languages: Vulcans can speak, read and write Barbaric and
Vulcan.
Restricted Classes: Priest
Starting Soulscars: 4

Racial Abilities
[Darkvision]: Vulcans can see in the darkness as well as they can
during the daytime.
[Fire Immunity]: Vulcans are immune to Fire-type damage,
whether physical or magical.
[Vulcan's Gem]: A Vulcan has a gem on the back of each hand,
one Fire and one Earth, that can be used as Fairy Gems (the player

85
may choose which hand has which Gem). The Rank of each Gem
is the same as the Vulcan's Adventurer Level.

Enhanced Racial Traits


6th Level: Gain: a new racial trait: [Forced Summoning].
[Forced Summoning]: Once per day, as a Major Action, the
Vulcan can spend 10 HP and MP to summon a Fairy with Fire
and/or Earth attributes and control it at will. The Level of the Fairy
summoned must be less than or equal to the Vulcan's Adventurer
Level, and it will act immediately after the Vulcan's turn. The Vulcan
can only take a Limited Move the turn they use [Summon Fairy].
The Vulcan cannot have more than one Fairy summoned at a
time, even if using other spells and effects. After 30 seconds (3
rounds), or as a Minor Action, the Fairy will be dismissed and
disappear. A Mako Stone can be used in place of the Vulcan's MP.
11th Level: By doubling the HP and MP spent for [Forced
Summoning] (spending 20 HP and MP), the Vulcan can instead
summon a Fairy whose Level is less than or equal to the Vulcan's
Adventurer Level + 2. However, this Fairy will disappear after only
10 seconds (1 round).

Weakness (during combat Weakness check to hide Weakness)


Water/Ice Damage +3 pts.
Vulcan Background
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Scholar Sage 6/9/12 2500
5-6 Brawler Grappler 10/10/7 2000
7 Feytouched Fairy Tamer 9/7/11 2000
8-9 Warrior Fighter 8/11/8 2000
10-12 Hermit Ranger 10/7/10 2500

Determination of Vulcan Ability Scores


A: 2d B: 1d C: 2d D: 2d+6 E: 2d F: 1d

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Additional Background Tables

Here are slightly special background tables.


Some of these background tables include classes that cannot be
played without supplements, such as Cardia Grace, so please confirm this
point and obtain the GM's permission before using them.

Drake Knight Background


2d Background Starting Classes Skill/Body/Mind Experience
2–4 Priest Priest 13/11/8 2,000
5–6 Sorcerer Sorcerer 12/11/9 2,000
7 Warrior Fencer 14/13/5 2,500
8 – 9 Shapeshifter Heritor 12/12/8 2,500
10 – 12 Tactician Tactician 13/11/8 2,500

Basilisk Background
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Psychic Mystic 8/12/13 2,500
5 – 6 Daemon Tamer Warlock 7/12/14 2,000
7 Boxer Grappler 9/13/11 2,000
8–9 Shapeshifter Heritor 9/11/13 2,500
10 – 12 Bodybuilder Enhancer 8/11/14 2,500

Lizardman Background
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Spy Scout 11/8/9 2,500
5 – 6 Swordsman Fencer 13/8/7 2,500
7 Warrior Fighter 10/11/7 2,000
8–9 Archer Marksman 12/8/8 2,500
10 – 12 Psychic Mystic 10/9/9 2,500

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Centaur Background
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Rider Rider 9/8/9 2,500
5–6 Priest Priest 8/8/10 2,000
7 Warrior Fighter 9/9/8 2,000
8–9 Conjurer Conjurer 8/7/11 2,000
10 – 12 Light Cavalry Fencer 10/7/9 2,500

Broken Drake Background


2d Background Starting Classes Skill/Body/Mind Experience
2–4 Bodybuilder Enhancer 13/12/5 2,500
5–6 Priest Priest 10/13/7 2,000
7 Boxer Grappler 13/13/4 2,000
8 – 9 Daemon Tamer Warlock 12/11/7 2,000
10 – 12 Jockey Rider 12/12/6 2,500

Dark Troll Background


2d Background Starting Classes Skill/Body/Mind Experience
2–4 Jockey Rider 10/12/8 2,500
5–6 Boxer Grappler 10/14/6 2,000
7 Warrior Fighter 9/15/6 2,000
8–9 Priest Priest 7/13/10 2,000
10 – 12 Hunter Ranger 10/12/8 2,500

Lamia Background
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Tactician Tactician 9/9/13 2,500
5–6 Psychic Mystic 10/7/14 2,500
7 Fairy Emissary Fairy Tamer 9/9/13 2,000
8–9 Sworder Fencer 10/8/13 2,500
10 – 12 Daemon Tamer Warlock 9/8/14 2,000

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Lycanthrope Background
2d Background Starting Classes Skill/Body/Mind Experience
2 – 4 Agile Warrior Fencer 9/8/5 2,500
5–6 Boxer Grappler 10/8/4 2,000
7 Warrior Fighter 8/9/5 2,000
8–9 Jockey Rider 7/8/7 2,500
10 – 12 Bodybuilder Enhancer 6/10/6 2,500

Kobold Background
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Diviner Mystic 7/4/7 2,500
5–6 Archer Marksman 9/4/5 2,500
7 Boxer Grappler 8/5/5 2,000
8–9 Hunter Ranger 7/5/6 2,500
10 – 12 Conjurer Conjurer 6/4/8 2,000

Weakling Background
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Poet Bard 9/7/7 2,500
5–6 Jockey Rider 9/7/7 2,500
Fighter or
7 Warrior 9/9/5 2,000
Grappler
8–9 Priest Priest 7/9/7 2,000
10 – 12 Daemon Tamer Warlock 8/8/7 2,000

Dhampir Background
2d Background Starting Classes Skill/Body/Mind Experience
2 – 4 Daemon Tamer Warlock 10/7/14 2,000
5–6 Tactician Tactician 11/7/13 2,500
7 Warrior Fighter 13/8/10 2,000
8–9 Diviner Mystic 11/6/14 2,500
10 – 12 Archer Marksman 14/8/9 2,500

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Vulcan Background
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Spy Scout 12/8/7 2,500
5–6 Tactician Tactician 11/8/8 2,500
Fencer & Fairy
7 Magic Warrior 9/9/9 1,500
Tamer
8–9 Sorcerer Sorcerer 7/7/13 2,000
10 – 12 Daemon Tamer Warlock 9/8/10 2,000

Description: Sword Crystal


Sword Crystals are originally made to strengthen Swords of
Protection, extracting mana from the Sword Shards and making it easier
for the “Swords of Protection” to absorb it.
Broken Drake PCs can use this as a medium for [Limited
Dragonification]. However, Sword Crystal is not traded for money, and
the PC may obtain one by spending 10 points of reputation.
[Limited Dragonification] requires an “Adventurer Level” of Sword
Crystals. The use of this item consumes the Sword Crystal, and the loss
of the precious Sword Crystal reduces the total reputation for the
humanoid society.
However, since both Sword Shards and Sword Crystals are almost
worthless in the barbarous society, there is no need to decrease the total
reputation if PC is in a barbarous society (Sword Crystal itself will be lost).

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Guidelines for Playing a Barbarous PC

Here, we will describe the guidelines for creating and playing


characters using a barbarous PC.

Guideline for Character Creation


Barbarous PCs have more racial abilities than humanoid PCs, and
some of them are more complicated. In particular, Drake Knight and
Basilisk have the ability to shapeshift into multi-section forms, and it is
important to note that the new class “Heritor” must be acquired and
leveled for them.
The player should be aware of the characteristics of their own race as
much as possible so that they can play without mistakes and efficiently.

Barbarous History Table


Listed here are the history tables for barbarous.
A and B are history tables for barbarous who have left the barbarous
society and are living together with humanoids.
C is a history table for characters who were born in a barbarous society
and have lived as a barbarous, and some of the histories are very anti-
humanoid.
The player may choose these at random with dice, or they may choose
them by themself. In either case, please remember that the history is
intended to create a character's vibe, not to bind the player's behavior,
and not to encourage behavior that may annoy the GM or other players.
You can choose up to three types of history, which can be used in
combination with the history tables from “Core Rulebook I” and “Ignis
Blaze” (see CR I, p. 62, CR II, p. 29, and IB, p. 44).

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Barbarous History Table A
2d Personal Experience 2d Personal Experience
1–1 Picked up by humanoid You had a glimpse of humanoids
4–1
1–2 Your parents abandoned you. in the past
You were banished for your Your family has always been
1–3 4–2
crimes. good friends with the humanoids
1–4 You woke up to kindness. You were bought out by
4–3
You heard the voice of the humanoids
1–5
First God. 4–4 You were a barbarous spy
You were not fitting in with You came to a humanoid society
1–6 4–5
your people. to train as a warrior.
You had significantly inferior You would rather fight strong
2–1
physical abilities as a child 4–6 barbarous than a poor
Inspired by the humanoid humanoid army
2–2
way of life 5–1 You had amnesia.
2–3 You are tired of killing. Born of humanoid parents (or
5–2
You were left behind on the ancestors)
2–4
battlefield. 5–3 You fell in love with a humanoid
You love the humanoid You were injured by barbarous
2–5 5–4
culture and cannot forget this.
One parent or ancestor is 5–5 Awakened to creativity.
2–6
humanoid You are (were) doing humanoid
5–6
3–1 You were raised as humanoid research.
3–2 The family is after you. 6–1 You were hurt by humanoids
You have a grudge against a 6–2 Moved by passion
3–3
specific person. You aspire(ed) to be a
6–3
3–4 Famous among humanoids humanoid.
3–5 You have helped humanoids You have been in humanoid
6–4
You owe a debt of gratitude to captivity
3–6
the humanoids. 6–5 You can't eat human flesh.
Pessimistic about barbarous
6–6
future

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Barbarous History Table B
2d Personal Experience 2d Personal Experience
Your reputation among You are (or were) the target of
1–1 4–1
barbarous was tarnished. humanoid research.
1–2 You have a barbarous rival. You don't like certain barbarous
4–2
1–3 You have lost to humanoids races
1–4 Your family was killed. You are looking for Swords of
4–3
You get high when affected by Genesis
1–5
Swords of Protection You have been exposed to
4–4
You consider humanoids to be Swords of Genesis
1–6
your protectors. You were in service of
4–5
2–1 You worship humanoid culture humanoids.
You've been forced to join the You don't understand the
2–2
Third Sword God. 4–6 difference between humanoids
You are in love with the and barbarous.
2–3
humanoid. You are (or were) trying to stop
You prefer a specific race of 5–1 the humanoid and barbarous
2–4
humanoids conflict
I have made an important You dream of becoming a
2–5 5–2
promise to the humanoids. humanoid.
2–6 You serve a humanoid king. Your allies or your loved ones
5–3
You have memories of a previous prefer humanoids.
3–1
life as a humanoid You sense (or have sensed) the
5–4
3–2 You've hurt your people. presence of a powerful enemy.
3–3 Your people hurt your family. 5–5 You want to destroy daemons.
3–4 You lost a silly bet to a humanoid. 5–6 You want to destroy fairies.
You have saved the lives of You are (were) trying to be a
3–5 6–1
humanoids. craftsman.
You are doing (or have done) You are (were) trying to be a
6–2
3–6 what is in the best interest of the merchant.
humanoids. You are interested in the history
6–3
of humanoids.
You are interested in the social
6–4
structure of humanoids.
You think humanoids will win
6–5
over barbarous.
You have hope for the
6–6
humanoids.

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Barbarous History Table C
2d Personal Experience 2d Personal Experience
1–1 A blood relative of the chief. 4–1 Never miss a chance to fight
1–2 Have beaten a parent or sibling. 4–2 Love the taste of humanoids
1–3 Feud with the family. You like to bully
4–3
1–4 Lone wolf children/young people
1–5 Can't stand your parents/siblings. Hide your true identity as
4–4
1–6 The last survivor of your family. much as possible.
Was almost killed by a humanoid 4–5 Weapons care is essential.
2–1
once. Collect the body parts of
4–6
2–2 Almost died in the first battle. your prey.
Was the strongest of your 5–1 Rage rather than worry.
2–3
generation.. 5–2 You like taking life.
2–4 Never run away from a fight. You can't/weren't able to
5–3
Born/raised in a humanoid keep the secret to yourself.
2–5
society. You’ve sided with the side
5–4
2–6 Was imprisoned for many years. with the greater number.
3–1 Want to become chief. Great guys, strong guys, you
5–5
3–2 From valuable bloodline. want to beat them.
3–3 You’ve run away from a fight. You feel insecure when
5–6
Has/had multiple mistresses or you’re alone.
3–4
lovers. 6–1 Your parents tried to kill you
Look down on all kinds of You put an end to your
3–5 6–2
barbarous. friend.
3–6 Poisoned food of other people. 6–3 Ate a friend/loved one.
6–4 Being/was treated as a slave.
Was incapacitated by the
6–5
Sword of Protection.
Lost to a lower-ranked
6–6
opponent.

Guideline for Playing


When playing on a barbarous PC, the experience will differ greatly
depending on whether the adventure takes place in a humanoid society
or around a barbarous society.
The guidelines for each case are described here.

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Entering Humanoid Society and Going on Adventures
It is very difficult for a barbarous to live in a humanoid society.
Basically, barbarous and humanoid are considered to be unable to
coexist, and it is nearly impossible to break this stereotype.
Kobolds are barely accepted in the humanoid society, but they are
not regarded as equals, only as a labor force for menial tasks.
Dhampirs, who are born from humanoids, and Lamia, who must
suck humanoid blood to survive, often live in humanoid cities and
settlements. However, they have to hide their true identities, and if their
identities are revealed, their lives will be in danger.
Of course, it is possible for a PC to personally develop friendship and
affection with a humanoid PC or other NPCs close to them and to gain
their trust and coexist with them. However, barbarous race itself cannot
be accepted by society, and it is not easy to be truly accepted by a nation
or a community, no matter how active you are and how much your
existence is recognized as beneficial.
Even if a barbarous individual has a certain position, it is inevitable
that they will be discriminated against or not trusted. The humanoid who
forms a friendship with a barbarous person must be prepared to be
looked at in the same way.

Humanoid and Barbarous Party


When barbarous PCs and humanoid PCs are in the same party, they
need to have an appropriate backstory and a reason for working with the
humanoids.
It is very rare for humans and barbarous to work together, which can
be quite harmful. The reason for this is to consider how the humanoid
members feel about the barbarous PC and how the barbarous PC feels
about the humanoid members.
Also, barbarous PCs are not allowed to contact with an unspecified
number of humanoids or move around the city for social reasons or due
to their soulscars. If a barbarous PC enters a town, they should hide their
true identity. If the identity of the barbarous PC is revealed, the
humanoid sharing the same activities with the barbarous PC may be
considered a “foreign enemy.” Depending on the barbarous race and
their number of soulscars, they might be strongly affected by Swords of
Protection, so be careful.

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Swords of Protection have different, but not constant, ranges of effect.
The area of effect is not visible and cannot be seen or perceived by those
who are not affected, but those with strong soulscar will feel discomfort
just by approaching.
Below is a list of the effects of how Swords of Protection affect
creatures with soulscars.

The Influence of Swords of Protection on Soulscarred


Soulscars Influence
1 Don't feel particularly affected.
2 May experience slight tinnitus.
Tinnitus and light-headedness, but tolerable once you get
3
used to it.
Unable to move due to severe pain all over the body
Cannot perform Major Action or Minor Action and can only
4–5
perform Limited Move
Action checks are penalized by a number of soulscars.

Adventures in Barbarous Society


When adventuring in a barbarous society, you will play with moral
values that are very different from those of the usual adventures by
humanoid PCs.
In a barbarous society, there are few “laws” as in a humanoid society,
and there are none with respect to the maintenance of security.
And yet a barbarous society exists for a very simple reason
It is “the law of the jungle.” “Weak will serve under the Strong.”
In a barbarous society, freedom can be obtained by any means, by
showing power to the other person and making them obey you.
In a barbarous society, the value of life is low, and people fight for
their lives. Even if a person is killed, it is considered that “the person who
is weak enough to be killed is at fault,” and the killer will not be punished.
Therefore, the barbarous society is not as tight and free as it seems
for a PC which has just created a character. Barbarous society is an
intensely vertical society, i.e., you cannot disobey the upper barbarous.
Remember that refusing or disobeying an order from the upper
barbarous is always a risk to your life.
On the other hand, it is easy to influence a weaker person with
violence or intimidation. It is even acceptable to kill or torture them to
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make an example of them. Especially Youma, such as Goblins, often
have no concept of promise or trust, and violence is undeniably the most
effective means.
However, it is also important to gain the trust of higher-level
barbarous with intelligence and reason, such as Drakes and Trolls. They
are capable of business and negotiation and have a spirit of mutual help.
However, they often have ulterior motives behind their actions, and they
will prey on you or even take your life if you show them the slightest
opportunity.
If you play in a barbarous society, please be aware of the above points
and enjoy unusual adventures with different value systems.
Of course, these are guidelines for playing a barbarous society, not
absolute rules or regulations. You should consult with the GM and
prioritize making the session as a whole enjoyable. GM may tolerate
more human-like roleplay and way of thinking to ease the burden.

Rewards in a Barbarous Society


Barbarous basically like to fight and hope to win.
Therefore, they value honor above all, as well as money and goods,
as rewards for their requests, assignments, and work.
The barbarous, especially the PCs, are all above a certain level of
intelligence, and some of them have a high level of pride. It is not a small
amount of money that motivates them, but honor (reputation) to show
off their strength and value.
Therefore, when enjoying an adventure in a barbarous society, the
GM will often first present how much honor (reputation) the adventure
will bring, and the player should play with this in mind.

Money in a Barbarous Society


Most of the barbarous are shopping by barter.
But the barbarous race (and barbarous PCs) know the value of money
and buy and sell with money.
For them, “gamel” has the same value as a humanoid society and is
paid as a reward for shopping or working.
However, barbarous societies do not have the technology to
accurately produce gamel silver and gold coins, and most of them were
taken from the past or from humanoids. Therefore, the circulation of the

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coins themselves is small, and the lower class Youma and others barter
with each other.
On the other hand, Youma understand the value of money, and
others can bribe them with gamel silver coins or buy their goods.

Gamel, God of Money


The common currency “gamel,” which is circulated worldwide,
actually already existed during the Divine Civilization Period.
At the beginning of the Divine Civilization Period, it is believed that
the world was still dominated by barter. However, this was still
inconvenient, and disputes over the value of goods arose, so Divine
Ancestor Lyphos solicited a solution to this problem.
A wise man named Gamel advocated the use of precious metals such
as silver and gold as money and created a means of mass-producing them
to equalize their value after meticulous artistry. Recognizing his wisdom,
ingenuity, and achievements, Lyphos gave the wise Gamel a divine status
and hoped that there would be no more disputes over the value of things
for eternity.
Therefore, in the world of Raxia, the gamel still supports the
monetary economy with its unchanging value, and the size and
manufacturing method prescribed by God during the Divine Civilization
Period are still observed.
Of course, in some periods and nations, the gamel coin has fallen into
disuse, and unique economic systems have been created, but
nevertheless, it is said to have continued to serve as a standard of value.
Even today, many of those who are involved in money worship and
honor the great Ancient God Gamel.
Unfortunately, despite the hopes of the Lyphos and the Gamel, there
is no end to the fighting over the value of things, and it is sad to note that
sometimes people kill each other over the gamel coins.
Sometimes the money-grubbers are cursed, “You Gamel believers!”
It is a very unfortunate story from the point of view of the Gamel God.

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Barbarous and Reputation
Even barbarous value honor and reputation.
However, the way of thinking and treatment of reputation is different
between a barbarous person in a humanoid society and a barbarous
person in a barbarous society.
This section describes the treatment of reputation for each of these.

Acquisition of Reputation in a Humanoid Society


Barbarous PCs can also gain a reputation by giving their sword shards
to the adventurer's guild, but they must either hide their true identity or
make sure that the owner of the adventurer's guild understands their
situation. If they get a reputation and become famous, the risk of their
true identity being revealed will increase. If their hidden identity is
revealed, there may be some attempts to kill or imprison them.
However, suppose they have completed the adventures that lead to
an increase in reputation. In that case, it is not surprising that even if they
are barbarous PC, they will be recognized and accepted by the
humanoids. With status or position, they can continue to exist in the
group even if their true identity is revealed.
If you want to be part of multiple groups, you must use reputation for
each of them. If you commit a treacherous act against such a group, you
will lose your position, and your total reputation will be reduced.
However, we must be prepared that obtaining this position will
intensify the backlash from the general barbarous and increase the
possibility of being targeted as a traitor.

Position Reputation Notes


Accepted within a small
Friend 20
community.
Accepted within a single village or
Exceptional Person 70
hamlet.
Honorary
250 Accepted within a city.
Humanoid
More Than
900 Accepted within a nation.
Humanoid
No Longer Accepted within a
3000
Barbarous region/superstate.
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Acquiring Reputation in a Barbarous Society
Swords of Protection prevent barbarous or undead invasions into
humanoid cities.
They are an anathema to the barbarous, and the sword shards that
maintain them should be destroyed as soon as it is found.
However, since sword shards are obtained from the body of a
superior individual, they are surprisingly useful in barbarous societies as
“proof of strength” or “proof of victory.”
Thus, in a game, even if you are playing in a barbarous society, you
can gain a reputation as usual by offering sword shards to a ruler or an
upper barbarous (chief). This reputation is called a “barbarous
reputation.”
This barbarous reputation is separate from a normal reputation.
Therefore, it is not possible to get a renowned item from a humanoid
using a barbarous reputation.
By acquiring a barbarous reputation, the character's reputation for
valor and savagery will become famous in the barbarous society and
neighboring humanoid societies. Please refer to the following table for a
rough estimate.

Barbarous Fame Table


Barbarous
Degree of Fame
Reputation
0 – 20 One of Many. Not individually recognized.
Lesser soldier. They are only recognized by name by barbarous
21 - 50
in the same living area.
One of them. Their names and faces are known in a small area,
51 – 100 and their achievements are well known. However, they are not
known outside of it.
Strongman. The barbarous outside of the living area knows their
name. Sometimes, the person whom they meet for the first time
101 - 200
knows their name. Sometimes they are asked to do a job by
name.
Fierce Warrior. If they are in the same camp, their name is
201 – 500 almost well-known. They are highly respected by the other
camps and are even asked to be recruited by them.
Brave. A well-known figure in their camp. They are feared by
501 – 1000 the other camps and are rumored to be planning to become an
independent chief.

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Hero. Their name is well known in the surrounding area. Many
1001 – 2000 barbarous are in awe of them, and humanoids fear them by
name. Adventurers sometimes come to defeat them.
Threat. Their name is known throughout the region. Most of
2001 – 5000 the barbarous bow down, and the humanoids send their armies
and famous adventurers to defeat them.
Catastrophe Maker. A dangerous entity is known on a
continental scale. Even adventurers who come to defeat it are
5000+
rare. Multiple humanoid nations may cooperate in waging war
against them.

Reputation as a Reward
In a barbarous society, reputation is often given as a reward for a job
or assignment.
This reputation may be given in the form of intangible prestige but is
often given in the form of a “medal.”
Depending on the barbarous chief or clan leader, this medal may be
specially designed or engraved with an inscription.
Although achievements can be divided by tribe or camp, many
barbarous consider the total number of achievements important. In other
words, the most important thing is how strong and capable they are.
Basically, a medal has no monetary value, and since it is inscribed with
the name of the recipient, there is no point in transferring it. It is literally
just a guarantee of honor/reputation. Since reputation is obtained by
being awarded, even if the medal itself is lost, it will not cause a loss of
total reputation.
For the sake of convenience, the medals are defined as follows.
Depending on the camp or region, some medals may have different
names and values.

Medal Gained Reputation


Bronze Medal 10
Silver Medal 50
Golden Medal 100
Platinum Medal 500

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Use of Possessed Reputation
A barbarous PC may also use its reputation to acquire personalized
equipment (see CR II, p. 48) or take a personal title (see CR II, p. 60).
However, the GM must set up an influential barbarous leader or chief
NPC to create or bestow renowned items and titles that cannot be
obtained from anyone else.
Therefore, if a player wishes to obtain a renowned item, they must
obtain the GM's permission.
The loss of such items, resulting in the loss of total reputation, is
handled similarly to the usual reputation.

Weaknesses

Like the weak points in the monster data, if an intelligent character


sees a weak point of a barbarous PC, the damage caused by particular
types of attacks will increase.
At the beginning of the battle, if there is a Sage class master or a magic
user in the enemy team, the barbarous PC should make a “Weakness
check.”

Weakness Check
Calculation: Adventurer Level + Intelligence modifier
Use Time: Instant
Effect: On success, your enemy will not spot your weak point. If you fail,
the enemy will see your weak point.
Details: This check allows you to prevent your weak points from being
detected during combat.
At the start of the combat, the GM needs to check if any enemies are:

1) Has a Sage class and has clearly defined Sage Level and Intelligence
modifier in its stats. Then use its Sage Level + Intelligence modifier as
the Standard Value.
2) If the enemy uses magic, use the monster's Magic Power as a
Standard Value.
3) An enemy cannot spot a weak point in other cases.

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GM should roll only once using the highest of their success values for
the entire enemy side (2d + Standard Value).
On the other hand, each barbarous PCs need to roll its Weakness
check. If they succeed, the enemy side will not spot their weak point. If
they fail, the weak point will become active for this combat for them.
This check is only made by barbarous PCs. For weak points, please
refer to the respective race description.
A check is automatically considered successful if all characters on the
enemy side cannot spot weak points.

Description: Determination of Monster Attack and


Conventional Weapon Resistance
While Lycanthrope PC is in Beast Form, the GM should determine
whether or not the increased Defense applies when fighting against
certain monsters (such as those with the Unique Skill [Normal Weapon
Immunity] (see CR EX, p. 71 or BT, p. 27).
In such cases, there are a few guidelines the GM may consider.
1) Attacks that cause magical damage will ignore the increased
Defense (see CR EX, p. 71 or BT, p. 27).
2) If the attacking monster is strengthened by Sword Shards, treat their
attacks as though they were made by a magic weapon, regardless of attack
method.
3) If the description of the Unique Skill says to “treat the ability as a
silver/magic weapon,” that attack will ignore the increased Defense.
4) If the monster's description mentions they may use silver or magic
weapons, the GM may rule that the monster has that weapon at hand.
5) At the GM's discretion, monsters may have silver or magic weapons
at hand that they could use, and weapon attacks from that monster could
be made with those weapons.
6) The GM is not prevented from equipping monsters with
silver/magic weapons in their scenarios for legitimate reasons and
purposes (to make the game fun!). (The PCs should not be prevented
from acquiring them as special loot either).

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Part 2 The Nature of Barbarous

104
”The Lower Youma”

Goblins, Redcaps, Kobolds, Gremlins

Shisha was fed up with his current life.


He had been summoned by a Drake to join him at the end of his
army, but he found life there to be a place of no brain at all, the worst
place he had ever been to.
Sheesha is a Gremlin, about the size of a human toddler, all covered
with hair and with wings on his back, a bit adorable even by human
standards, and, he thinks to himself, intelligent among the many
barbarous.
In fact, he used to come down from his native mountains to human
villages and approach humans pretending to be a harmless and lovable
creatures, enjoying stealing livestock and fruits from them. Sometimes,
fed up with the noisy adults, he would help the children run away from
home by putting their parents to sleep with magic. He was good at gaining
the trust of children, so he was always able to overwhelm the adults.
It was a stimulating, rewarding, and never boring day, and he believed
it would continue one after another.
One day, however, the Ogre and his men destroyed the human
settlement that Shisha had used as a playground and demanded that he
join Drake's army. He wanted to refuse, and he was angry inside because
of the destruction of his playground, but he had no choice but to comply
because he would be killed if he disobeyed.
He wished now that he had escaped earlier because the group he was
in was mostly made up of Youma and others of the lowest barbarous.
“Hey, Ogiro! Watch your back!”
Shisha was lying on a high branch of a tree when a voice rang out from
below.
Sunset, early evening.
The green-skinned goblins had returned to the camp, which was lined
with crude tents, and were yelling at each other. Their crude barbaric
voice, which showed not a trace of intelligence, was very grating.
The Goblins were very irritated because they had been put in charge
of the daytime watch. They don't like sunlight and don't like to work
during the day. They seemed to be in a particularly bad mood as if they
wanted to fill their bellies with alcohol as soon as possible.

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“Go! Go! Go, go, go!”
Barbaric has a small vocabulary. In addition to that, Goblins are all
stupid and foolish. Therefore, they have to keep repeating the same
words. This was also unbearable for Shisha, who liked the arcana
language.
“Soon, soon, soon.”
The small Youma and Kobolds with dog-like heads were making
pathetic voices and looking very hungry. They are weak-willed,
obsequious, and sneaky. He was not fond of their lowly, pleading attitude
but tried not to be like them when he saw Kobolds.
“You guys, Lunch! Make rice! Red, get up! You idiot! Scum! Scum!”
“Ye… yes!”
Goblins kicked Kobolds' butt, shouting abuse at them. They had a
limited vocabulary, but they could only use abusive words as many times
and as smoothly as they wanted to. This was another thing Shisha didn't
like about barbarous.
As Shisha looked on in disgust, Kobolds ran toward the campfire, one
of them going to another tent to call out to the others. One of them went
to another tent to call out to the others, but they soon ran away screaming.
“What?”
At the same time as the Goblins surrounded Kobolds, a number of
small, white-skinned, red-headed men emerged from the tent.
Redcaps is their name. The smallest one standing at the front had a
blood-soaked knife in his hand. Apparently, he stabbed Kobold with it.
“Shut up, Goplin! Change of plan! Miyeera, come back!”
“Shut up! You guys, go! Go, go, go!”
Immediately, an argument between Goblins and Redcaps began.
Here they went again - Shisha's ears were down. But it was impossible
to completely block out Goblin's slurping and Redcap's high-pitched
voice.
The loudest voice will win, or so they both thought. Goblins and
Redcaps from the other tents, who had been resting, gathered around,
and a terrible shouting match broke out.
“I hate it.” Shisha wanted to run away right now. But when they are
weaker than you, Goblins and Redcaps sometimes become vindictive
hunters and come after you.
Shisha, a master of Truespeech Magic, had no intention of losing to
them in a one-on-one battle. But he would not be safe if they attacked

107
him in a group. Or rather, he would die. They always attack only in
groups.
While Shisha was covering his ears, Goblin and Redcap continued to
argue. Youma was the native language of both of them, but their accents
were too thick to be understood. Therefore, only easy-to-understand
abusive words in youma and barbaric were exchanged. Shisha thought
with disgust that they were good only in this respect since he felt ridiculed
and offended even if he didn't understand their words from his position.
“Kill!”
“Die!”
At last, each side has taken up its weapons. Now, they will not stop
until there is a mountain of the dead.
“I'm so glad I slept on the tree today” Shisha praised his wise decision.
If he had stayed down there, he might have been swallowed up by the
hustle and bustle by now.
But just as it looked like a big fight was about to start, the heads of
Goblins and Redcaps suddenly flung up in the air as if in jest. The
surroundings suddenly became quiet as if the previous clamor had been
a lie.
“…why are there no guards?”
Standing between the two camps was the blue-skinned Youma -
Boggart, holding two blood-soaked blades. With a stunned look on his
face, the two heads fall to the ground, followed by the body.
“Go on. Keep watch.”
As Boggart announced this, both Goblins and Redcaps, trembling
and shaking, began to move to stand guard, still pushing each other.
“Phew...”
Shisha was relieved that things had finally quieted down. Boggart is
indeed a merciless man. He kills suddenly without a single threat. That's
why neither Goblins nor Redcaps would defy Boggart. Shisha did not feel
that she could get along with this Boggart, but she could rely on him in
Youma's group.
“Now, let's go back to sleep,” at ease, Shisha lied down on the branch.
The next moment, however, there was a tremendous flash of lightning
that instantly obliterated the trusty Boggart and the surrounding Redcaps
and Goblins.
“Humanoids!?”
Goblin exclaimed.

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Shisha regretted his decision to leave earlier.
Fully armed adventurers rushed into the camp.
The absence of guards was, after all, fatal.
“You've got to be kidding me!”
Swearing in arcana, Shisha flapped his wings and flew away.
The next moment, however, intense heat and pain shot through his
chest, and Shisha knew that he had been shot through with an arrow.
“Do you realize the long-standing grudge...”
Trade common's abuse jumped into his ears in his fading
consciousness.
When Shisha fell to the ground, he saw the human figure from the
village he used to play in.

Description
Among the barbarous, the majority of them are called “Youma”.
A common characteristic of the Youma is that they are extremely
fertile, precocious, and, therefore, numerous. Their intelligence is
generally low, and although they live in groups, they have no sense of
cooperation, and most of them live by pillaging as their instincts dictate.
While they are fertile and precocious, their lifespan is generally short,
which is one of the reasons why they have such a crude attitude toward
life. Since their numbers increase quickly, even after death, they easily
get into fights with their allies and kill them without hesitation.
This tendency is more pronounced against the humanoids, and they
attack villages and towns on the strength of their numbers, rob livestock,
ravage fields, and even turn their blades against the inhabitants
themselves. They tend to be more aggressive, rough, and cruel, especially
when they are outnumbered.
Of course, there are various races of Youma, and some are
exceptional. There is also a hierarchical relationship depending on the
strength of each race, and the weaker ones are usually bullied and
oppressed.
They are unconditionally afraid of rulers, especially of Drakes. They
also share the same tendency to become quiet or run away when shown
the difference in strength, and their low intellect makes them prone to
falling for bluffs.

109
However, among Youma, Boggarts are an exception; they are also
called “killers” and do not run away or surrender in battle. Because they
fight to the death, they are admired and feared by humanoids and
barbarous.
These precocious and prolific Youma quickly increase their
numbers. Even once a Youma settlement is destroyed, if there are a few
survivors, they will reproduce within three to five years and re-establish a
comparable population.

Goblins
Among the barbarous, Goblins are one of the most numerous.
They are small in stature, ranging from 120 to 150 cm in height, and
are characterized by their green skin, large, sculpted eyes, nose, and ears.
Their arms and legs are short, and they smile wickedly when they think
they have the upper hand or sneeringly when they are at a disadvantage.
They generally act in groups and are aggressive only toward those who
outnumber them. They are shortsighted and unthinking and have no
regard for their comrades despite being in a gang. It is common for them
to abandon or sacrifice their allies, and they are quick to beg for their
lives when they are at a disadvantage. They have no concept of remorse,
and if they are lucky enough to be released, they immediately resume
their evil deeds.
They tend to flatter upper barbarous such as Drakes as a conditioned
reflex. However, they do not have loyalty in their hearts, and they often
betray their masters without thinking twice when a more powerful ruler
appears or when they are lured by immediate profit.
However, among the Goblins, there are higher species with average
intelligence, such as Goblin Shaman and Goblin Lord, and their number
is rather small. These higher species lead the lower Goblin species and
sometimes form a large force. Goblins gangs led by the higher species
are a danger to be underestimated because they are more cohesive as a
group and can plan their own strategies well.
Goblins usually hide in forests and mountains, making their living by
hunting and gathering. However, the clever Goblins know that it is most
efficient to attack human settlements, so they often raid remote villages
that are not well-defended.
Goblins are a fertile race, having two to three children per birth after
a gestation period of about half a year. They are precocious, and at the

110
age of 3 to 5 years old, they join in raiding with weapons, and by that
time, they also bear children. They have no concept of marriage, and the
stronger man finds a suitable partner and has more children. With their
short-lived and ephemeral lifestyles, Goblins rarely live to the end of their
days, but they are thought to have a lifespan of about 20 years.
In general, higher species are born only between higher species, and
they become adults at the age of about 10 years and live up to 40 years
old in some cases. Lower species are often born between higher species,
and a higher species is rarely born between lower species. In either case,
the number of the higher species is very small, and they are rarely seen.

Redcaps
Along with Goblins, Redcaps are one of the most numerous Youma.
They are even shorter than Goblin, standing only around 120cm tall.
Their skin is whitish in color, their limbs are thin, and their red eyes are
always glaring with murderous intent. Redcaps’ most distinctive feature,
which gives it its name, is its head of bright red hair, which looks like a
pointed hat. The hair is white when the child is born but turns red as the
child matures. Legend has it that this is due to the color of the victim's
blood, but this does not seem true.
They live in groups, are fertile, and are precocious, much like
Goblins. Their life span is almost the same. However, the most important
difference between Goblins and Redcaps is their brutality.
Redcaps always carry a drawn blade with them and stab their prey with
it as quickly as possible if they are not pleased with their actions. They
live in forests and mountainous areas. When they find humanoid prey,
they immediately attack it as a group and kill it by stabbing it with their
blades without hesitation. They are sometimes formidable enemies
because of their large groups, but they attack without much forethought
and lack the ability to think of a strategy or play a tactical game.
The ability to control their body is lacking. Although there are rare
individuals that grow up to be extremely tall (over 2 meters), these
Redcaps have lost the tether of their rationality and have become
dangerous beings that go around killing both friend and foe alike with
their killing impulses. These mutants have almost no trace of Redcap
except for the hair on their heads, and their muscular bodies are
overflowing with a murderous spirit.

111
Redcaps are considered one of the lowest barbarous races and is often
treated as a slave along with Kobolds. They are also sometimes used as
suicide bombers or scouts who go scouting to dangerous places, taking
advantage of their low fear of death.
They live more momentarily than Goblins and rarely surrender or
beg for their lives. Knowing this, upper barbarous treat Redcaps almost
as disposable units.

Kobolds
About 120 cm tall, Kobolds look like upright dogs.
They are the weakest race among the Youma and are regarded as
almost useless in battle. They are numerous, and as slaves in a barbarous
society, they perform a variety of menial tasks and manual labor.
Kobolds are also precocious and fertile and are considered adults at
the age of 5 years old, and even if they are long-lived, they are only about
30 years old.
Kobolds are obedient, rarely resistant, and will not defy the strong.
They are also good with their hands and have a good sense of taste, so
they are often in charge of meals. They are also good at chores, and some
upper barbarous even consider Kobolds’ servants very useful.
They have excellent communication skills and relatively high
intelligence for a Youma, and they are able to speak in trade common,
the language of humanoids. Therefore, they are sometimes used as an
interpreter in negotiations with humanoids, and conversely, when they
are attacked by humanoids, they can beg for their life in trade common.
Kobolds’ inclination to follow the stronger one is also demonstrated
against humanoids, so they sometimes surrender to humanoids and
becomes their servant. Kobold's cooking skills are highly regarded in
humanoid society, and some humans prefer to hire them.
Kobolds are fertile, having 3 to 5 children at a time. They do not have
the concept of a husband and wife and have children with anyone they
want.

112
Gremlins
Youma looks like an infant with hair all over its body, with leathery
wings on its back and small fangs on its mouth.
Despite their cute appearance at first glance, they are mischievous and
love to annoy people. Their mischievousness often goes beyond the
bounds of the imagination, and they often cause great harm to others.
Gremlins are also considered to be a race derived from Goblins, but
they are known for their superior intelligence among Youma and their
ability to manipulate rudimentary Truespeech Magic. The subspecies
called Deep Goblin is about the height of a human child and uses
Spiritualism Magic in its own way. These larger, purple-skinned
Gremlins are more brutal and cunning, using magic to taunt humans and
sometimes wreaking havoc on villages.
On the other hand, they are physically much inferior to other Youma
and are not very good at hand-to-hand combat. Therefore, they try not
to act alone in battle by helping Goblins or Redcaps or assisting Boggarts.
Gremlins are not so numerous among barbarous species and live in
solitude in forests and mountains. Their life span is about 300 years, and
they become adults at the age of about 5 years, having 5 to 10 children in
their lifetime. They do not have the same concept of marriage as other
Youma, and it is known that when they meet a Youma of the same sex if
they are compatible, they often spend time together, have one or two
children, and take care of them together until they finish raising their
children.

113
”The One Who Kills”

Boggarts

One of the intersecting bodies fell to the ground with a heavy thud.
After a moment of silence, a rallying cry roars out. Looking down at
the loser, the winner has already pulled back his right elbow, which he
had countered into his face, and is keeping his guarded fighting pose.
The loser looks up at the winner from the ground. His face is cruelly
swollen and covered with blood. His body, which had been knocked
down to the ground, was stained with mud from the battlefield. His right
forearm was completely broken, and the broken bone was sticking out
through the skin.
The difference in ability was obvious. Nach's fighting sense was
outstanding in this group of young Boggarts. Since he was a child, he had
joined older fights and never lost. Whenever someone brought a weapon
to a private fight, he always stood up to them with his bare hands, rarely
even getting hurt. Now that he is nearing adulthood, he is constantly being
recruited by numerous groups.
Gematt, on the other hand, was mediocre. He was neither physically
nor mentally gifted, and his ability was probably low-middle at best.
However, he continued to challenge Nach. He did not pay attention to
the others but challenged the strongest Nach, and each time he was
severely injured, he got better and challenged again.
Gematt was never seriously wounded in his battles with Nach. More
than once, he wandered between life and death. Gematt never
surrendered, and Nach continued to inflict blows until Gematt could not
move. Even now, with his nose dripping blood and lying on the ground,
Gematt glared at Nach. Nach, too, stared back at him without turning his
head away. This is a scene that has been repeated more than ten times.
“Kill him!”
Onlookers surrounding the scene shouted out to him. However,
Nach shrugged his shoulders and turned around. It was always Nach who
broke up their fights.
“Kill!”
A lone Boggart stood in front of Nach. He is two times bigger than
Nach. In terms of physical stature alone, he could have “outgrown” the
group by now.

114
115
“If you can't, I'll kill him myself. You may be good, but you don't have
the guts. You are a coward who cannot kill.”
Boggart, who identified himself as Gore, raised his greatsword in the
air to show it off.
“I have two things to say.”
Nach quickly thrusted out his hand and began to point at the
threatening giant.
“One thing. There is an order to things. I'm between you and Gematt.
Before you deal with Gematt, you have to deal with me first.
And two. I can kill.”
As soon as he said this, Nach's long legs shot up. A whip-swinging,
swiveling kick side-swiped Gore's neck. He grunted and fell to his knees.
The momentum from the first kick was used to spin the body around,
and a follow-up kick to the back of the neck followed. Gore's neck was
broken by the successive kicks, and he fell to the ground, never to get up
again.
The young Boggarts were buzzing. Nach arrogantly raised his head
and paced, and the group broke apart to form a path as if pressured by
him.
He saw a lone figure at the end of the road. He was clearly different
from the others in the group. He was wearing a humanoid cloak and
gloves and was leaning lightly on his cane. The color of his wrists peeking
out from the cuffs is similar to that of a humanoid.
A smile appeared on Nach's mouth. Then he looked around again.
“I'm leaving here today to go to Dalkhrem Temple.”
It was a declaration of coming of age. Nach revealed his departure
from the young group, the organization he had chosen, and to which he
would belong.
“The succession is yours to decide.”
And then, without ever looking back, Nach left the den.

“...It's been three years since then.”


Looking down at the enemy lines, Nach was dazzled.
Even after becoming a member of the Temple Guard, Nach’s
character stood out. He has risen to prominence and is now in command
of a platoon.
“No memories.”

116
The one who answered was a stranger: a mobile soldier with various
magitechs, including magisphere, fused into his body. From the right
forearm onward, it has been replaced by a gimmick that shoots out a
swallowing wedge. The wires that cover his entire body may be for
protection or be meaningful lines of communication.
This is a modified soldier presented to the temple on the occasion of
this expedition. In giving this powerful warrior, the giver had only one
condition: “He must be sent to Nach's unit.”
“However, it waits.”
The deformed warrior stares at Nach with a glare.
“As long as you have those eyes, you will surpass me. I knew it.”
Nach replied.
“I was so happy when Master Spinel was here.”
Master Spinel appeared that night. Nach had called Basilisk by its evil
eye type.
“You will be chosen without a doubt. And you will be accepted, and
you will be strong. I knew that.”
“Test. I am strong. I'm stronger than you.”
“We will test this...”
Nach replied with a smile.
“But there is an order to things. When the strong are disturbed by the
weak, the weak come first.”
He said, indicating the enemy's position below.
“All right.”
The body of the warrior who answered began to tremble faintly along
with magitech, and the magisphere began to glow with a red light.
“Let's go!”
Nach raised his fist and gave an order to the soldiers under his
command.
“In the name of Dalkhrem!”
Voices responded, and the rushing began.
Nach also ran. The heat and light emitted by the Gematt running
alongside him illuminated Naha.
Death was there.
Nach felt it. From the bottom of her heart, he enjoyed it.

117
Description
In the barbarous forces, the majority of the barbarous are lower-class
barbarous who are prolific and precocious and produce a large number
of soldiers. Also known as Youma, they generally have low intellect and
limited individual strength, but they are good at forming groups and
raiding by numbers.
Among the Youma who band in crowds, Boggarts have relatively high
individual strength and high morale. Their low intellect and brutality are
similar to those of other Youma, but they cannot be compared with
Goblins and others in terms of their spirit, which does not falter in the
face of adversity. In fact, many of them welcome adversity, and they are
prepared to die.
Boggarts fight to the death, literally, to slaughter their opponents, and
in a barbarous army, they are valued as soldiers. When the core of the
army is composed of Boggarts, the danger level is incomparable to that
of other Youma-dominated armies.
Boggarts are also known for their tendency to mutate. Boggarts are
also often used as a base for modified soldiers by upper barbarous such
as Drakes and Basilisks. It is assumed that the species has a high affinity
for mutation.

Boggarts
The average Boggart is about the same size as a human. They are
slender and lean, with no excess fat. Their skin color is bluish-gray, and
their body hair is light, although some are hairless. Their body size is
similar to that of humans, with some individuals reaching 2 meters in
height.
Their growth is somewhat faster than for humans, and they are
considered adults at the low-teen stage. The physical peak comes in the
early 20s, and by the time they reach the age of 40, the decline in physical
strength is noticeable. The philosophy is ingrained in them that they
should find a place to die and blossom on the battlefield before their
strength withers, and few of them die of old age.
There is little difference between the genders physically and mentally,
and with a few exceptions, both genders are supremely committed to
living as warriors. Long-lasting romantic relationships are rare, and there
is no institution or practice of marriage. Female Boggarts are often

118
pregnant before they know it, and it is not uncommon for the father to
be unidentifiable.
A person who is found to be pregnant is treated as a protected person
in society. The fetus and the infant are regarded as the property of the
whole society, and violence against the pregnant or nursing woman is
prohibited. The gestation period is about six months, and in a single
birth, about 50% have only one child, and about 30% have two children.
The remaining 20% have three to four children, rarely five or more, and
in such multiple births, most of the children are stillborn or are too weak
to grow up fully. After about six months, the child stands and walks and
is weaned at the same time. Some female Boggarts, feeling limited as
warriors, choose to remain in the protected class by repeating
pregnancies and births in short periods of time. Individuals who have
done this second part will have ten or more children in their lifetime;
those who choose to continue living as warriors will have three or four
children in most cases. Of course, there are those who live on the
battlefield without having any children.
In general, the affection between parents and children is very weak,
and the weaned infants are soon completely separated from their
mothers. They are welcomed by a group of young Boggarts. Under their
protection, the young Boggarts learn the language, the art of warfare, the
hierarchy of ranks, and the discipline of obedience to the superior. These
groups of young Boggarts are bands of plunderers who secure their daily
sustenance through theft and robbery. While the adult community is a
constant source of indirect assistance by deliberately creating openings,
they do not rely exclusively on them but also actively target reserves of
weaker Youma and humanoid slaves (if they exist). Boggarts use them as
an opportunity to learn group tactics. Some bouncers even try to tap into
the stockpiles of upper barbarous. In-group and inter-group fights are
commonplace, and being present on the battlefield is a motivation for
Boggart's survival. Powerful individuals and organizations that seek to
gain power are constantly monitoring the young Boggart's group and
making it a target for scouting. Boggart, now an adult, graduates from the
group by accepting these invitations. With a new place to live, Boggart
has trained once again as a member of the organization and deployed to
the battlefield as a valiant soldier. Some of them are very talented and
have high intellect, and they may grow up to be commanders.

119
The Boggarts, who consider fighting to be supreme, do not wish to
live long, and have no motive to pass on their wealth to their own
children, are also characterized by their lack of attachment to their
personal property and wealth. When they return to their hometowns for
vacations, they not only give their hard-earned goods to protected classes
such as pregnant women and nursing mothers but also deliberately act as
targets of younger groups, providing them with on-the-job training. In
these cases, they may act as instructors and provide strict “guidance” to
too unskilled groups.

Boggart Animal Trainers


In a barbarous society, Boggarts are also recognized as animal
trainers, and they take it for granted that the superiority or inferiority of
power is directly translated into a master-slave relationship. Therefore,
they constantly capture and treat lower-level Youma, such as Goblins and
Redcaps, as slaves.
This sense of dominance is also directed toward animals, many of
which are tamed and used. Such as Wolves, Bohr, and other animals.
This culture produces individuals with exceptional aptitude for the art of
animal handling. A good Boggart animal trainer can subdue and control
even a much larger animal than themself, such as a Kyplox, at will. The
trained beasts are used not only for their own strength but also as
bargaining chips with the upper-level barbarous. Since it is convenient for
them to be close to nature to procure and train their beasts, they tend to
avoid places and environments where there are many barbarous, and live
independently in forests and grasslands with themselves and the beasts
they can follow, a small number of other Boggarts, and lower-level
barbarous or humanoid slaves.

Mutants/Modified Soldiers
Boggarts are also known to produce a relatively large number of
mutants. It is believed that not only Boggarts but also lower barbarous
species contain the potential for mutation. The mutation caused by
soulscars is the main cause of the existence of barbarous itself and is the
factor that changes the race and makes it evolve. The lower barbarous is
considered to be simpler and less complete, with the possibility of
mutation all around.

120
Among them, Boggarts are considered to have a particularly high
affinity for mutation. In addition, the social nature of the Boggart society
makes it easy for mutations to become visible. In the society of Boggarts,
where fighting is supreme and strength is righteousness, heresy by
mutation is not evil. Rather, if it strengthens the individual, it is treated as
something to be welcomed. In a group of young Boggarts with relatively
wide individual differences from childhood to young adulthood,
differences in individual appearance are not a reason for discrimination.
Mutations that result in weak individuals can only be eliminated, but
strong mutants are rather awe-inspiring, respected, and even looked up
to within the group. This is the difference from other Youma who may
dislike the mutation as a foreign substance and discard it as something
that destroys the family.
Boggarts are also often used as a base for making modified soldiers
by Drakes and Basilisks. Upper barbarous are difficult to use for such
purposes, and lower barbarous become the perfect targets. The
advantage of the lower-grade barbarous is that they are simpler materials
to use in the case of remodeling. And, since they are to be modified
soldiers, it is not better to have powerful bodies, so Boggarts, which are
the strongest among the lower-class barbarous, are the best choice. In
addition, individual Boggarts are also hungry to become stronger. As a
result of such a combination of convenience and profit, many modified
Boggarts have been born in the world.

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”Herculean Barbarous”

Minotaurs, Gory

Gush!
At the center of the circular Arena, two huge bodies collide with each
other.
The two sides lock arms and put all their strength into crushing their
opponents.
Just in time...
The crowd of barbarous spectators who had been cheering in the
Arena became quiet as if they had been hit by water.
The only sounds are the two fighters' creaking muscles and the ragged
breaths of the spectators, who can hardly hide their excitement.

“Gwahhhh! You're a good one, cow-boy!”


Breaking the silence, a larger fighter let out a hearty, joyful laugh.
Behind him is the east gate, the entrance gate.
The figure is about three meters tall, with long, almost ankle-length
arms. His head was large with a broad forehead, and his hands were even
larger than his head.
The man was smiling, baring his crooked teeth.
Deformed.
“Ha! I'm talking to you, you hairless monkey!”
With his back to the west gate, the fighter who replied in this way was
also a giant, easily over two meters in height, though not as big as his
opponent. His reddish-bronze back is covered with a tattoo of a double-
edged battle-axe.
However, the head of such a strong man was that of a black bull.
Just in time...
The muscles in their arms were like twisted ropes, and their back
muscles were like hills of steel, fighting each other to crush their
opponents.
There was no technique, no art - only physical strength.
It was a battle between Gory, a giant of a man with strong arms, and
Minotaur, a bull-headed fighter.

122
123
“Gwahahahahahaha!!! This is fun! This is fun! Who in the world
would still be stupid enough to confront Master Berlingei with their body!
You're so small! Gwahahahahahaha!”
Berlingei, a Gory, laughs hysterically.
Minotaur’s face becomes twisted.
“What! You look like a guy with a big name, but don’t look like a big
guy? Muscle is not about size, but quality! In that respect, Ellinger's
muscles are of the highest quality! I cannot be defeated even by a giant!”
Hmph! The muscles in Ellinger's arms swelled with energy, and he
began to push back against Berlingei. The silent audience began to cheer!
“You're a fool!!”
At the moment, it looked as if Berlingei’s body had doubled in size!
And…
“Daraaaaahhh!”
“Gooooo!”
A flash of energy! With a roar, the two arms of Berlingei blew away
the Ellinger with an explosive impact!
The Minotaur slammed into a pillar at the west gate of the circular
arena and groaned.
“Gwahhhh! That's what I'm talking about! Gwahhhh!”
As the place was filled with cheers, Berlingei mocked him.
“What about muscle quality? Huh?”
“Hmph!” Ellinger stood up, blood flowing from his strong body.
“Behold the quality of my muscles!”
As it was, Ellinger gripped the stone pillar of the entrance gate, which
must have been 8 meters high and 1 meter in diameter, and held it firmly
in his hand.
“Aaaaaaaaah!”
With a scream, he pulled out the entire foundation and ripped it off
from the gate!
“Oh, come on, seriously…”
“Aaaaaaaaah!”
Ellinger hit the stone pillar with all his might as if it were a bat!
Berlingei quickly crossed his arms and took it!
Bang!!
A roar of sound and a cloud of dust! The audience screamed, feeling
blood to be spilled.
“How do you like it?”

124
Ah, but when the dust cleared, there was the bloodied but still
towering figure of Berlingei standing tall on the ground!
Sound of heavy breathing.
The smile that was always on his face was no longer there. His eyes
were blazing red, the color of fury, and blood-red bubbles overflew from
his mouth.
With a soul-stirring scream, Berlingei ran toward Ellinger, swinging
his right arm in the air.
(Hmm. It's an obvious blow. But... you're right, Berlingei. If I avoid
it, I lose!)
Because, together, we have made our strength our law.
With a bull-headed smile, Ellinger clenched his fists.
Gong!
Fists collided, bones crumbled, the flesh was torn, and both arms
popped. They were no longer useful. But Berlingei led out a menacing
scream, and Ellinger's smile deepened, and he clenched his left fist!
Gong!
Left arm flying off! But both of them do not care and immediately
head-butt each other.
Gong!
The impact seemed to blow his skull off! But Ellinger stepped aside
and pierced Berlingei's eyeball with his mighty horn.
Scream.
Ellinger thrusted his head out and pierced the tiny brain deep inside
Gory's skull, causing it to shake violently and killed him.
After shaking off Gory's jerking and convulsing body, Ellinger
carelessly shook him off and shouted a triumphant yell to the heavens.
It echoed long and far, mingling with the cheers of the audience.

125
Description
Among the many barbarous, none are known more for their pure
herculean strength than Minotaurs and Gory rather than for their combat
skills, magic, or special powers.
Although they may be inferior to the giants in terms of total muscle
mass due to the pure size difference, they still have a tremendous power
that they both exhibit.
In a sense, these two types of barbarous are the most barbarous of all.

Minotaurs
The Minotaurs are strong and powerful barbarous with the head of a
bull and the body of a man. The Minotaurs wear heavy armor on their
well-endowed physique, averaging just over two meters in height.
Some of them have cow hair all over their bodies, while others have
hair only on their heads. There are also various types of cattle, including
long-haired and short-haired cattle and even individuals with the head of
bulls, bison, or buffalo. On the other hand, no antlerless Minotaurs have
been found, and all Minotaurs are considered to have long or short
horns.
Skin color (if visible) is often brown, with reddish copper or dark
brown, almost black being the most common. Black or red bulls are
common for the head, with white or mottled fur extremely rare in
Minotaurs.
They work in small clusters with a powerful individual as the chief.
The life span of Minotaurs is about 100 years, but they are a
precocious species that grow to be fit enough to compete on the
battlefield by the time they are 10 years old. Therefore, many Minotaurs
are killed on the battlefield, and those who live their entire life are rare.
However, for a Minotaur, death is not something to be avoided after
rampaging on the battlefield as one pleases. Rather, it is the greatest fear
for Minotaurs that they cannot die on the battlefield and have to watch
their proud bodies deteriorate in old age.
The Minotaurs' strong body, the greatest pride of the Minotaurs,
makes them even more powerful than their massive appearance; they can
easily lift and freely wield weights that a humanoid of similar stature can
only carry with difficulties.

126
The Minotaurs are proud to say that the quality of their muscles is
different from that of other barbarous. According to their tradition, the
Minotaurs were created after repeated trial and error by the god
Dalkhrem to produce “a guard with ultimate strength” during the Divine
Civilization Period.
Symbolic of this is the huge battle axe that bears the name of the race
- Minotaur’s Axe.
The Minotaur's Axe is a great axe nearly three meters in length and is
favored for its double-edged form with two huge axe blades, called
labyrinths. The weapon is forged by the Minotaurs themselves, and
blacksmiths who can make the Minotaur's Axe are highly respected
among the tribe. However, some of them commission other races, such
as the Dark Dwarves, to forge the axe.
Among humanoids, there are lovers of this ridiculously large axe, and
sometimes using instead copies created by humanoid blacksmiths.
Nevertheless, the size of the axe is so great that an ordinary man would
not be able to wield it or even lift it. The Minotaurs can easily hold such
a huge axe and retain enough control to swing it with all their might in
any direction.
Minotaurs are able to reproduce with strength alone which other races
can only do with advanced technology.
The Minotaurs have “ultimate strength,” but in reaction to this, or
perhaps because women with inferior strength are considered unwanted,
only males are born. They have to depend on the wombs of humanoid
women to have children, so they frequently break into humanoid villages
and kidnap women.
Women kidnapped in this way are kept alive until they conceive and
bear children but are immediately killed and eaten when they have
finished their work. Many of them die because they cannot endure the
intensity of the acts with the Minotaurs, and these women are also used
as food.
Perhaps because they can only be born from human wombs,
Minotaurs are said to have a relatively higher chance of producing
Weaklings than other barbarous species. In fact, it is said that a female
carrying a Minotaur's seed has a 70% chance of giving birth to a normal
Minotaurs, a 30% chance of giving birth to Weaklings, and a very rare
chance of giving birth to a human.

127
Human children are immediately used as food if they are male, and
if they are female, they are raised as enslaved people until they are old
enough to bear children half the time, and if they are no longer useful,
they are also eaten.
Weaklings, who are physically inferior, are also abused as a disgrace
to their race and rarely survive to adulthood. The age of adulthood for
Weaklings Minotaurs is 15 years old, but most Weaklings are killed on
the first battlefield even if they survive the abuse because Minotaurs make
Weaklings stand on the battlefield at the age of 10.
The only problem is that a low percentage of Minotaurs' Weaklings
are female, and in such cases, they are raised carefully (by Minotaurs'
standards) as race mothers because they are considered to produce
stronger offspring.
Although these Minotaurs give the impression of being muscular
fools, some of them have mastered the art of magic. These Minotaurs
are called casters and are in leadership positions in the tribes.
The Minotaur Casters have high intellect, which manifests itself in
cunning and cruelty. They are formidable enemies for adventurers
because they like to exhaust their enemies and then attack them with
overwhelming brutality.
Minotaurs have another remarkable power. It is a special sense of
instinctively finding the Sword Labyrinth.
To begin with, Minotaurs (contrary to their image of muscular fools)
like to play in mazes and instinctively seek out labyrinths. Therefore, it is
not unusual for them to build labyrinths in tribal settlements.
It may or may not be because of this, but apparently, Minotaurs have
a sixth sense that detects the existence of Sword Labyrinths. Moreover,
when they find a labyrinth, they are known to have a strange habit of
settling there and assigning themselves the role of a guardian rather than
conquering the labyrinth and acquiring powerful weapons.
According to the Minotaurs' folklore, “they were created by
Dalkhrem, the God of War, as the guardians of the second sword Ignis,”
but the authenticity of the claim is still a matter of speculation.
Some Drakes and Basilisks seem to take advantage of these
characteristics of Minotaurs and make them their watchdogs.

128
Gory
A fearsome rabble-rouser, a destructive force that even the barbarous
can't handle.
Gory is a barbarous species, nearly three meters tall, comparable to
Ogres, and more akin to the great ape Gorgols than to humans. Their
arms are long enough to reach the ground even when standing upright,
and they have hands even thicker than their large head.
The face is generally ugly, with a low nose, a well-developed jaw, and
yellowed, uneven teeth protruding from a mouth that always seems to
have a pasted-on smile.
They have no hair on their bodies, and their brown skin is glistening
with oil. The Gory, both male and female, like to show off their bodies
and dislike wearing any clothing or armor other than loincloths.
The power that is unleashed from their huge body is so powerful that
even the Dark Trolls are no match for them in terms of pure physical
strength.
The best example of this power is Gory's [Blow Away] skill, which
allows them to blow away any opponent, even multiple opponents at the
same time, by more than 10 meters without any particular technique.
No one knows exactly how Gory were born. There is no way to know
because Gory are not conscious of preserving their history and traditions,
and their name is not found in myths and legends.
Gory first appears in the literature in an ancient document from the
middle of the Magic Civilization Period, where they are only described
as having been “attacked by a troublesome hairless great ape that beat
them up without regard to magic.”
But in the end, it is meaningless to look into the origins and history
of Gory because they are not proud of it, nor do they want to recognize
it.
Gory's intelligence is low, to begin with, and although they have the
intellect to speak the language, they are not good at thinking about details,
so their own name in history and even their fame within the barbarous
world are not important to them.
For Gory, there is only one thing that matters - destruction.
Gory's spirit is full of destructive impulses and violence. There is no
sense of beauty or philosophy of “noble battle,” and Gory is satisfied only
with wreaking destruction and violence on those around them.

129
For this reason, other barbarous consider the Gory to be very difficult
to deal with as soldiers. Even those barbarous who value freedom and
chaos are disciplined in their military actions. No matter how self-
indulgent and reckless Youma may normally be, they obey orders from
Drakes and Basilisks.
Because that is how we are born.
Gory is different.
Gory only destroy.
It would be nice if they could destroy only the enemy soldiers, but
often they are not satisfied with the enemy alone and attack the allies as
well.
Despite this difficulty, they are undoubtedly strong and are employed
by other barbarous as bouncers, loose warriors, or suicide weapons.
Gory are happy to be hired as long as they can get out of control. And
regardless of their employer's intentions, they are more than happy to
strike with their huge fists when they see a fight coming.
When two Gory meet, it is synonymous with the start of a battle, and
this is no different between the sexes. Even breeding takes place only
after one of them thoroughly beats the other.
Gory seek nothing but destruction but take excessive pride in their
destructive power. The ugly smiles that cling to their faces are an
expression of this pride.
However, with each physical injury, their pride is also wounded,
which turns into anger, accumulates, and surfaces in the form of changes
in facial expressions and explosive increases in power.
Gory become devices that move with a completely destructive
impulse, unstoppable by anyone. If you want to stop the damage, you
have no choice but to kill them.
Among Gory, the most powerful ones are called “Gory Champions”
and are feared by many. Their strength is just one word, “tremendous,”
and it is truly the embodiment of destruction, as it continuously strikes
with its powerful Gory fists.
The pride and the shortsightedness that leads to violence are also
prominent, making them completely out-of-control tyrants.
If it is barbarous to destroy and violate without producing anything,
there is no other “barbarously barbarous” like Gory.
Gory is barbarous who abhors even barbarous creatures. That is
Gory.

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”Creations”

High Goblins, Talos, Invisible Beasts

I was in a twisted iron cage.


And this cage is surrounded by barbarous with armor-like shells,
carrying large swords and shields and looking like warriors.
They were artificial barbarous called Talos.
Someone must have sent them to capture me. And I was caught right
in the middle of it. Just when my men had gone out, they caught me.
It was Talos Juggernaut who killed the most.
It is not just a wooden puppet that fights according to orders; it is a
higher-level species of Talos that has the ability to think clearly.
It is quite strong. Well, not as strong as me.
Yes, I am strong. But if you ask me if I can break through this cage,
break through the tight enclosure and escape, I have to say no.
So, I gave up early to escape by myself.
I'll be quiet and wait for help to come.

Then, suddenly, some humanoids attacked us.


I guess they were adventurers, as I had heard.
They first attacked Talos Juggernaut.
I know exactly what I'm talking about. Once you defeat them, the rest
is just a little stronger and sturdier wooden doll. The head is as good as a
beetle's.
Was this likely to be settled soon?
Oops, a humanoid warrior-like creature took a big sword swung from
a juggernaut, and it fell down.
Oh, dear. The humanoid in the back was in a hurry. He was praying
to God.
From the holy symbol, it was Fetor, the Goddess of Rain.
Thanks to this, it seems the warriors did not die, but the battlefield
was still huge.
I didn’t know what I was going to do with this.
Watching with curiosity, the adventurers managed to regroup and
defeat Talos Juggernaut.
The adventurers killed them easily enough.
The last Talos warrior was slain, and the show was over.

131
132
I would have liked to have had a little more fun.
Well, okay. I think my pickup just arrived.
A man and a woman adventurer approached. I quickly closed my
eyes.
“Are you hurt? You must have been scared. You're all right now.”
“Heh. A beautiful girl. Maybe she was kidnapped for a sacrifice or
something? You see, she has strange patterns all over her body.”
He says something, but I don't understand the language of
humanoids, so I keep quiet.
But the tone of voice was gentle and not deadly.
As I had expected, they thought I was a humanoid girl.
My master once told me that I looked like a humanoid girl. And he
said I was quite cute.
At that time, I was happy because I felt the master praised me.
Now, I'd like to get rid of them before the stupid humanoids found
out... what were they doing, I wondered.
Suddenly, a whistling sound was heard.
A small whistle sounded like a bird's call for those not perceptive
enough.
“What is it?”
Oh? There was a humanoid who was raising his voice in disbelief.
I wonder if they noticed.
But it was too late. That was a signal from my men that the siege was
complete.
Well, I thought it was time to go.
I opened my big red eyes.
In front of me, I saw a warrior-like humanoid startled.
Hmmm. Interesting face. Thanks. For saving me.
Thanks to you, I'll be back with the master sooner than I thought.
“Watch out! That's the High Goblin Maiden!”
A magician-like figure shouted something.
Perhaps a warning.
Ahhh, I've been found out.
That won't change what we do.
“Kill.”
Smiling, I gave an order.
Hearing this, High Goblin Raiders who came to rescue me jumped
out from the surrounding bushes.

133
As the adventurers rushed to fight back, someone attacked them from
behind.
The head of a warrior-like humanoid hung down. The throat whistle
was cut roughly, and only half of it seemed to be connected.
The Invisible Assassin was revealed in the blood that spurts out
vigorously.
It was a special assignment that the master had prepared for me.
Seeing his friend killed instantly, a priest-like figure was stunned.
Yes. Goodbye to you too.
I licked the fresh blood on my cheek.
Yum. Delicious.
The taste while listening to the screams is exceptional.
High Goblin Raider found a key from somewhere and opened the
cage.
I got out of the cage and stood up tall.
Now, boys, you should get rid of the rest of them.
I wanted to return to my master's as soon as possible.

Description
Originally, barbarous was a race created by Dalkhrem, the God of
War, as his advance troops. Even after the War of the Gods was over,
the war between the humanoids and the barbarous continued, and in the
history of the humanoid race, there are new barbarous races created from
the old barbarous ones, as if to imitate the works of the gods.
Invisible Beasts, Talos, High Goblins, and other “creations”.

They are all artificial races created through magical experiments for
the purpose of battle. They are given high combat and unique skills to
perform specific functions in battle, such as Invisible Beasts' ability to
disappear and High Goblins' high resistance to magic.
They are built to obey their master, the barbarous chief, and will never
betray them or make any sacrifice to carry out their orders. In their
minds, their own lives and the lives of their companions are as light as
lint compared to the orders of their masters. By day, they quietly stay
under their masters' command. But when the order comes, they act with
surprising swiftness to carry it out.

134
They have no emotions, and if they do, they are extremely weak.
Furthermore, they are built to feel no fear, so they can act without
hesitation, even in situations where their own survival is at stake. With
such a lack of spirituality, they have no culture of their own. Only a few
High Goblins form a community around High Goblin Maiden.

Even these seemingly perfect fighting races have one major weakness:
their intelligence is generally low.
This is not what their creators intended. Perhaps, intellect was
reduced at the cost of physical toughness and strength, high resistance to
magic, fearless spirit, and obedience to commands. However, on the
battlefield, where the situation changes moment by moment, the
combatants need to be able to make judgments, adapt, and be cautious
enough to watch out for enemy traps. Without these abilities to judge the
situation and to be prudent, they were able to wreak havoc with their
overwhelming combat power when they first appeared on the scene, but
as their weak points were exposed, the humanoid side took
countermeasures, and new barbarous races rapidly lost their advantage.
Thus, battle dolls, which cannot make decisions independently and only
follow orders, are useful on the actual battlefield as a temporary
advantage. Their creators were well aware of this and made numerous
improvements to overcome this weakness. Their attempts have been
partially successful. The existence of higher species with human-like
intellect, such as the Talos Dreadnought and the High Goblin Maiden,
testify to this.
However, the creation of these higher species comes at a great cost,
both materially and in terms of time. Moreover, not all attempts to create
them will be successful because of the high level of technology required.
Above all, many of these technologies have been lost in repeated
catastrophes, such as the decline of the barbarous due to the rise of the
humanoid civilization even after the latest Diabolic Triumph (Diabolic
Triumph). As a result, the number of higher species with superior
intellect has become scarce.
Many of these higher species are responsible for leading the lower
“creations”. The barbarous rulers are working hard to solve this problem
by reviving the technology to create higher species.

135
Invisible Beasts
Invisible Beast is a Barbarous who has the unique ability to turn their
body invisible. Their appearance varies widely from individual to
individual, ranging from 120 cm to 2 m in height. However, they all share
the common characteristic of having a bizarre humanoid form with blood
vessels protruding from the surface of their bodies, and they are generally
well-proportioned and muscular.
However, you can rarely see these Invisible Beasts. This is because
they are always transparent and never appear on their own. For this
reason, they usually do not wear clothes or armaments that are beyond
their ability to become invisible.
Among the Invisible Beasts, there are particularly strong fighters,
called the Invisible Assassins, who are feared by many.
It is said that their life span is about 50 years, but it is not certain
because some Invisible Beasts live more than 100 years.
They are merciless, ferocious, and cruel to their adversaries but loyal
to their masters. For this reason, they are highly valued by upper
barbarous masters, especially Drakes and Ogres, who secretly guard their
surroundings and important facilities or are ordered to assassinate
another upper barbarous.
Only some upper barbarous know how these Invisible Beasts are
created. As a matter of fact, they are created from Humanoids and
Barbarous.
From among the Humanoids or slave-like lowly Barbarous taken
captive by the Barbarous, the individuals are selected for their physical
toughness, agility, and dexterity, and are then transformed into Invisible
Beasts through a magical ritual using special materials such as Clear
Jewels. The reason why there are large differences in their appearance
and lifespan is that they inherit the race from which they were born. In
other words, a Goblin-bodied Invisible Beast inherits the appearance and
longevity of a Goblin, while an Elf-bodied Invisible Beast inherits the
appearance and longevity of an Elf. However, since excellent Humanoid
bodies are difficult to obtain, most Invisible Beasts are based on lower-
grade Youma.
On the other hand, it is said that the morale of the used race is not
inherited. This is because their soul becomes soulscarred by the ritual
and changes from morale to that of an Invisible Beast, even if it was a
Humanoid.

136
Talos
Talos are two-meter-tall warriors in tight armor and carrying a large
sword, an artificial Barbarous made by Barbarous. However, the armor
is their outer shell, and the horns protruding from the helmet are also
innate. Their faces are similar to a human's but are always expressionless
and emotionless.
Talos were created by fusing various kinds of creatures magically
mineralized into ore in a furnace called “Ignis Fire Chamber”. The
completed Talos are placed in a strong metal box called “Fire's Casing”
and sleep without aging as long as they remain in the box. The first person
who opens the box in the right way becomes the master of the Talos.
Talos do not have a life span; they begin to move when the “Fire's
Casing” is opened, and thereafter, they must continue to eat Humanoid
hearts periodically to survive. If it does not eat Humanoid's heart within
the required period, it will completely stop its activity and die, never to
be revived again.
Originally created by Vulcans and Dark Dwarves, who were driven
underground during the Magic Civilization Period, Talos were created to
fight in the service of Barbarous, and as such, they have high fighting
abilities and know no fear. Their shell is resistant to magic, and when
they are ready to fight, they spew fire from their joints and through the
cracks of their shell. Since they have no soul and no soulscars, they are
not affected by Swords of Protection but cannot see fairies.
The Drake King ordered the Dark Dwarves to mass produce Talos
and put them into battle one after another, and since Talos could be
killed on the battlefield and resurrected many times with [Resurrection],
they were feared by many opponents for their overwhelming fighting
power. It is said that when Talos was defeated, their opponents
dismembered them so that they could not be resurrected. However,
when their weakness that they cannot see fairies were revealed, they were
defeated one after another by Fairy Magic users. Furthermore, during the
Magitech Civilization Period, the Humanoid hunted for Barbarous
became more intense, and most of the workshops for making Talos were
destroyed, and at the same time, Dark Dwarves who had the technology
to create Talos were also killed. As a result, it is no longer possible to
produce Talos, and they have become rare.
Talos include the Talos Soldiers, mass-produced soldiers of the
lowest level, the heavily armed Talos Warriors, the Talos Juggernauts,

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which can strike enough blows to break through enemy lines single-
handedly. And the Talos Dreadnoughts, which can use advanced magic.
Of these, the Talos Juggernaut and the Talos Dreadnought are the
superior species of Talos and have brilliant minds that can lead a unit or
serve as a companion for their master and seem to have rich emotions.
However, it is generally believed that these are the only skills they have
acquired due to their education, and they do not have genuine emotions.

High Goblins
High Goblins were created during the Magic Civilization Period as a
result of magical experiments by Drakes' wizard-kings and served as
fierce fighters in battles between wizard-kings. As its name suggests, it is
an artificially created higher species based on Goblins, so it resembles
Goblins in appearance. However, they have morbidly pale skin and large
red eyes, and their entire body is covered with Anti-Magic Enchantment,
which gives them strong resistance to magic, so they cannot be mistaken
for ordinary Goblins. They are slightly taller than ordinary Goblins but
slimmer and less physically strong than Goblin Lords, which are also a
higher species of Goblins.
High Goblins have a lifespan of only about 300 years, perhaps due to
their high abilities, and after the sudden demise of Magic Civilization,
their existence was long neglected. However, since they had the ability to
reproduce on their own, they survived and waited for their masters to
return. Eventually, a Drake King found them and became their master.
During the Diabolic Triumph (Diabolic Triumph), the High Goblins
followed the Drake King and played a major role in the downfall of the
Magitech Civilization. Since then, High Goblins have served barbarous
rulers such as Drakes.
When they breed, more than 50% will produce normal Goblins. Of
the remaining 40% or more, more than 90% are males, and 10% are
females - about 5% of the total number of births. Because of this, the
number of females is very small, and High Goblins take very good care
of them. Inevitably, females have the upper hand in a group of High
Goblins and choose their mates.
They live in groups of approximately 100 to 200 people as a unit.
Even if they serve the same master, they rarely communicate with each
other if they belong to different groups.

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High Goblins include High Goblin Raiders, who specialize in stealth
and surprise attacks, knightly High Goblins Fanatics, who fight with large
swords. And High Goblin Maidens, who have unique nature that allows
them to charm other High Goblins into following them. These higher
species cannot be born unless one of their parents is a higher species.
Of these higher species, High Goblin Maidens are dedicated to the
role of war maidens and are fanatically worshipped by all High Goblins.
All High Goblins will gladly give their lives for the High Goblin Maiden
and jump into any deadly place without a single complaint. On the other
hand, High Goblin Maidens are arrogant and ruthless beyond the image
of their beauty and consider other High Goblins as nothing more than
pawns. However, they instinctively love and obey their masters, especially
the powerful Drakes. Sometimes, they act on their own judgment for
their masters' sake so that even if many High Goblins die, they do not
change their faces even a little.
In fact, High Goblins are not sworn to the loyalty of their barbarous
masters but only follow the High Goblins Maidens whom they worship.
For this reason, their masters, the barbarous chiefs, treat High Goblin
Maidens exceptionally.

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”Plagiarist Artificers”

Androscorpions

Arnes Elsein was a skilled artificer.


He was a well-known veteran adventurer, skilled with a gun, and had
visited many ruins and killed many barbarous.
One day, while his party was exploring the ruins in the desert, they
were caught in a huge trap. The stone floor collapsed, and they were
swallowed deep, deep underground.
Elsein was knocked unconscious by the impact and woke up a short
time later. The men in front of him were not his friends who had come
to his rescue but those whose lower bodies looked like scorpions. The
ruins were a settlement of Androscorpions.
Elsein was prepared to die. Not only his weapons but also all of his
specific equipment, the magispheres, had been taken from him.
Elsein thought it was over, but the Androscorpions surprisingly did
not try to take his life. On the contrary, they took care of him and fed
him with their perfectly pronounced but emotionless magitech.
The food tasted terrible as if they had no concept of seasoning.
However, the nutritional value of the food seemed to be well thought out,
and he did not starve.
As Elsein was treated politely, she began to understand what they were
trying to accomplish. The underground ruins where they were based
were the military facilities of the Magitech Civilization Period. Elsein was
led into the heart of the complex, and in front of the large scale and
diverse legacy of Magitech Civilization lying there, he trembled, forgetting
that he was a prisoner of war.
Androscorpions promised to set Elsein free if he could decipher the
various magitech uses that lay in ruins. He was doubtful that he would be
able to make a deal with barbarous, but he decided to accept the offer
because it would be a valuable experience that he could not wish for.
Androscorpions helped him a lot in his investigations, excavations,
and literature searches. Elsein had developed a kind of friendship with
them, and they even clapped their hands and shared their joy with each
other when they solved a mystery.
Elsein shared meals with the Androscorpions, slept with them in the
sleeping quarters of the ruins, and became fully integrated into their lives.

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141
Therefore, Elsein was not exploited like the slaves, and there was no
shortage of food (except for the taste).
In fact, after discovering Magitech Civilization's state-of-the-art egg
incubator and figuring out how to use it, he was even able to witness the
incubation of Androscorpion eggs in the incubator. It was perhaps the
most moving moment of his life.
When he observed the combat training of the warrior species
(Caesarscorpions), he was horrified by the sheer scale of it, but he was
also impressed by the rationality of the training. The accurate gunfire
practice from a long distance. Then, after getting close, they would use
tails or scissors to deliver a heavy barrage of blows. The higher ranks even
incorporated magitech attacks into their attacks.
It was strange that the intense training, which was similar to that of an
army in the Magitech Civilization Period, seemed reasonable and even
desirable as he became accustomed to seeing it. Moreover, they lived
without any difference between males and females except when they laid
eggs. Although the roles and daily cycles of the normal species without
scissors and the warrior species with scissors were different, the society
seemed to be very merit-based and equal. The division of roles based on
rationality and ability made sense to Elsein, and he gradually began to
think of the Androscorpion settlement as an ideal world.
After the underground military facility analysis was completed, Elsein
and the Androscorpion artificers shook hands firmly, and their human-
like but expressionless faces showed excitement for the first time.
A few days later, to Elsein's surprise, the Androscorpions returned his
beloved magispheres. And indeed, they brought him back to the surface,
just as they had promised.
Elsein shook hands again with them, who had come to see him off,
and after a long time, he used his magisphere to create a skybike. He
straddled the Skybike and looked back once before flying away. He
wanted to see the faces of the artificers with whom he had shared so many
hardships and joys that he wanted to call them comrades rather than
friends.
He wondered if Androscorpions were also sad to say goodbye...
Elsewhere, Elsein looked at the faces of his comrades with a touch of
sadness.
The next moment, however, Elsein was jolted by the unexpected heat.
Countless bullets penetrated the body.

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The Caesarscorpions, who had come out to see him off, shot Elsein
at once.
They promised to set him free, but they didn't promise not to take his
life, Elsein thought in his fading consciousness. If he jumped away
without looking back or… with a bang Elsein fell into a pool of his own
blood.
The artificers who had shared the hardships with Elsein rushed to the
remaining Skybike and started analyzing it.
Their faces showed no emotion, as was expected.

Description
Magitech Civilization of Al Menas.
It was a civilization most detestable to the barbarous, and magitech
was a combination of magic and technology that they were far from being
a part of it.
This is because, with the rise of the Magitech Civilization, the
barbarous were being exterminated one after another and driven from
the surface of the world. In particular, the advent of Swords of Protection,
which kept away those with soulscars, was fatal for the barbarous.
By the middle of the Magitech Civilization, it was clear that the
barbarous were outnumbered, and since Magitech Civilization was based
on the principle of making magic more efficient and accessible to the
general public, the humanoid army was growing stronger and stronger
every year, and quickly spread throughout the world.
For barbarous, who put emphasis on individual ability, these
magitechs were a real liability. For this reason, even races, which actively
dealt with magic, shunned magitechs and either hated them or ignored
them.
However, it was the Androscorpions who dared to study and master
magitech.
Androscorpions originally tended to act in groups, which were very
rationally structured. This was an unusual tendency in a barbaric world
where individualism was the basic principle. But that is why they learned
magitech and were able to master it.
Other than Androscorpions, Lizardmen and Kobolds were also
beneficiaries of magitech. These races focused mainly on the new
weapon, the gun, which was a sufficient threat to the humanoids in

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combat, but it was believed that magitech as magic would not be
understood and developed by barbarous on their own.
However, Androscorpions actively analyzed, learned, and acquired
magitech during the Magitech Civilization Period. During the Diabolic
Triumph (Diabolic Triumph), it is said that it was Androscorpions who
either destroyed or deranged the magitech that controlled the cities and
armies. There is a possibility that Androscorpions will create their own
magitech in the future.

Androscorpions
Among the barbarous species, Androscorpion is a race with a
particularly unusual appearance, with the upper body being a human and
the lower body a scorpion.
The scorpion part of the lower body is quite large, averaging about
2m from the part where the human-shaped upper body is connected to
the base of the tail, and since the tail is 2 m long by itself, it would be
quite large if stretched flat.
The upper body and skin color are similar to those of humans.
However, it lacks facial expression and looks somewhat fake. Therefore,
a person familiar with them will recognize them as Androscorpions by
looking at the upper body alone.
The lower body is covered with an exoskeleton similar to that of
common scorpions and has four pairs of legs (8 total). The species called
warrior species or Caesarscorpions have a pair of sharp scissors in
addition.
Androscorpions are thought to have a lifespan of about 200 years, and
by the age of about 10 years, they are able to be parents and play a role
in the family. However, they seldom live a full life, and when they reach
120 years of age and begin to show signs of old age, they are banished
unless they have special abilities.
Androscorpions can be broadly divided into normal and warrior
species. The division is clear and is determined by the presence or
absence of a pair of scissors on the scorpion-shaped lower body.
The normal species without scissors are numerous and mainly serve
the working class. Nevertheless, they are not to be underestimated in
battle, as they have learned to use magitechs from an early age. Some of
them, like the Scorpion Snipers, are adept even without scissors.

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Caesarscorpions, on the other hand, are born with scissors at a rate of
about 1 in 100. These individuals are trained to become warriors from
an early age and learn how to fight with scissors, so they have higher
fighting ability than the normal species, and since they also learn more
advanced magitech, they are more capable than the normal species in all
aspects.
Among them, the Scorpion Generals are the ones who lead a large
number of Androscorpions in battle with their extremely high fighting
skills, mastery of magitech, and high leadership skills. The Scorpion
Generals are the leaders of the clan, but there are also other sages, and it
is believed that the Generals are merely battle commanders.
Androscorpions live mainly in deserts and arid sites and can survive
for long periods of time on very little food and water. Their main food
sources are desert-traveling humanoids and animals living in and around
deserts. Their sense of taste is not well developed, and they cook only
for the purpose of preservation.
Because the desert was their main habitat, they rarely interacted with
other barbarous, and therefore were not often called upon to fight in wars
between humanoids and barbarous. Perhaps because of this, desert-
dwelling Androscorpions were largely ignored by the humanoids during
the Magitech Civilization Period and are thought to have survived. It is
also assumed that Androscorpions had opportunities to come in contact
with Magitech Civilization during this period, and there is a theory that
they traded with humanoids of that time.
However, Androscorpions do not have the technology or knowledge
to create magispheres and, in essence, do not completely understand
what it is. However, it is said that there is not much difference in the
technology and knowledge that humanoids have now since they, too have
lost the technology to produce magispheres.
Androscorpions are often found in the desert, building underground
stone passages, and are difficult to spot from a distance. It is not clear
where they obtained the stone materials, and there are two theories: one
is that they brought the materials from a great distance, and the other is
that they had some secretion or technique to harden sand like stone.
Androscorpions are oviparous, laying two to five eggs at a time and
rearing nearly 100 offspring in their lifetime. Although they have no
concept of marriage, the partners of the offspring raise the offspring
together, and there is little distinction between the sexes. In order to raise

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excellent workers and warriors, the entire community participates and
cooperates in child-rearing, and it is carried out simply and rationally.
Children are cherished, but feelings are not so strong. If a child is born
with a disability or is seriously injured during the raising process, they will
be abandoned without mercy.
Although it is rare for a warrior species to be born from a normal
species, the probability is quite low, and the warrior species mainly
procreate with other warrior species. Even so, warrior species often give
birth to normal species, and in terms of race as a whole, the warrior
species are rare.

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”Proud Warriors”

Centaurs, Trolls, Vulcans, Garuda

The wind blowing through the mountains smelled of dust and iron.
Garuda Howlow took a few big breaths through his nose and looked
upwind.
“Hou... Centaurs.”
With a smile on his raptor-like face, Howlow spotted a herd of
Centaurs coming through the valley.
There were about fifty of them. Although the valley was narrow, they
were rushing toward him at an excellent speed, maintaining a beautiful
double-line formation.
The heavily armed Centaurs were led by a group of elites with spears
lined up orderly.
“Do they not like the fact that we have been eating only Centaurs'
females for a while now? I don't think that a whole bunch of lowly
creatures that can't even fly understand the value of this mountain.”
Howlow's stronghold was a steep mountain top that used to be a mine.
He was so pleased with the beauty of the mountains seen from the top of
the mountain that he stole it from the owner of the mine. Since then, he
has been living by hunting animals in the surrounding area. Recently, he
added Centaurs as one of his prey... He did not expect them to attack
him with an army.
“Well, good. Then, at best, I should welcome them.”
Howlow snapped his sharp-clawed, knobby fingers, and with the
sound of wings, several Ardlers, humanoid monsters with wings on their
arms, descended.
“Ardlers! Centaurs have invaded our territory. I don't know what their
intentions are, but they are to be punished for invading my territory
without my permission. Go kill them all.”
“… Aha”
Bending their wings like arms, the Ardlers, who had been kneeling in
front of Howlow, hung their heads. Immediately afterward, they all hit
the air with their arms and jumped up.
“Hmm…”
Normally, he would go out to the intruders himself and kill them all
without a second thought. But for Howlow, a flock of Centaurs is not

147
148
an opponent worth fighting seriously against. So, Garuda left it to the
Ardlers, the bird barbarous that have been slave followers of his.
Ardlers can fly freely in the sky and can attack centaurs from above.
However, Howlow knows that many of the Centaurs have mastered the
art of manipulating fairies. Therefore, it will never be a one-sided battle.
But it will be a good show to pass the time… Garuda's mouth was filled
with a wicked smile.
However, the smile didn’t last long.
Because the sound of wings beating loudly in the wind was heard very
close to him and above his head.
“...How dare you to fly so lightly over my head? It seems that you are
not in need of life.”
Howlow turned his angry gaze overhead.
Nothing is more humiliating to Garuda, the “King of the Sky,” than
to be flown overhead unannounced.
However, the entity that appeared overhead looked down at Howlow
with a calm and composed demeanor, seemingly unperturbed by his
terrifyingly deadly and intimidating gaze.
It looked, in a word, like a daemon. It had large horns. It opened its
wings and descended slowly.
“Vulcan... you seem to be pretty good at that.”
“Today, let us mourn for the family that you destroyed, and let us...
settle today who owns the mine where we have lived since the time of the
Gods.”
“Well… you little boy slip through my fingers. You seem to have come
back looking a lot better than before.”
Decades ago, when Howlow was trying to get a mountain with a great
view, he killed all the Vulcans who lived underground in the mountain.
They have long lived in volcanoes and mines that produce high-quality
ignidite steel. However, Garuda Howlow, who has no interest in the
small, dark underworld, had forgotten that his mountain was a mine, that
a family of Vulcans had once lived there, and that he had killed them all.
He did not remember a single thing about the young Vulcan who had
escaped from the mine.
However, Vulcan, who appeared in front of him, seemed to have
grown beyond comparison. He couldn't stand the fact that Vulcan
appeared above his head and looked down on him, but at the same time,

149
he felt my whole body's blood rushing with the appearance of a strong
enemy after a long time.
“You teamed up with Centaurs? It was a good idea to use them as a
diversion to lure Ardlers, but if you fight me, you will realize that it was
useless to play tricks.”
He had no intention of using Ardlers if a strong foe appeared. But
Garuda was sure that Vulcan was not such a foe.
“You can have it your way, kid, but you're going to have to learn who
is the king of this mountain, or rather, the king of the sky?”
“I'm going to return those words to you. Come and get me, you
chicken.”
“Chicken...?”
It was a cheap provocation. However, Howlow could not ignore the
rude words that were hurled over his head.
“Now you're talking, boy! I'll tear you to shreds and dump you in your
cave home as you wish!”
Howlow kicked off the top of the mountain and rushed like an arrow
toward the Vulcan overhead. A tremendous blade of wind sliced through
the Vulcan, and when it stopped moving, a large, sharp beak, reminiscent
of a bird of prey, mercilessly gnawed at its flesh.
However, Vulcan was not even looking panicked and was able to
withstand the attack, even though Garuda had killed all his prey instantly
with this attack. Moreover, Vulcan's eyes were now at the same height as
Howlow's, as if they had met on the ground, even though he had intended
to go over the enemy's head at once.
“Today is the only day I can become a champion.”
A flame-red gaze pierces Howlow.
It seems that this battle is not going to end easily - Vulcan came
barreling toward Howlow, who was bitterly thinking about it.
Immediately after, wind and flames collided.

Description
Among the barbarous who love to fight, there are races that find
meaning and aesthetics in “fighting” in particular.
These barbarous are especially known as “warrior clans” and are
highly respected by other barbarous.

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Centaurs, Trolls, Vulcans, and Garuda are well known, and they all
have one thing in common: they are extremely serious about fighting and
proud to be a part of it.
During the Divine Civilization Period, they are thought to have
existed from the time the God of War Dalkhrem challenged the camp
of Divine Ancestor Lyphos to battle, and their names and fighting styles
can be frequently seen in murals and legends of the ruins.
Dalkhrem, the god of war himself, does not pursue fair battles or the
aesthetics of warfare, as evidenced by the fact that the beginning of the
war was a surprise attack. It is the same for “warriors”. How do they fight
and die? They always think about how to win and continue to train their
bodies to that end. As a result, their attitude toward fighting may be
sincere, or their disinterest in the weak may seem benevolent, but these
are just values that the humanoid side perceives on its own.
Of course, it is not always the case that these warrior clans had the
same character and culture from the beginning. However, as they
continued to fight from the age of mythology, they sharpened themselves
as warriors, eliminated the useless, and have come to the present day.

The lives and training of these “warriors,” who spent their days
fighting and training themselves, have been sublimated into their culture.
In general, their lives are simple and ascetic. In the camp of Ignis, the
second sword of freedom and liberation, most of them are disciplined,
strictly hierarchical, and have a much stronger sense of solidarity with
their fellow barbarous than other barbarous.
Trolls, Vulcans, and Centaurs form settlements based on a sense of
solidarity, build towns, and establish territories to control, solidifying the
power of the tribe. Their living area is so organized that it is surprising to
an ignorant person who only considers them dangerous monsters. Of
course, their lives are supported by kobolds and humanoid slaves, not by
them alone.
On the other hand, Garuda are extremely individualistic and rarely
form societies with other Garuda. They are basically solitary, living
mainly by hunting. Their lifestyle is rather similar to that of wild animals.
Therefore, although they did not develop any culture, they have always
been feared among the barbarous because of Garuda's overwhelming
fighting power.

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Their well-trained and well-honed fighting skills are mainly
demonstrated in their battles against humanoids. Their strength is
astonishing, and they seriously threaten the average soldier and even the
most confident adventurer.

Trolls/Dark Trolls
The Trolls stand over 3 meters tall and boast beautifully proportioned
body that looks as if they were carved out of a giant rock by an artist.
Trolls are recognized as the lowest class of warriors at around 15 years
of age and are said to have a lifespan of approximately 200 years, reaching
their physical peak at around 120 years of age. Dark Trolls, the higher
species, have a life span of 300 years, and their physical peak is around
200 years old.
Trolls can be roughly divided into two groups: the ordinary Trolls
with dark-gray skin and the Dark Trolls with dark skin. The best of them
are called Blood Trolls and are often clan leaders. At first glance, Blood
Trolls look no different from Dark Trolls, but when they fight, the blood
vessels in their bodies appear red, making them covered in blood, which
is why they are so-called.
The Trolls represent a warrior clan, and their fighting aesthetics are
admired and respected among the barbarous, who are known for their
ancient alliance with the Drakes, as well as their support and protection
of the Drakes and the core of their forces.
Many of the Trolls are apostles and priests of Dalkhrem, the god of
war, and they continue to train their bodies and battle skills in order to
dedicate their battles to the god. Their devotion to their god and master
is such that they could be described as humanoid knights, but what they
truly believe in is strength, and they have no mercy on those who have
lost their true strength due to old age or battle wounds.
Because of this nature, the Trolls are only married to strong, mutually
recognized partners. In order to be married in the human sense of the
word, a duel must be arranged, and in most cases, the male must win
(although there are cases where the female arranges the marriage and the
female wins, but these are rare).
Trolls are relatively fertile, having three to seven offspring during their
lifetime. However, the birth rate of the higher troll species, Dark Trolls,
is low, with only one to three offspring. There are some cases in which

152
the Dark Trolls are not blessed with children during their lifetime. Blood
Trolls are even rarer, with only one in a hundred being born.
It is possible for Trolls and Dark Trolls to have children, but it is
forbidden as it “weakens the species”. In fact, a child born to a Troll and
a Dark Troll is almost certainly a Troll.

Vulcan
With bull-like horns, dragon-like wings, red-black hides, razor-sharp
claws, and fangs, Vulcans are so fierce-looking that they are sometimes
mistaken for daemons.
The height of each individual varies widely from 180 cm to 3 m. The
more powerful one tends to be larger in stature. Males have daemon-like
faces, and females have human-like faces.
Vulcans are treated as adults when they are recognized as full-fledged
warriors, and if they are not considered full-fledged after the age of 20,
they will be despised as weak for the rest of their lives.
Depending on their abilities, they are given titles such as “Adept,”
“Major Adept,” and “Lord Adept,” and it seems that Vulcans continue
to increase in size throughout their lives, which is why many of the Major
Adepts and others who have grown older are nearly 3 meters in height.
Although they do not age, it is said that they become too big to fight
fiercely, and even if they live a long life, they die suddenly at about 250
years of age.
In the sense that they find pleasure in self-discipline, the Vulcans are
similar to the Trolls. They are different in that they believe in Ignis, the
second sword, rather than in a god, but they share the commonality of
training each other among their own kind. However, unlike the Trolls,
who show no mercy to the weak, the Vulcans have a taboo against killing
their kind, which is known as a rare value among barbarous people. This
is because they believe that their lives belong to Ignis and cannot be taken
away without permission. Therefore, they are obliged to kill their own
people who violate the taboo, and the executioner (or avenger) is also a
condemned person and is known to cut off his own wings on his back as
proof of this.
For Vulcans, strength is the most important value, which is why
women often become kings. There seems to be no concept of marriage
for Vulcans, and the best members of the clan are likely to have children

153
with each other for the future of the family. However, the birth rate is
low, and a woman can have only one to three children in her lifetime.

Garuda
Known as the “Kings of the Sky,” the Garuda are bird-like barbarous
with beaked heads resembling a bird of prey, large, powerful wings on its
back, and sharp claws that can gouge a human's flesh just by grabbing it.
They can grow up to three meters tall and have a wingspan of over
five meters when their back wings are spread. Their entire body is
covered with feathers, often golden brown or yellow, although some
tribes and individuals have more flamboyant colors.
They have a long life span, thought to exceed 1,000 years. They are
covered with dull-colored feathers for a short time after birth, but after
20 years or so, they turn brightly colored and are considered to be adults.
At that point, they are kicked out of their parents' homes and on their
own journey to establish their territory.
Unlike the Trolls and Vulcans, the Garuda are a warrior clan, but
unlike the Trolls and Vulcans, they do not form fighting groups or learn
the martial arts of their predecessors in training halls. Garuda places
particular emphasis on individual strength and will attempt to defeat even
a large number of opponents single-handedly. This is the pride of
Garuda and the reason why they are known as the “Kings of the Skies.”
Although they may have other barbarous, such as Ardlers, under their
command, they do not consider them as their friends or subjects but only
as low-ranking people who are forced to take care of troublesome matters
in their own lives. Therefore, they do not seem to feel any pain at the
sacrifices of their subordinates, nor do they seem to feel the itch of
disposing of them or abandoning them.
Garuda are hunters and prefer to live in rugged mountainous areas
with beautiful scenery. Their lifestyle is similar to that of wild animals,
but they sometimes live in fortresses built by other races.
Because of this preference for primitive life, they are rarely interested
in magic. Rather, they despise magic as a technique for the weak and
prefer to use only their own bodies to subdue their enemies. They have
no training or discipline other than their love of hunting, and they are
fearsome beings who demonstrate their extreme combat prowess with
only their natural hunting instincts and physical abilities.

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Although Garuda have a long life span, they have a low fertility rate
and reproduce only once every few decades to a few hundred years.
Another characteristic of Garuda is that they separate from their mates
once they have finished raising their offspring.
Garuda have fearsome fighting instincts, laying two eggs in a single
birth, and the firstborn cracks the remaining egg (killing their sibling).
Garuda also sometimes produce Weaklings, but this race makes it
difficult for the weaker Weaklings to survive.

Centaurs
The Centaurs are well known in humanoid society as having the body
of a horse and the upper body of a human growing out of the place where
the neck would normally be.
Although there are some differences in body size, their height exceeds
2 meters, and their body parts alone range from a pony to a horse as large
as an ordinary regular horse.
Their life span is about 100 years. They are precocious, walking as
soon as they are born, learning to handle weapons by age 5, and going
into battle at the age of 10-15.
Among the barbarous, who value only individual strength and are not
good at organized behavior, the Centaurs, unusually, focus on group life
and behavior. They are strongly united in tribal units and tend to
emphasize the whole rather than the individual. In combat, they are good
at fighting in groups, and their orderly movements are said to be difficult
to achieve, even for a humanoid army.
What is most peculiar is that they call those who make up their
superior military units “knights” and refer to them as “knights”. However,
they are quite different from so-called humanoid “knights” and are more
like well-trained and well-organized soldiers and legions.
Ordinary women are generally not sent to battle but are mainly
assigned to raising children and guarding the village. They are not
knighted, and their role is to support their male counterparts.
Centaurs are family-oriented as well as group-oriented. Centaur
women have five to eight children in their lifetime and are responsible
for their children's care and basic education, including grandchildren and
great-grandchildren.
The Centaurs live as hunters in the plains, but some are nomadic
tribes. Since they are not good at building, they do not build their own

155
cities but use large mobile tents as their main dwellings. They sometimes
form settlements at fixed points, but they only manage to build simple
one-story structures.
Centaurs are not barbarous in many ways, such as not liking conflict
and not being interested in increasing their territory. They are rarely
gatherers together with other barbarous and try to work alone as much as
possible. Magic tends to be more common among female fairy tamers,
and these fairy tamers, despite of what was said about Centaur females,
are often used for their talents on battlefields and as tribal leaders.
Nomadic Centaurs sometimes step into the territory controlled by
other barbarous or humanoids, which can lead to conflicts. However,
Centaurs, who do not like conflicts, seem to keep their distance and stay
away as much as possible. Nevertheless, if someone challenges Centaurs
to a fight and their arrow or blade falls on their clan, they are known to
be fearsome warriors and fight thoroughly.
They are great lovers of alcohol, and when they drink, they lose their
usual discipline, and when getting too drunk, they show their barbarous
behavior. Therefore, they are advised not to drink alcohol unless it is a
very special occasion.

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”Unusual Combatants”

Ganesha

“Orm maha-jewalalai wid-mashe


Igni-divahye zimarhi...”
There was a faint voice mingling with the roaring sound of the
waterfall.
Though monotone, the voice spined words with a strangely
undulating intonation, as if multiple scales could be heard
simultaneously.
Seeking the owner of the voice, one could see a strange sight. The
man was on top of a large rock that juts out into the waterfall basin,
beneath a raging waterfall from a height so high that you could not even
see what you were looking up at.
Elephant-headed, human-bodied, four-armed, gray-skinned, and with
a full belly.
Ganesha.
It sits cross-legged on a rock, making a sign with all four hands and
chanting incantations while being struck by the waterfall.
“Trano; Igni-prahashute. Orm...”

(Oh...)

While continuing to chant the incantations, Ganesha – Sharjah


Bhattacharya sighed deeply.

(Is the fire in my heart doomed to fade away?... Ignis, the great sword
of the great ancestors, the fierce fire. Guide my wandering heart...)

However, Sharjah's heart was about to give in to the roar and pressure
of the waterfall and the biting cold.
He opened his eyes and looked at the two long rifles beside him.
(And all the scorpions learned how to use this for nothing...)
Learning how to handle the strange weapons created by these
humanoids seemed like it might be the breakthrough that would take
them to the next level. He thought that by trying something new, he might
be able to break through this chilling, suffocating blockage.

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But that was just a game. Now, by daring to get drenched by waterfalls,
he was trying to revive the fire in his heart that was about to disappear.

“One-Eyed Ganesha... I've finally found it!”


“…”
Curse words stopped.
Before Sharjah knew it, a small man with skin as red as a live flame
was floating in front of him, flapping his wings of skin membrane.
“Vulcan… a young man, judging by his figure.”
“Shut up...!!”
The Vulcan boy stared at Sharjah with fury eyes and pointed his finger
at him as if to accuse him. The gem on the back of his hand flashed bright
red as if reflecting the Lord's passion.
“Oh...”
The boy yelled at Sharjah, who squinted his one eye dazedly as if
snapping at him.
“Why did you kill my family?”
“Why?”
Sharjah’s calm voice added fuel to the fire of the boy's anger.
“After a fair fight, I could have resigned myself to the fact that that is
the way of a warrior. But my father was stabbed to death out of the blue
while he was arguing with you! My mother was stabbed in the back, and
my little sister had her neck broken at our mercy. But I was the only one
who got away with it. Why!?”
“Fire”
“...what?”
“All because of fire. Just as you Vulcans approach fire through
physical training, we Ganesha seek to become fire from within through
the sublimation of our souls.”
The boy's face became distorted.
“Nonsense! What does that have to do with the murder of my
people!”
“Fire is the purest power in the world. There is no self, there is no
obsession, and there is only the heat and brilliance that eats up its
surroundings and continues to grow. But my mind is so far away from
that state that I will be burned forever.

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I have popped out my eyeball, burned and eaten them for that
purpose. I have killed the man who welcomed me, with whom I had a
pleasant talk, and I have killed his family.
I have been trained by the scorpions of the desert, and I have shot
them in the brain with my skills. But it is not enough. It is not enough.
My heart is not lit. Food. I need food. I need food! Firewood! Pour
oil! Show me fire!”
Sharjah's one eye was glowing with ecstasy, and his voice was filled
with sincere longing.
The boy realized at that moment. He had been made alive to be fuel.
But, shaking off his fear and gathering his courage, the boy shouted.
“For my father, my mother, and my little sister...”
“You want to see the fire? Then I'll show you! Come on out, fire
lizard!”

…Bang.

A dry sound was heard, and a hole the size of a 1 gamel silver coin
was made in the Vulcan boy's forehead and in Salamander's body, which
was about to emerge from his right hand.
“Ah...”
Salamander's figure faded away, the boy's wings lost their power, and
he fell into the waterfall basin.
“Ah”
Sharjah's one brow twisted in glee. Sharjah threw down the two long
guns in his hands and drew them in the air as he chanted the words in
praise of Ignis.
And when the sign was made, the incantation began again.

160
Description
Among the barbarous warrior families, Ganesha may be the strangest
race.
They are around 2.8 to 3 meters tall, with an elephant head, human
body, and four arms. Their skin color is usually gray or bluish, but rarely
black, white, or pink skin is seen.
Ganesha are generally gluttonous, and most of them are fat. For them,
“fat” is beautiful, and it is considered good to actively store fat.
Ganesha physically matures in about 15 years but is considered an
adult only after the age of at least 30. The lifespan is about 250 years, and
the Ganesha enters old age after 200.
Despite their bizarre appearance, there are many barbarous with this
level of deformity. However, the biggest factor separating Ganesha from
other barbarous people is its spirituality and faith.

Ganesha Spirituality
Unlike other warrior clans that value fighting above all else, Ganesha
is usually calm and thoughtful.
They are not rough in manners, and their intellectual level is as high
as that of humans, and they like to think and discuss philosophical
subjects. They are far removed from other barbarous in every sense of
the word in their mentality, as they recite long poems on difficult subjects,
draw pictures on abstract themes, and try to derive the truth from logically
contradictory questions and answers.
Despite this philosophical and ideological aspect, Ganesha are also
known to be faithful to their desires. They have a very strong appetite for
all three of the three major desires, and their appetite is particularly
strong. They have even developed a tolerance for poison through their
constant experimentation with everything they eat. These ideological
experiments, amusements, and even meals are prioritized by Ganesha
over “fighting.”
Perhaps reflecting this mentality, Ganesha have a difficult and bizarre
grammatical structure with many long tones and complex accents,
compared to the barbarous words of other warrior clans, which generally
tend to be short and grammatically simple.
Ganesha, members of the warrior clans who does not place “war”
above all else, is by no means a “talkative” barbarous.

161
They differ from other barbarous in the form of “struggle” that they
consider supreme, but to the humanoid, they are no different from other
barbarous in that they are also fearsome killers. Or it may even be said
that other barbarous such as Dark Trolls and Centaurs, are easier to
understand because of their simpler understanding of “struggle”.
The Ganesha's unique way of being is also reflected in their peculiar
form of belief. Rather, this kind of belief has led the Ganesha to develop
such an atypical spirituality.

Ganesha Faith in Ignis


Like Vulcan, Ganesha worships not Dalkhrem and the other gods of
the second sword but the second sword, Ignis itself. However, unlike
Vulcans, who try to approach Ignis through ascetic physical training,
Ganesha tries to become fire from within by improving their inner-spirit.
To accomplish this, Ganesha place themselves in a state of trance
through meditation, incantation chants, sign making, and dancing, and
aim to “light the Ignis Blaze in one’s heart” by reaching a state of oblivion.
Without being a Ganesha, others don’t know exactly the state of “light
the Ignis Blaze in one’s heart.” No, many Ganesha also do not have a
concrete answer to that question. However, they describe “Ignis Blaze”
as the primordial life energy. It lives without ego, without intention, just
living, devouring its surroundings in order to grow, and burning louder
and louder. It is the purest spark of life.
The practice of attaining this state of being and bringing the mind even
closer to fire is called “Sankhara” and is performed by all Ganesha on a
daily basis.
There are many forms of asceticism, beginning with meditation and
chants, followed by physical exertion and severe ordeals. The artistic
activities and question-and-answer sessions described above are also all
forms of asceticism.
Some of them see fire at the end of the joy of sexual intercourse, and
according to them, “sexual intercourse is an act that produces life, and
life is fire”.
With “Ignis Blaze” lit up in their mind through trance, Ganesha turn
into a killing mechanism without mercy. It is said that Ganesha has no
will, no desire to kill, but only the joy of burning fire that eats life. Their
combat power is so great that a skilled person can't defeat them single-
handedly as they can defeat even a small army.

162
However, this does not mean that the purpose of the Sankhara is to
fight. Rather, Ganesha's superior fighting skills are merely a byproduct,
and the purpose of the Sankhara is to get closer to fire - to get closer to
Ignis.
For the Ganesha tribe, everything exists for that reason alone.

Dance of Ignis
This is a basic and profound ritual to “light the Ignis Blaze in one’s
heart.” By making a sign in the air with four arms, stomping the earth to
a specific rhythm, and reciting a rambling incantation in praise of Ignis,
one can instantly enter a trance-like state.
All Ganesha are brought up with this dance, which is thoroughly
practiced from childhood. Therefore, by the time they reach adulthood,
they are able to light the Ignis Blaze in their hearts, even with a simple
dance of making a sign. Since this short form of dance is performed
during battles, other races call it the “Dance of Ignis”.
Not many other races have seen Dance of Ignis and made it out
alive...

Social Structure of Ganesha


The Ganesha are barbarous and live mainly in the desert, and their
society is organized according to a loose hierarchy system. There are
three levels of society: the common Ganesha, the Kshatriyas, who are
senior warriors and royalty, and the Priests, who have achieved unity with
the Ignis.
These statuses are inherited but are determined by “how close one's
heart is to Ignis.” Therefore, a newborn child is placed outside of the
ranks. Then, the status is determined according to the stage of the child's
life, when the child reaches the age of 30 years old, which is considered
to be the age of adulthood (The reason why the status of a child is
hereditary is that it is easy for a child to be the same as that of their parents
according to the education they have received). After that, if a person is
recognized as having reached a higher rank, they can be promoted to a
higher level.
However, the criteria required to attain the rank of Kshatriya or
higher are vague and difficult to understand, and as a result, the number
of people who can attain these positions is very limited. The Priest rank

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is so limited in results that other barbarous suspect that “it is a symbol in
itself and such Ganesha might not exist.”
On the other hand, among the Ganesha people, there are no social
or professional differences based on gender, and each person is
encouraged to follow their own path to light the fire in their heart as they
see fit. Therefore, homosexuality, bisexuality, and having more than one
partner are not taboo and are common. Polygamy, polyandry, and
partner sharing are not uncommon, but relationships that transcend
status are relatively rare (though not entirely taboo).
In recent years, an increasing number of lower-ranked Ganesha have
been practicing the art of gunnery, which they learned from the
Androscorpion tribe, who are also desert-dwelling barbarous of the
warrior class. They learn only the shooting technique, not the full-fledged
magitech.
Like everything else in Ganesha society, the art of gunnery has been
incorporated as part of the practice and has become popular primarily as
a convenient technique for fighting in a seated position. They are called
Ganesha Musketeers and are feared for their ability to fire two long guns
in rapid succession with amazing accuracy while in a sitting posture.

Blazing Path
The Ganesha tribe has a custom known as “Blazing Path.” In their
old age, Ganesha, who have passed their physical peak, gradually stop
eating and build a dark, dry, cool room underground, where they
meditate and chant incantations endlessly. When they succeed in this,
and the chant is no longer heard, Ganesha's dried and mummified corpse
will be all that remains.
It is believed that by burning the corpse to ashes along with the
fragrant wood of the remaining family members, Ganesha's soul will be
transformed into the fire and taken to the presence of Ignis.
According to the legend of Ganesha, there is a story that there was a
Ganesha of the Priest rank who once made themself into a fire and whose
soul was so close to the fire that their mummified body never burned up
but still continued to emit holy fire.

Race Relations
The Ganesha tribe has little to do with other races. Because their way
of being is so different, they are often avoided by other barbarous
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Although the Androscorpion tribe and the Ganesha are close in
habitat and communicate with each other to some extent, they are often
kept apart because of a fundamental disagreement in values between
them and the Ganesha, who preach that each individual should live like
a fire.
Ganesha, who is the subject of this story, entrust their kobold cooks
with the smallest of chores on a daily basis. For Ganesha, who loves food
(albeit bad food), a good kobold cook is a valuable asset and is so prized
that there have even been cases of Ganesha killing each other over
Kobolds.
Kobolds are also generally regarded as better servants than other
barbarous because they are basically thoughtful and gentle. These
Kobolds developed a spice-heavy cuisine called “Ganesha cuisine” for
their masters, who preferred a more stimulating taste.
Thus, the relationship between Kobolds and Ganesha is not bad
(even though it is a master-slave relationship). Still, some Kobolds do not
want to serve Ganesha, saying that it is difficult to read their moods
because what they say is often too difficult to understand. There is always
a possibility that they may be killed without any reason.
In addition, there are cases of humanoid slaves, in which case they
are treated as a slave, one rank lower than Kobolds, but if their
intelligence and talent are recognized, they can even become a personal
friends of Ganesha.
However, even if that were the case, the fact remains that one never
knows when one will be killed, and it would be a near-impossible task for
a humanoid to truly understand Ganesha's mindset.
Ganesha have bizarre and monstrous appearances, but inside they are
even more complex and monstrous fighters.
They think, eat, and kill for the sole purpose of “light the Ignis Blaze
in one’s heart.”

165
”Those Who Disguise”

Ogres, Lamias, Lycanthropes, Rusalky, Roans

A beautiful woman was walking in the bustling city.


Most of the men who passed her turned around and looked at the
woman with fascinated eyes. She was carrying a package on her chest,
suggesting that she was returning from some kind of shopping trip.
As she walked down the street, she was greeted by a friendly voice
from a passing store, inviting her to stop by their store. She was a well-
known person in this neighborhood, and it was evident that she was being
treated with friendliness. She politely declined the invitation from the
townspeople and hurried to her destination.
Her destination was a bar on a corner of the street. She crossed the
threshold in a familiar manner and entered the bar.
“Mr. Gond, I'm back.”
“Oh, Mirei! You got it for me!”
A human man with a muscular build, who seems to be the owner of
the bar, asked Mirei in a rough tone of voice. Mirei nodded her head
and held out the package she was carrying.
Gond took the package from Mirei and pointed to the back of the
store with an upraised thumb.
“Your friends are already here. You can take the food and go on a
break for a while.”
“Yes. Thank you for everything.”
“It's nice of them to come to see you every week. And for the store,
too!”
Giving a vague smile to Gond, who laughed again, Mirei took the
prepared dishes and went to the back room. The private room was
originally reserved for the top guests who came to drink without being
noticed by others. Gond had arranged for them to use the room when
Mirei's friends came over.
Mirei made sure no one was near the room before going inside.
“Sorry to keep you waiting.”
Inside the room, four people were waiting for her. Seated at the top
of the table was a middle-aged man with a serious face, a young woman
who smiled and waved at Mirei, a stout young man with broad shoulders,
and an elf woman who was as beautiful as Mirei.

166
167
“You are late. You knew we were coming today. You are wasting our
time.”
A middle-aged man with a stern look on his face said so at the outset.
An elf woman intervened.
“Oh, my dear Mr. Gardos, you can't blame Mirei for running an
errand for the owner.”
It was a young woman who agreed with the elf woman.
“Sara is right. We are friends of Mirei's. It can't be helped that our
ostensible work comes first.”
In response, the young man sent out a sharp voice warning.
“Reiju, wait, you idiot. Mirei, are you sure you can get rid of the
people?”
“Yes, no problem. Mr. Zacke.”
At Mirei's words, the four exchanged glances and nodded to each
other.
Then they returned to their original state.
“Oh, it was so cramped. I couldn't wait to get up here and stretch my
tail.”
Reiju exposed Lamia's true nature and stretched her lower body, of
the snake’s, to the fullest.
“You're stretching it too far. Get out of my way.”
Zacke, who’s head became wolf-like and his whole body covered with
fur, snarled low. He was a Werewolf Lycanthrope.
“I'm thirsty after having been on land. I need water.”
With a sigh, Sara dazzled with green hair and scales from elbow to
elbow. She was Rusalka, who had turned into an elf.
“Okay, we are all in the same boat. Now, please give me a quick
regular report.”
Gardos, their leader, said this revealed his true nature of the Lesser
Ogre.
“Well, I'll let you know.”
Mirei has also changed her appearance and become a dog. Everyone
present knows that she is a race called Roan.
Showing each other, our true selves was a sign that we were friends.
The people present here are all barbarous spies. They served the
same Drake and were integrated into the city in their own ways. They
gathered regularly to exchange information with each other in order to
understand each other's situation.

168
After a round of debriefings, Gardos, who was organizing the meeting,
said.
“Now, the invasion of the Master will start soon. If something
troublesome happens at this stage, the Master’s plan will be ruined. Be
more careful than ever before so that your true identity will not be
revealed.”
All nodded earnestly.
“Then, you are dismissed. Don't let the humanoid get to you too
easily.”
Gardos emphasized his usual last words, and they blended back into
the humanoid city.
Mirei understood what Gardos meant when he said the obvious: spies
living in a humanoid environment can become sympathetic to the
humanoids and become traitors. Mirei and the others risked their lives
to gather together regularly because they were wary of such a tendency.
Having been raised from birth to be a barbarous spy, Mirei at first
wondered if such vigilance was necessary, thinking that no one would be
foolish enough to do anything that would benefit the humanoid.
When Mirei returned to the kitchen of the bar, Gond was busy
working. When he learned that Mirei had returned, he greeted her with
his usual smile.
“Oh. Have they already left? Why don't you take your time?”
“No, they can't stay out that long.”
“What are you talking about? You have to keep your friends close.
You should cherish that connection.”
Gond went out of his way to reserve a private room for upper-class
guests and was considerate of Mirei's friends. Frankly speaking, he was
very convenient for Mirei.
In a sense, it was natural for her to do so since she was treated and
led to like her as a competent billboard girl.
But for some reason, Mirei couldn't face Gond with that carefree
smile on her face, so she pretended to go back to work and looked away.
“…I guess I'd better get back to work.”
“Oh, please! Take the food there to the usuals! The drunks who won't
take it unless you do!”
Following the instructions given by Gond with a laugh, Mirei took the
dishes to the guests.

169
As she faced them, Mirei reminded herself never to forget that she is
a barbarous spy.

Description
Some barbarous races are skilled at disguising themselves as humans
or other forms and hiding among the humanoids.
Ogres, Lamia, and Lycanthropes, are well-known examples of this
type of race, and many of them change into humans, but some rare ones,
such as Rusalky, which change into an elf, and Roans, which changes into
various animals, also exist.
Their abilities were nurtured during the long battles between
humanoids and barbarous that have continued since the Divine
Civilization Period. In a normal one-on-one fight, barbarous were almost
impossible to defeat. However, humanoids excelled at fighting in a group.
Their cohesive power has defeated barbarous many times.
In order to counter such highly cohesive humanoids, those who
specialize in disguising themselves as humanoids and collapsing them
from within are those who disguise themselves as humanoids. They could
take on the appearance of a humanoid, were familiar with the humanoid
culture, and blended naturally.
These barbarous have somehow infiltrated the humanoid world.
They help other barbarous invasions from behind the scenes by
gathering information and conducting espionage activities. They are
treated by other barbarous as good scouts and spies, and they often work
in the dark in humanoid towns before launching a major invasion.
It is difficult to detect their personification ability without taking
appropriate measures. It is often the case that they change things for the
worse before you realize it.
Your neighbor may have been replaced by a barbarous without your
knowledge. The person you were friendly with may actually have been
barbarous from the beginning. Once you have such a fear, it is not easy
to get rid of it. There have been cases where humanoids have fought with
each other, and the community has collapsed, even though there were
no barbarous in it.
The more such examples emerge, the more their abilities become a
silent threat to humanoids.

170
Their own culture is not so well developed because they have not had
to form their own culture as other races do since they have always been
active in hiding and blending in with the humanoids. In fact, it is even
thought that they intentionally avoid building such a unique culture
because it would only hinder them from being discovered by humanoids.
As an exception, Lycanthropes have established their own culture due to
their race aspects.
Many of them do not have their own culture but are well versed in
humanoid culture, and some of them are so close to a humanoid culture
that they have become close to the humanoid way of thinking and
personality. Sometimes they are so in tune with the humanoid culture
that some even turn to it.
In addition, they may suffer from being neither humanoid nor
barbarous, unable to be either.

Ogres
With a muscular physique of nearly 3 meters and an intellect for
magic, Ogres are cunning barbarous and have the ability to transform
into a humanoid.
In addition to the typical Ogres, the Ogre tribe includes the Lesser
Ogres, a smaller lesser species of Ogres, the Ogres Warlord, a higher
species of Ogres, and the Zerkela, a different species that has undergone
unique changes.
Although their physiques vary greatly from species to species, they are
muscular and well-suited for battle. In particular, the type called Ogre
Berserkers, which pursues physical strength, knows nothing but fighting
and has a physique two times larger than that of Ogres, and its intellect is
inferior instead of its physical fighting power. On the other hand, the
Zerkela, a different species with a well-developed intellect, only has an
enlarged head Its physique is so shriveled and slender that it does not
even resemble the Ogre species.
The life span of Ogres varies greatly from species to species, with the
upper species and Zerkela having a life span of about 200 years, the lesser
species having a life span of about 100 years, and the normal Ogres
having a life span of about 150 years in between. The age at which a
person is considered an adult varies from species to species, but basically,
by age 15, a person is trained in basic skills and is ready for some battle
or mission. Ogre Berserkers, considered one of the higher species and

171
have a life expectancy of nearly 200 years, almost never live their entire
life span because they are usually killed in battle.
Ogres are widely known as spies that disguise themselves as
humanoids. They can imitate a humanoid by eating the humanoid's
heart, thereby confusing the humanoids. Fortunately, the heart is
essential for them to copy the humanoid's appearance, and if a corpse
with a missing heart is found, it will serve as proof that Ogre has taken
the place of the humanoid.
They are mostly active in striking under the patronage or direction of
other upper barbarous; they can copy the humanoid's appearance, are
easily moved as spies, and sometimes replace the humanoid in important
positions to take advantage of their positions and status, causing great
confusion to the humanoids.
Although there are various species of Ogres, the higher Ogres do not
have the ability of personification. This is not a result of the evolution of
the higher species of Ogres, but rather the Ogre and Lesser Ogres have
developed the ability of personification in response to the circumstances
of the time.
The proud Ogres (mainly warlords), who are also akin to warrior
clans, tend to look down on the lower Ogres who have shapeshifting
abilities, considering them cunning and cowardly means and those who
have to rely on these abilities as weak.
But what is truly frightening about them is not their ability to change
into people themselves, but their flexibility in acquiring even new abilities
to do what is necessary at the time. While despising their abilities, the
warlords also recognize their usefulness and are willing to make the most
of them.

Lamias
Lamias have the upper body of a humanoid female and the lower
body of a barbarous serpent. This race includes only females, and they
have the ability to change into humanoids. The serpent part, which is part
of their original form, can be 2 to 3 meters long and is difficult to hide by
ordinary methods. Since they can only change into a fully humanoid
form for up to 18 hours a day, the Lamias try to hide it well.
Compared to the lower barbarous, they are long-lived, with a lifespan
of about 200 years. However, they take a longer time to mature and are
finally treated as adults at the age of about 20 years.

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Lamias are forced to live in hiding in the humanoid territory because
of their racial fate to live only by sucking humanoid blood.
The presence of several Lamias in the same place raises the possibility
of suspicion and the fact that they often have very different views on
humanoids. There is no culture unique to Lamias.
Many are gentle in character, and many wish to coexist with
humanoids, which is a rare barbarous species. However, there are some
brutal Lamias who see humans only as food.

Lycanthropes
Lycanthropes are barbarous and can change their appearance into
two different forms, human and animal. The form of the beast varies
from tribe to tribe, and in addition to the wolf form, there are various
animal forms, such as bears, tigers, rats, etc. There are also Lycanthropes
which are basically carnivorous animals with sharp fangs that coexist with
the barbarous described before.
When in human form, they are completely indistinguishable from
humans. When in the beast form, they take the form of an upright beast,
and their entire body becomes covered with fur.
Lycanthropes are abducted humanoids transformed by special rituals,
extending their lifespan to about 150 years. Generally, humanoids older
than 15 years are selected.
Because of the unusual way in which the species grows, there is little
difference between men and women. The simple ability to serve the tribe
and how much one can do for the tribe are directly related to one's
position. However, there also respect their elders, and those who live
longer tend to be respected more. In fact, the chief of Lycanthropes is
always the oldest person in the tribe unless there is some problem.
Therefore, the chief usually has the title of “Elder” and is highly
competent.
They are known for their exclusive nature among the barbarous. They
rarely join forces with other barbarous, preferring to establish their own
isolated settlements in remote areas. However, their numbers are
dwindling to the verge of extinction, and it seems that they are now more
and more often forced to join forces with other barbarous.
Rusalky
It is a barbarous race that can change into a beautiful elf form. Only
female elves of the single-gender have been identified. When they are
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transformed into an elf, they have the hair color and appearance of an
ordinary elf, but their hair color is green, and they are covered with scales
from the waist down and from the elbows of their arms to the tips of their
toes. These scales appear when she is immersed in water, even when she
is transformed into an elf.
These scales do not present at birth but increase as the child grows.
There is a large individual difference in the way these scales grow, and
some children are almost indistinguishable from elf girls except for their
hair color, even though they are almost adults.
Although not as long-lived as elves, they live around 400 years, which
is quite long among the relatively short-lived barbarous. The age of
adulthood is around 15 years old, but only when the scales have fully
grown, and some of them are considered adults only after the age of 20.
Rusalky do not often have a single settlement or territory. Although
they do not always form communities with other members of their own
tribe, they basically coexist with sea-dwelling barbarous such as Mermen
and Gilmen, or they change into elves and integrate into humanoid
society on land.
They are also a race of individuals with different personalities; some
are friendly to humanoids and want to trade with them, while others are
in love with humanoids, while there are cruel Rusalky who use their elven
appearance to deceive humanoids, trap them and kill them.
Rusalky are only female, and this difference in personality depends
on with whom they coexist. Rusalky living with the gentle Mermen are
often of a docile nature, while Rusalky living with the violent Gilmen are
of a brutish nature. Since they cannot reproduce alone, they are said to
be easily influenced by the nature of the partner.

Roans
Roans have a beautiful human form and are barbarous that can
change their form into that of a bird, a beast, or a sea animal.
Their life span is about 100 years, the same as that of humans.
However, they grow quickly and are considered to be adults at the age of
10. They are trained as spies from an early age, and by the time they
reach adulthood, they are able to perform simple messaging tasks.
Both men and women are beautiful in appearance, which means that
men and women need to work equally in espionage, depending on where
they are going and who they are working with. For Roans, the difference

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between men and women is the perception that they are suited to
different workplaces, and there is no gender disparity at all.
Basically, Roans rarely form their own culture or settlement. In most
cases, they are sent to humanoid cities as servants of the upper barbarous.
They are happy to work for their master, the upper barbarous, and to do
their darkest deeds. Therefore, the upper barbarous often use them for
their own purposes and rarely betray them.
Roans have little sense of blood or family ties because as soon as they
are able to work as a spy, they are immediately given a job and leave their
parents. However, certain classes/skills have been handed down from
generation to generation. One of them is Divination.
The magic learned is also different depending on the animal that is
transforming. Roans that change into birds learn Truespeech Magic,
Roans that change into beasts learn Spiritualism Magic, and Roans that
change into sea beasts learn both and practice Deep Magic. There are
various theories as to why each type of Roan has different magic, and one
theory is that each animal is suited to a different system of magic.
In addition, Roans breed only between those who have the same
animal form. The children born in this way are always Roans that change
into the same animal form as their parents. One of the parents is
responsible for raising the child. The child is taught their own class as
early as possible and can stand on their own early. The magic they learn
will naturally be the same magic system as that of their parents.
By nature, they are gentle by nature. They do not like conflict, and
when their true identity is revealed, they prefer to escape as much as
possible. However, this is due not only to their own character but also to
the fact that they can only breed with a limited number of partners.
Roans are decreasing in number year by year and are in constant
danger of extinction; to keep the race alive, they act cautiously and avoid
fighting as much as possible.

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”Cunning Predators”

Scyllas, Ravens

As he skipped through the steep mountains, the mountain range


broke off, and a vast forest filled his field of vision. Beyond that, he could
see a city of humanoids surrounded by stone walls. With a wry smile on
his face, Raven stepped down beside a stream in the forest.
The trees were thick, the breeze was green, and the clear stream of
water shone in the sunlight, obstructing his view. He has heard that
humanoids sometimes come here to hunt, and the forest certainly seems
to be one of their favorites.
Not wanting to be seen, Raven peered into the stream. When he saw
himself covered in black feathers, resembling a raven or a crow, he
turned his attention back to his entire body. The feathers were absorbed
into the skin and disappeared, and the beak shrunk and shortened. The
large wings also became shorter. When Raven saw that its skin color had
changed from black to light orange, he unfolded the cloth around its neck
and draped it like a cloak. With the cloth covering his mouth, his disguise
was complete. He would look like a humanoid man now.
Raven was given these unique skills to infiltrate the humanoid city and
assassinate important people. This was his fifth major mission. It would
not be easy, but he knew he could do it. Feeling the dagger at his waist,
Raven walked toward the city. It was still long, but he would be there by
nightfall. It would be easier to infiltrate under cover of the night.
Once, he tried to sneak in during the daytime, but unfortunately, he
was spotted by some adventurers and failed. He escaped with his wings,
but the memory was so painful that it made him furious. However, he
had a good memory of catching up with the adventurers a few days later
and slitting their throats.
Thinking about it made him hungry. Since he was in the forest, he
might as well catch some wild rabbits. Just when he was thinking that, a
faint sound of water reached his ears.
Raven quickly dropped to his haunches and cautiously proceeded to
look upstream, where he had heard the noise. Ducking into the bushes,
he saw a river running there and a figure bathing in the water. It was a
woman, her skin was pure white.

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She was unclothed, and her arms and breasts were fully visible. The
woman submerged herself in the river from the navel down, and wading
through the water with her long hair, she put her hand on a large rock
that stuck out from the surface of the river. She hid and looked beyond
the rock. There was a wild horse that had come to drink water.
The woman was apparently not a humanoid; she walked too well in
the river for a human, and her ears were too round for an elf.
Scylla?
Raven chuckled inwardly.
Scyllas have the upper body of a human, but the lower body is
tentacles like an octopus. So, as he saw now, the Scylla immerses herself
in water, pretends to be a human, and deceives its prey. Then, it preys
on the unwary prey. It is said that the upper body can trick even a skilled
humanoid warrior into becoming prey, but in such a deep forest, she can
only get her hands on horse meat at best.
What a hideous body! Scylla is said to be intelligent and a master of
magic, but her body seems to be so emaciated from all the easy hunting
she has been doing. She looks like a white blubber going through the
water. Even from a distance, he could see her tentacles wiggling just below
the surface of the water.
Maybe the horse needs magic to be caught. As he was trying to hold
back his laughter, he heard the sound of a nearby bush moving.
Raven held his breath to kill any sign of the sound. He searched for
the source of the sound with his eyes only and found it was a human girl
standing in the bushes.
“Oh...”
A girl in a tired blouse, probably from the human village, was
transfixed by Scylla in the river. Her hands and lips trembled with
surprise and fear.
This was a good idea, Raven thought, as he sat down to eat the girl
while Scylla, the ugly one, hunted the horses. Raven had the pride of
having done his job in the middle of nowhere, and he was not one of
those who lived a lukewarm life in the woods. He knew how to deceive
people and how to taste human flesh.
She was looking around and trying to leave the waterside quietly.
Scylla had not noticed her yet.
“Miss.”

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When he whispered to her, she looked back at me as if she had been
snapped out of her reverie. She must have thought that she was alone
and looked surprised but relieved.
“You are...”
“Quiet. Now let's get out of here before the monster finds us.”
She nodded her head, her lips pursed into a tight line as she pointed
to the far end of the forest. She looked at us, peeked at the river, and
moved through the bushes, trying not to make a sound.
Raven stared sharply at the little backside, planning to strike from
behind as she backed away from the river. If her girl’s screams spilled
out, it might be fun to bite her in front of Scylla, who will notice them.
Should he bite on her arm or her leg? Stifling a smile that welled up
in him, he approached the girl more closely. Just when he thought it was
time to..., Raven realized that this girl had no legs.
Hidden in the undergrowth were twelve tentacles.
He quickly tried to open his wings, but it was too late. The tentacles,
which had become flexible like a whip, immediately wrapped themselves
around Raven's torso. The tentacles were tightened, and the tips of the
tentacles twisted into Raven's beak as he tried to revert.
“Mom, I got him, I got him!”
Scylla's daughter, who was wearing only a blouse, exclaimed gleefully,
“How carefree, daughter! It doesn't taste good at all.”
From the river, that voluptuous Scylla rose. Thick, strong, dark blue
tentacles suspended a horse with a crooked neck.
“Isn't this good? If you noticed him, you should have told me first.”
Scylla instructed her daughter, who was pouting that she should be
able to tell whether a person was human or not by smell.
“Okay, here's what we're going to do.”
The daughter tilted her head to show him. Raven was shaken with
fear and despair, but even that emotion was constricted.
“I can't even use him as a slave because it will fly away. It's too much
trouble to make it undead, so just break its neck and throw it away.”

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Description
Some of the barbarous have deceptive appearances, such as Scyllas
and Ravens.
Ogres and Lamias also disguise themselves as humans, but unlike
them, Scyllas are basically unable to transform into full human form. It
is believed that Scylla's human-like appearance is due to its evolutionary
need to hunt and eat humans. They do not need to have perfect human
forms because they prey by catching humans off guard by showing parts
of their bodies that look like humans.
Since they have abilities derived from animal instincts, they were born
early and are said to have inhabited the area during the Divine
Civilization Period. Scyllas, in particular, are highly reputed for their
beautiful appearance and brutality in tricking and eating people of all ages
and genders, and their names and appearance have appeared in many
legends since ancient times.
Scyllas and Ravens, by their very nature, are not thought to live in
groups or in societies. However, as the war between humanoids and
barbarous intensified, their abilities must have become a part of their
strategy, and since the Magitech Civilization Period, they have been seen
to belong to the society of other barbarous and to be active in it.
Ravens, in particular, can easily disguise themself as humanoid with a
simple disguise, and like Ogres and others, they are often used for
undercover missions. Therefore, most of them are now working for
barbarous groups that are active in the war against humanoids carrying
Drakes orders and are equipped with information about the humanoid
society and skills to handle weapons.
Scyllas, on the other hand, need terrain that can hide their lower
bodies to make use of their deceptive appearance, so they are not suited
to fighting in human settlements. Scyllas often tasked with defending
barbarous territories and dealing with humanoids away from the city.

Scyllas
The Scyllas have an upper body like a beautiful human female and a
lower body with tentacles like an octopus. They live near water or in
swampy areas and specialize in deceiving people by exposing only their
upper body above the surface of the water. They take advantage of
people's good intentions by posing as a drowned girl, or by playing on

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men's innocent feelings by posing as a maiden enjoying a dip to create an
opening and then entangling them with their tentacles.
Scyllas are cunning and brutal barbarous. They are highly
intellectually advanced, and many are excellent users of Spiritualism
Magic. The higher Scyllas have knowledge of humanoid culture and
customs, which they use to deceive. They are intelligent enough to
understand beauty and art, but all of their attention is focused on
capturing people. Of course, they also eat non-humans, but humans
seem to be their favorite food.
Scyllas are thought to live for about 300 years, although their lifespan
is not known for certain. When they find a male they like, not only a
human but also a barbarous animal, mythical beast, etc., they will eat it
and conceive a child. The Scylla's offspring grow into a single individual.
When they are able to hunt on their own, they leave their parents and
become independent.
There are rare mutants of Scyllas that have organs other than
tentacles, such as the heads of animals in the lower body or that have
dragonic upper body, but these are thought to have been derived from
differences in the male race of the species. In rarer cases, there are Scyllas
that can completely disguise themselves as humans. It can change its
tentacles into two legs, and there is no time limit to this state. This ability
seems to be possessed only rarely by Scyllas, who have strong human
male blood in their veins.
Because of their high individual fighting ability, Scyllas rarely live in
groups. They are rather free-spirited and enjoy hunting in their favorite
places, and when they get bored of hunting, they move on to another
place to live. They rarely interact with other barbarous, and many Scyllas
make the carcasses of their hunted prey into undead soldiers to protect
their territory. They may also keep males they like as their slaves.
Although they seem to have participated in the war against the
humanoids since the Divine Civilization Period, not many of them have
made a name for themselves in the history of the war. If anything, more
of them are recorded in the Magic Civilization Period as wizard-kings.
Because they are good at deceiving and capturing, they do not often
attack humanoids aggressively, but it is said that Scyllas joined the
frontlines in the Diabolic Triumph (Diabolic Triumph).
In recent years, most of the Scyllas have been spending their time in
their original habitat, as is their natural habit, and they do not seem to

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join forces with other barbarous except when there is a conflict of interest,
such as to protect a favorite original habitat or to obtain a desired item.

Ravens
Ravens are barbarous, having raven-like heads and wings covered with
black feathers. They are as tall as human males, but their beaks are larger
than the palm of one's hand, and the wings on their backs are large
enough to cover their entire bodies. However, their wings can be folded
to make them smaller, and their entire body can mimic their skin to a
light orange color by retracting their wings inside their body. Ravens are
good at infiltration missions using this ability. There is little difference
between the two genders in mind and body, and even a female Ravens
can look like a human male if they use mimicry. Their lifespan is thought
to be about 100 years, but most of them seem to die in dangerous
missions before they reach their natural death.
Originally, Ravens used their mimicry abilities for hunting, pretending
to be weak and helpless in front of humanoids and animals to lure them
in and then quickly pouncing on and devouring them when their prey
approached. They are extremely solitary, and adult Ravens rarely
grouped together. They generally do not nest but rest in trees in their
territory. They do not eat and sleep with their relatives nearby, although
they exchange information with them. As an exception, during the mating
season in spring, they spend more time together as a pair. Ravens grow
quickly, reaching the height of a human adult in about a year, and learn
mimicry. When they are able to hunt by themselves, they leave their
parents.
However, the way of life of the barbarous changed when they entered
the Magitech Civilization Period, which was hard and severe for them.
The Ravens were tasked to infiltrate the humanoid city because of
their mimicry abilities, which required them to learn about humanoids
and how to use weapons to fight them without revealing themselves. The
Ravens were no longer lone wolves and began to contribute to the
barbarous society by joining other barbarous under their rule. They knew
that this was the best use of their abilities and that they could make a
difference in a difficult world. Ravens, who had acquired a way of life as
spies through various pieces of training, showed their abilities
comparable to those of Ogres, Lamias, and others. In particular, their
ability to remain unaffected even within the effect range of Swords of

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Protection and their ability to fly away instantly from enemies, even if
they were nearby, were rare even among barbarous, so they were very
useful, and played a part in causing the Diabolic Triumph (Diabolic
Triumph).
Most modern Ravens are also engaged in espionage and assassination
missions under the command of barbarous such as Drakes, who are
active in the war against the humanoids. Some of them are trained in
weapons such as bows in anticipation of large-scale wars.

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”Mighty Rulers”

Drakes, Basilisks

In one of the valleys of steep mountains, barbarous were fighting each


other in a bloodbath.
Ilzerza, who was looking down from the ridge, nodded his graceful
chin in a small gesture.
One of the contending forces had crumbled at once. Ilzerza had
already seen that the resistance of the enemy forces had reached its limit.
As Ilzerza had expected, the enemy forces in this valley were few in
number. They probably did not expect to attack through this steep and
narrow valley. In addition, Ilzerza also used his men as a diversion to lead
the enemy soldiers to the other side of the valley.
The whole operation hit the bull's-eye, just as Ilzerza had intended.
She did not even smile, let alone win, but the beautiful horns extending
from his side of her head swayed faintly. It was a small nod of the head
that Ilzerza gave when he was satisfied.
“Well done, well done, well done. I'm proud of you, up-and-coming
clan king, Drake Viscount Ilzerza. You've managed to get behind the
enemy's back with your brilliant leadership. Now all you have to do is to
storm into the enemy clan king's stronghold?”
Behind him, a man appeared, deliberately clapping his hands.
Drake's Ilzerza, with horns, leather wings, and a magic sword, stood
on a steep ridge like a painting.
The other man who approached him was no less a picture-perfect
man.
If Ilzerza, fully armed with a magic sword and armor, was dressed as
a warrior, this man was dressed in a loose-fitting robe and wore an eye
patch adorned with a gem, giving him the appearance of a luxurious
sorcerer. He had a faint smile on his face as if he was enjoying the
nightlife.
“Alonza... you?”
“Don't look so grim, Ilzerza. I came all the way here myself to
congratulate you on your victory.”
“…I see.”
Seeing Alonza, the one-eyed man who stopped at a certain distance,
Ilzerza was convinced.

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This man's purpose was himself.
“How did you know I was coming here?”
“No, no. If you want to find out what I'm up to, you'd better hire a
better spy. I'm not a kid enough to get mixed up with Succubus
nowadays.”
“Don't...”
Ilzerza's eyebrows twitch.
“Don't tell me you were worried about the safety of my men? If you
are Barbarous, you don't worry about incompetent!”
“You...”
Drake took a step closer while the one-eyed man took a half step
back.
“Don't worry. I won't kill you. I'll keep you in my precious collection
room, where it's safe and sound!”
Mockingly, Alonza tore off his eye patch. The green eyes that
emerged from them glared at the Drake, and his left arm, which
attempted to block them, hardened into a jade-green color.
“Bastard...!”
It was the evil eye of Basilisk creating the Petrifying Gaze.
Alonza was a Basilisk - a Basilisk with the terrifying power to turn
anyone it sees into jade.
“I didn’t expect you to struggle against this caliber! I don't want your
life. I want a jade statue of you, beautiful as you are.”
Alonza moved magically and beckoned him with a joking attitude as
he closed the distance. Ilzerza's right hand holding the magic sword made
a snapping sound, but he did not charge in anger because he knew that
this is what Alonza wanted.
“Come on, strike a beautiful pose, a luscious and seductive pose
worthy of displaying in my collection room... with an expression of
anguish, of course.”
“... I refuse!”
Ilzerza was calm. But just because he was calm did not mean that he
was at peace.
“Today is the day for me to take over... Alonza!”
Holding up the magic sword with his right hand, Izeltza's form
changed instantly. His body grew huge, his wings spread, and his long tail
sprouted, transforming his body into that of a dragon.

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Having released the magic sword's power, Drake transformed into
dragon form at once. Transformation into jade was gone, and Ilzerza
roared with all his new might.
“Prepare yourself!”
“...Good grief, Dragonification, it's not beautiful, is it?”
Alonza sighed loudly at the sight of Ilzerza, who had turned into a
dragon. But Ilzerza, without regard to such things, took flight at once and
showered him with a breath of pure energy.
“Wh…”
“Why don't you reveal yourself, Alonza! You're a hideous monster,
just like your nature!”
“I'm sorry, but no!”
Alonza cast a spell and restrained Ilzerza with a web of electric shocks.
But that was not enough to stop Drake.
“Then perish!”
Spreading his wings, Ilzerza leaped at him.
The great barbarous felt even tenser than in previous battles in the
fight against a man who, at first glance, appears to be nothing more than
a human being.
This time, it was not going to be easy to win.

Description
The barbarous, who are related to Ignis, the second magic sword that
represents freedom and liberation, are generally individualistic and are
not good at acting in groups or organizations.
On the other hand, the “freedom” of the people also makes them
meritocratic, and they have a habit of “following the strong.” At the top
of this barbarous pyramid structure are the “rulers.”
Several races of “rulers” unite and build up a great power among
many barbarous groups. Drakes and Basilisks are the most representative
among them.
Among the barbarous, they are extremely long-lived and have
superior minds. They are also physically strong and possess power that
allows them to kill “on sight.” Even if they fight against the Trolls or
Vulcans, who are called “warrior clans,” they will never be defeated.
In addition, Drakes and Basilisks share a common ability,
“Shapeshifting.” Normally, they have a humanoid-like appearance.

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However, they transform into a more powerful form once they get
serious or in a tight spot.
Drakes take the form of dragons, and Basilisks take the form of eight-
legged lizards, slaughtering their enemies without fail. Even before the
transformation, they are as strong as any of the warrior clans, but their
strength becomes even greater after the transformation. This ability is
also a reason for the lower barbarous are in awe of them.
Thus, with their simple strength, superior brains, long lifespan, and
extraordinary unique skills, they reign over the barbarous as “rulers.” In
addition, they have a unique charisma.
The lower class barbarous, especially the Youma, tend to lose their
will to fight and submit to them at the mere sight of them. Some of the
“warrior clans” willingly join their ranks and serve as loyal fighting forces.
As a result, the “rulers” have built up powerful forces, creating
barbarous states fighting against the humanoid realm, and have become
a symbol of fear for the humanoids.

Drakes
Drakes are the kings of the barbarous race. They have beautiful
figures with a height of around 2 meters, long and graceful horns on their
head, and large leathery wings on their back.
In addition, Drakes always have a magic sword. As oviparous Drakes,
they have this magical sword in their hands from the moment they are
born and continue to grow with it throughout their lives. The sword is a
part of the Drakes body and is not only a weapon but also a very
important body organ.
Drakes born from eggs are recognized as warriors at the age of 15 to
20 years and are thought to have a life span of about 1000 years. They
almost never age, both physically and visually.
In addition, Drakes have the unique ability of [Dragonification]. By
releasing the magic power of their magic sword, they can transform their
bodies into the form of gigantic dragons. The shape of Drake's body
becomes larger and more beautiful according to Drake's strength. Even
the youngest and smallest Drakes can reach a total length of 5 meters,
and their scales shine silver. Although there are many exceptions, the
color of the scales of dragonified Drakes is similar to that of precious
metals or gems, and they are known to shine beautifully.

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Drakes grow in power as they age and become more and more
formidable. At first, they are called warriors and knights, but they take on
the titles of baron, viscount, count, marquis, or duke, depending on their
abilities, and act as barbarous nobles in their own right.
In particular, the King of Drakes, who is said to be the highest-ranking
Drake, was the Barbarous King who united the barbarous at the time of
the Diabolic Triumph (Diabolic Triumph) that destroyed Magitech
Civilization. It is thought that there were several other barbarous of the
Barbarous King status, and it has been speculated that there were some
other barbarous of the same power as Barbarous King, but this has not
yet been confirmed.
Since the Diabolic Triumph (Diabolic Triumph), the old Drakes who
called themselves “Lords,” “Dukes,” and “Marquis” have been almost
entirely missing. Many of them are considered to have been defeated
during the Diabolic Triumph (Diabolic Triumph), but it is rumored that
they are still trying to reemerge in various parts of the world (in other
words, their monster data is absent).
Drakes are skilled in swordsmanship and have studied magic,
especially Spiritualism Magic, and while few are Priests, many Drakes are
followers of Dalkhrem, the god of war, and love warfare. They are good
at learning and utilizing various skills to win battles, such as knowledge
and intrigue to move armies, talk, interrogation, and torture to bring
opponents to their knees, not to mention their personal fighting skills.
Many Drakes are proud, and their demeanor is reminiscent of
humanoid knights. However, they will not hesitate to use any means
necessary to win and will even carry out brutal and dastardly maneuvers
if necessary. On the other hand, it is also true that their pride can cause
them to lose their cool and make bad decisions.
Drakes are rare in barbarous species, but they are oviparous, with
many having only one wife and four to five offspring during their lifetime.
The eggs are soft when first laid. They harden quickly when exposed to
air and hatch in about one year if they are kept in a place with the
appropriate temperature. Mothers are known to be as affectionate as
humanly possible to their offspring and to breastfeed them in the early
stages of their life.
Among the parents, siblings and children tend to cooperate with each
other, but they will take the lead whenever they can as true barbarous,

189
and it is not uncommon for them to kill their children, their parents, and
their siblings.
In addition, rare Drakes (Broken Drakes) are born without a magic
sword. In most cases, such children are killed early, but in very few cases,
they are raised as they are (due to the mother's strong affection or the
father's whim). Drakes without a magic sword are inferior to normal
Drakes in all aspects and have only limited Dragonification abilities.
Instead, they have fewer soulscars, which makes them less cruel, and they
sometimes have values similar to those of humanoids. Therefore, some
of them come into the humanoid society and survive. However, Broken
Drakes are strongly feared and avoided by humanoids, and it is not easy
to establish a trusting relationship with them.
Furthermore, they may also lose their magic sword by accident, for
example, when their magic sword is broken. Usually, the Drakes die, but
if they survive, they become Broken Drakes, and they may also lose the
swordsmanship and sorcery that they have learned from the shock. In
addition, the loss of a magic sword is regarded as dishonorable above all
else, and Drakes who lose their magic sword are banished or treated in
the same way as Youma and other Broken Drakes, leading to a miserable
end. However, Drakes, who lost the magic sword, did not seem to lose
all of their superior race skills as they grew up to restore their skills.
There are various theories as to whether these Drakes could regain
their lost magic sword and regain their original power. There is a record
that Drakes lost their power simply because their magic sword was taken
away from them, and they were away for a long time, gaining their original
or even greater power by getting their magic sword back. There is also a
record that the magic sword lost its power while away and of no use even
if it was recovered.
In any case, it is not easy for Drakes to regain their power once they
lose their magic sword, and in most cases, the reality seems to be that
there is nothing they can do about it.

Basilisks
In peacetime, Basilisks don't look all that unusual.
At first glance, they look like ordinary humans. They are almost the
same height and build as humans and have no distinctive features in their
appearance.

190
The only frightening thing is the petrifying power of their eyes; since
Basilisks petrify what they see, they often wear masks or eye patches to
suppress the petrification. This is the best way to identify them as
Basilisks.
Since the Evil Eye Of Petrification is a curse type, it petrifies both
living and inanimate objects. They can petrify anything indiscriminately
without an eye patch, so an eye patch is an indispensable accessory.
Basilisks' eyesight is also unique in that it penetrates the eye patch and
allows them to see objects normally.
Many Basilisks are skilled in magic, even more so than professional
sorcerers. It is said that they learn magic naturally from their parents,
teachers, and environment. Some Basilisks are devoted to sorcery and
begin strange experiments, although not a few of them are bored with it.
Basilisks are also born from eggs and are considered full-fledged at
about 15 years of age. Their life span is about 500 years, and they begin
to age rapidly at the end of their life span.
Drakes and Basilisks are often contrasted with each other as the
barbarous ruling races, but they have many things in common. The most
important of them are that they are ovoviviparous and can shapeshift.
One of the eyes of Basilisks is a crystalline body called an Eye Of
Stone, which is thought to be the source of magic power for the Evil Eye
and its shapeshifting ability. This is similar to the magic sword in Drakes
in that it functions as a magical implement. While Spiritualism Magic
requires magic characters to be drawn in the air, Basilisks are thought to
be able to do so only with their eyes. By defeating Basilisks, the Eye Of
Stone and Petrifying Fang can be obtained as loot.
When Basilisks shapeshift, they look like giant eight-legged
tortoiseshell lizards, with a total length of over 5 meters. Its evil eye ability
is enhanced, and in some cases, multiple evil eyes are exposed on its
head.
Basilisks differ significantly from Drakes' transformation is that they
become significantly less intelligent when they assume the form of a
monstrous beast. After transformation, they act more on instinct and
impulse, are extremely violent, and will not stop until they have destroyed
or killed all targets they do not like or until they have been completely
petrified. Basilisks, who are very elitist, are either ashamed or disgusted
by such an image of themselves and rarely try to transform. However,
they will not hesitate to transform if their life is in danger.

191
The ability of the evil eye is becoming more and more unique as the
evil eye grows. The petrifying evil eye can change the target into a gem
instead of a mere stone, and several other evil eyes develop, which have
terrible and unique effects other than petrification. Individuals that can
petrify with their evil eyes are sometimes referred to by the type of gem
they turn creatures to, such as Jade Basilisks or Sapphire Basilisks.
Such an evil eye can be recognized in the human form by the color of
its eyes, but there is no difference in appearance, and when it is
shapeshifted to the monstrous form, it is known by being exposed outside
the body as the third or fourth evil eye.
The green evil eye is good at “healing” and “regeneration,” the red
evil eye is good at “physical enhancement,” and the blue evil eye is good
at “destruction” and “time.” In addition, there are many other types of
evil eyes.
While Drakes have a somewhat knightly bearing, Basilisks are often
more hedonistic and capricious and tend to act for their own pleasure
rather than competing for supremacy. Rather than acting outwardly, they
prefer to conspire from behind the scenes or even to act haphazardly on
a moment's notice. In a sense, they are more barbarous; they are
hobbyists, or even philanthropists, who collect strange things and
sometimes risk their lives for things they don't understand.
Because of their hedonistic and capricious nature, Basilisks do not
enter into marriages but rather procreate on a whim, laying eggs like
Drakes but also allowing other races, including humans, to bear their
offspring (in this case, the offspring will not be ovoviviparous, but
viviparous). In this case, however, it is said that the probability of
becoming a Weakling is quite high.

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”Immortal Masters”

Vampires, Leanan Sidhe

Our Master is the “Daisy Princess.”


We, the servants, are called “ladies” by the Master.
The palace where the princess resides stands quietly in the everlasting
darkness.
Around us, through the power of the princess, there is a garden of
daisies that will never wither.
The palace is a beautiful structure of unspeakable beauty, with
numerous pavilions supported by vermilion pillars and connected
vertically and horizontally by roofed paths. Its hidden stories are
decorated with golden bells and gorgeous tassels.
The princess always sleeps on the Evening Throne, which is located
in the innermost part of the palace. The Evening Throne is a modest
structure considering the princess's status, and most of it is occupied by
her sleeping quarters.
The lying-in room is surrounded by a curtain made of elegant
lacquered thin sheets with vermilion cords and a chrysanthemum with
buds peeking out from a gap in the curtain visible from the entrance.
It has been more than seventy years since the princess went to sleep.
During this time, the curtain has never been raised, and the princess
remained hidden.

The princess suddenly woke up.


The Daisy that peeked out from the curtain blossomed.
The curtain slowly rose, and the princess appeared with a sweet and
fragrant aroma.
She was a maiden of about fifteen or sixteen years old with long, rich
pink hair that curled and waved. She wore many layers of luxurious long
robes of vermilion and purple, adorned with a floral pattern of daisies.
The princess said, “I will bathe in blood,” and started to walk
barefoot. We had to rush to catch up with her, pass her, and prepare for
the blood bath.
Having been roused from sleep by a bloodbath, the princess heard
the news of her awakening and hurried to meet her “third sister,” who
had returned from Giesdorf (translator’s note: now the City of Mist).

193
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The “third sister” offered a beautiful humanoid maiden, whose blood
the princess was so pleased with that she offered to give her a Blood Kiss.
True to her words, after seven nights, the maiden became the new
servant of the princess and was given the name “Felicia,” and at the same
time, I was asked to be Felicia's educator.
For the next month or so, the princess held a banquet in the garden
of daisies and entertained her three sisters, who had returned to greet
her, after which she re-entered her lying-in quarters.
Soon after, the sisters returned to their posts, and the palace, which
had been so lively and festive during the princess's awakening, was now
only the sound of rustling garments and sighs. The few sounds we hear
will fade away as we grow accustomed to this loneliness, and only silence
will remain.
Oh, one more.
I remembered that I had to replenish the 200 or so live elven girls I
had killed to prepare for the blood bath. Let this be Felicia's first task.

About 30 years after the princess went to bed, she received a visitor.
It was a messenger of the “Lord of Gluttony.”
The “Lord of Gluttony” has joined the forces of the Barbarous King
in the south and is now comforting himself with a humanoid. He also
invited the princess to join him.
We had no choice but to ask the princess, but she politely declined
our request because she said it was “too much trouble” through the
curtain.
In the meantime, the “Black One” in Dilfrum informed us that the
“Devouring One” had revealed the Major God Kaorlupte and that he
had gone into hiding. It is too late to say this, but if the princess had
accepted the invitation at that time, we would not have come to this
situation.

The next time the princess awoke was about eighty years after this
event.
The princess asked for my opinion as an educator, as she wanted to
make a “Sanguine Vow” with Felicia.
I honestly told her that “Felicia, who was originally a lowly humanoid,
has become arrogant because of her power as a servant, and she might

195
cause trouble to the princess, so it is better to keep her in sight as a
Leanan Sidhe than to take her up as a vampire.”
The princess laughed and said, “Vampires are arrogant.” She hit the
nail on the head, and I couldn't help but blush.
Soon after, Felicia was taken up to the rank of vampire.

More than two hundred years have passed since that day.
Now I’ve visited a small town built on land that the humanoids call
Zalts.
Recently, my sister, who was hiding in this area, informed me that
Felicia has been hunting many humanoids and barbarous, and that this
could be detrimental to the entire vampire community.
The princess heard this and said to me, Felicia's former instructor and
an “assassin” in her own right.
It is bothersome, she said.
That is why I was here thus.
To destroy the foolish Felicia.

Description
In the past, there were those who received the grace of the gods and
attained immortality. They are the ones who try to control the world from
the depths of the unknowable darkness, and they are the ones who can
control even the undead. People call them “Immortal Masters” with awe.
Vampires and Leanan Sidhe are their names.

Their lineage dates back to the Divine Civilization Period, when those
who received the grace of the God of Immortality Metissier, and the
Goddess of Dreams, Kaorlupte, became the primordial vampires.
Later, in the War of the Gods, they were part of the camp of
Dalkhrem, the god of war, and are said to have amassed thousands and
tens of thousands of corpses. However, they disappeared with the end of
the Divine Civilization.
In history, we know that vampire wizard-kings appeared in the Magic
Civilization Period and that some vampires joined the barbarous forces
in the Diabolic Triumph (Diabolic Triumph). However, only a few are
known today, including Dilfrum's “General of Purple Darkness” Kurtz
Dilfrum and Ilesdeal's “Quiet Immortal” Volkreia.

196
Among humanoids and barbarous, it is believed that these “immortal
masters” live in castles or palaces built in the undiscovered depths of the
sea of trees or mountains, or in the depths of the earth, or in other spaces
created by magic, and infiltrate humanoid and barbarous society with
Leanan Sidhe and others of their own creation.

Hiding in cities and villages, Leanan Sidhe are said to gather various
information and seduce the weak-minded to increase the number of
followers of their masters' deities, including Metissier and Kaorlupte, and
to use them as pawns to carry out their numerous plots.
And many believe that these conspiracies have shaped the history of
the humanoid and the barbarous.
However, few records remain of their activities coming to light. There
are only a few cases of stray vampires causing disturbances (sometimes
of such a magnitude as to destroy a country) with their servants, but no
incidents that seem to have involved the primordial vampires are known.
For this reason, some have questioned the claim that they are always
behind the scenes in history. Most, however, maintain that they are
cleverly concealing their presence and do not make any undocumented
moves. Many also believe that their minions are so embedded in the
public establishment that any lapses are swept under the rug.
However, even those who do not believe in their conspiracies cannot
escape a vague sense of uneasiness that their neighbors may be their
minions. And it is the spreading of this latent anxiety among people that
have been their most successful conspiracy.

Vampires
Vampires are barbarous who have attained immortality by the grace
of the gods. Most of them worship Metissier, the god of immortality,
followed by Kaorlupte, the goddess of dreams.
They were originally humanoids but were welcomed into the family
by a higher vampire and became vampires, so their appearance inherited
that of the original race. In general, they have beautiful figures and a
noble atmosphere. Their speech and gestures are graceful, and they are
fashionable. They are characterized by their bright red eyes and sharply
pointed canine teeth.
They do not have a predetermined lifespan; as long as they suck
humanoid blood, they can live forever. In reality, they do not need to

197
suck blood so often just to stay alive. Regardless of the need, however,
bloodlust arises, and the humanoids are constantly seducing or attacking
the humanoids at night to seek blood.
The urge to suck blood is stronger in the lower vampires and can be
almost uncontrollable in the Lesser Vampires. On the other hand, higher
vampires can control their urges almost perfectly.
They are vulnerable to sunlight and do not leave their dwellings
during the day, but mostly sleep to prepare for their nighttime activities.
For this reason, they have their sleeping places guarded by Leanan Sidhe,
fanatics Metissier, followers of Kaorlupte, and undead, to prevent them
from being attacked when they are unprotected.
Vampires have little love for others and basically love only themselves.
However, because they still retain the feelings they had when they were
humanoids, they sometimes show familial affection to their closest family
members and dependents. They may also take humanoids as their lovers
on a whim or pick up their children and keep them close to them. If they
are particularly fond of a humanoid, they perform a “Blood Kiss” ritual
for seven nights to induct them into their clan.
In vampire society, blood descendants are welcomed into the fold
because of this “Blood Kiss.” And their numbers grow almost exclusively
in this way. This is because vampires do not engage in normal
reproduction. However, they are not incapable of normal reproductive
acts, and in fact, half-human, half-vampires called Dhampirs are born by
this method. However, they abstain from normal reproduction as a dirty
act, which is considered forbidden. For this reason, Dhampirs and their
parent vampires are banished as those who have violated the taboo.

Vampires have the ranks of Lesser Vampire, Vampire, and


Nosferatu.
Lesser Vampires, the lowest class, are those who have just been
welcomed into the vampire society by “Blood Kisses.” They have a
“parent-child” relationship with the vampire who kissed them, but their
position is low, and they are considered followers or servants, and they
cannot disobey their parent vampire.
Furthermore, among the Lesser Vampires, those who are particularly
good in appearance and skills and who are favored by their parent
vampires are given a “Sanguine Vow” and raised to Vampire rank. Thus,
those who become Vampires acquire the characteristics and abilities of

198
their parent vampire's clan or family and gain the position of a knight or
a low-ranking noble. They have free will to resist their parent vampires.
There is a very limited and extremely powerful group called
Nosferatu among the Vampires. The Nosferatu are mainly those who
became vampires by the beginning of the Magic Civilization Period, and
their position is equivalent to that of a great noble or royal family. All
vampires have an instinctive awe of the Nosferatu, and it takes an unusual
amount of spirit to disobey their orders.

Most of the Nosferatu are primordial vampires and the first


generation of vampires who received “Blood Kisses” directly from them.
Among them, primordial vampires are called “Pioneers,”
“Founders,” or “Elders,” and myths and legends tell us that their power
far surpassed that of the Minor Gods and even approached that of the
Major Gods.
These primordial vampires were highly selective and reluctant to
create new vampires and only had a beautiful female undead named
Empusa as their protector.
However, when the War of the Gods began, the number of vampires
was temporarily increased due to the need for more vampires to fight in
the war. It was also around this time that Leanan Sidhe were created. As
they increased in number, those who were close to the primordial
vampires in bloodline and powerful began to call themselves “Nosferatu”
(immortals), forming a noble class. Clans such as Krew, Frau, and
Ampullation were born in this process, and the clans further diverged.
At the end of the Divine Civilization Period, they had become the
number one or two force among the barbarous.
But when the gods went to sleep, they lost interest in fighting. Or
rather, they were not interested in fighting seriously in the first place.
Their basic idea was that they could have what they wanted when they
wanted it and that it would be a hassle for them to rule over others without
having to move large armies to fight. In other words, they thought that
they could have what they wanted whenever they wanted, without having
to go to the trouble of dominating and ruling directly.
They only reluctantly participated in the battle because they were
following the gods they believed in - Metissier, Kaorlupte, and others.
Soon after this was decided, Nosferatu and their minions made a
series of reckless attacks on the humanoids. This was done to thin out

199
the unwillingly increasing number of vampires, lighten their weight, and
make them disappear. At the same time, it seems to have been meant to
temporarily reduce the humanoid's power so that it would be impossible
to track them down later.
The Nosferatu who disappeared were scattered throughout Raxia,
separated by clans, families, and other communities. For this reason,
even they do not know where the other Nosferatu are now.

Even now, many of the Nosferatu remain in their castles, where no


one knows where they are, and do not come out into the open world.
However, it is certain that they have unleashed Leanan Sidhe and lower
vampires to observe the movements of humanoids and barbarous. And,
if necessary, they may devise some kind of plan. However, it is not to rule
the world.
Their only interest, which some might describe as stagnant, is to
maintain their peaceful lives.
They know that few can compete with them, but it is not pleasant for
them to be loitering near their castles or be challenged to unwanted
battles. They also know that there is no guarantee that anyone will ever
develop enough power to oppose them.
Therefore, they are always on the lookout for and gathering
information about those trying to find them, those trying to get close to
their strongholds, and those trying to ascend to heights comparable to
those of the gods. And, if necessary, they take measures such as blocking
or eliminating them.
They also work to prevent humanoid and barbarous from
cooperating to threaten them and to keep the balance from tipping too
far in either direction while encouraging conflict. For this reason, there
are Leanan Sidhe, who have engaged in manipulation by impersonating
humanoids, and become praised as heroes of the humanoid. Of course,
their identity will never be revealed, and those who learn what they
should not know will be eliminated.
Thus, they have created a world where the dawn never comes, and
they enjoy a peaceful sleep in the darkness. And anyone who tries to
disturb that sleep, whether intentionally or accidentally, will be punished.
For this purpose, they may even try to exterminate their brethren or
dependents.

200
Leanan Sidhe
Leananan Sidhe are a barbarous created by Nosferatu, taking the
form of a beautiful humanoid woman with pale skin and a slender body.
However, there are also male Leanan Sidhe, though extremely rare.
Since they were created to serve Nosferatu, who are immortal, they
do not have a life span either.
They serve Nosferatu, their creators, and perform chores around
them as servants, as well as acting as their guards. They also use their
unique skills to be not affected by Swords of Protection, to blend in with
humanoid society, gather information, and carry out their master's
schemes. Furthermore, they know their master's preferences, and when
they find a humanoid of their master's liking, they sometimes kidnap
them, bring them back to their castle, and offer them to their master.
To achieve this purpose, Leanan Sidhe selects a humanoid or a
barbarous as a “lover” and taints them with soulscar by biting them, acting
like a real lover. Among the Leanan Sidhe, the Leanan Sidhe Assassins,
who have acquired special physical skills and have been granted the title
of “Assassin,” have the ability to steal the memories and classes of their
opponents and even imitate their appearance. They may use this ability
to secretly switch places with the magnate of a city or organization, an
important person, or a famous adventurer.
Thus, Leanan Sidhe, who often works far from Nosferatu, are given
the intellect and the authority to act on their own initiative. However, they
remain absolutely obedient to their master and never betray them. On
the other hand, on rare occasions, they may be drawn by the memories
they have stolen from their master to favor a particular humanoid or
barbarous person and protect or help them to the extent that it is not to
the detriment of their master.

Only a limited number of Nosferatu know the secret of creating


Leanan Sidhe, and most of them have lived for thousands of years.
Therefore, to be hostile to Leanan Sidhe means to be hostile to a
powerful long-lived Nosferatu.
The secret is performed in a “Rite of Dark Candles” ceremony.
Nosferatu chooses one of the Lesser Vampires to be their Leanan
Sidhe. They can also select a loyal humanoid and make them a Lesser
Vampire by “Blood Kiss” and then performs “Rite of Dark Candles.”

201
Most of the Leanan Sidhe candidates are women. However, in very
rare cases, a male is chosen. However, in the case of men, few of them
have the spiritual qualities to become Leanan Sidhe, and if they do not,
they will perish during the ceremony. In most cases, the person who
wants to be Leanan Sidhe is the vampire’s lover, so it is rare for a
Nosferatu to take such a risk to make a male Leanan Sidhe. Nosferatu
do not have to take such a risk since they can just raise a male up to a
vampire through a “Sanguine Vow.”
The “Rite of Dark Candles” is similar to the humanoid marriage
ceremony in which Nosferatu and Leanan Sidhe exchange rings.
The ring given to Leanan Sidhe at this time is called the “Ring of the
Candle” but is known among some humanoids as the “Ring of Blood”
or “Ring of Crimson Complexion.” The position of the Leanan Sidhe,
who was given a ring, thus follows that of Nosferatu, who made her a
Leanan Sidhe. For this reason, most Leanan Sidhe have a higher rank
than inferior vampires.
On the other hand, Leanan Sidhe offers the “Ring of the Bright
Bride” to Nosferatu at the “Rite of Dark Candles.” This ring is equivalent
to the life of Leanan Sidhe, and Nosferatu can rule Leanan Sidhe through
this ring at any time if they wish. Furthermore, if the “Ring of the Bright
Bride” is destroyed, Leanan Sidhe will be reduced to dust. However,
according to a little-known tradition, Leanan Sidhe will return to its
original humanoid form only when the “Ring of the Bright Bride” and
the “Ring of the Candle” are destroyed in a certain ritual. However, there
is no recorded case of this being tried.

202
”Sky and Earth and”

Ardlers, Formica

“Haa...”
Himmel sighed as he rested himself on the rock face of the mine and
looked up at the clear blue sky.
“You managed to survive...”
“I did.”
Blaise was the one who gave the nod. The feathers, always beautiful
amber, were now burnt and blackened at the tips.
“I didn't expect someone as hard to deal with as Centaurs.”
Himmel could not help snapping his beak at the sound of laughter in
Blaise's tone of voice.
(I wonder if the humanoids make a face like “crushed in bitterness”
at such times.)
But his face was that of a bird of prey. Bitter insects are rather good
as a side dish for drinks.
“We Ardlers are not very good at aerial combat, actually.”
It is a sad, very sad fact. He was no longer even self-defeating to admit
it.
“Besides, they also had ramming soldiers and heavy knights, and if
they used Fairy Magic, there was nothing I could do but approach them.”
“If only we had a priestess to help us...”
“Sorry, I'm such a useless hunter.”
This time it was perfectly self-deprecating.
“I didn't mean it that way.”
“<Pat pat>. I know, I know. Oh, damn it! Dalkhrem, by the sword of
God! If only we had some skill.”
Himmel clucked his tongue in frustration as he looked up at the
heroic figure of Lord Howlow, who was fighting Vulcan one-on-one in
the sky far above.
“You're good. You're a good shot.”
“When I'm not flying.”
Unlike Garuda, which has separate wings and arms, Ardler's arms are
integrated with its wings. In other words, they cannot use their hands
while flying. This is the most important reason why Ardlers are not good
at aerial combat.

203
204
They cannot use their weapons while in the air.
Especially for an archer like Himmel, it was fatal when dealing with a
highly mobile and magic-users enemy like Centaurs. If they flee to the
sky, they cannot attack from here and fall to Fairy Magic. If they go down
to the ground and shoot a bow, they will trample under Centaurs.
In fact, his partner Wilbel died after being pierced by a heavy knight's
spear.
Despite his wounds, the fact that Himmel was still alive and lying here
was simply due to luck.
At the whim of Lord Howlow, many Ardlers died today. Of the dozen
or so tribal warriors, only about half survived. Moreover, many of them
were injured in some way.
Now, preparations would be made to mourn the dead in the tunnels
where the tribe lived. Himmel could not stay there, so he escaped from
the tunnel.
Was it because they felt the same way?
Wilbel was Blaise's companion.
No, Wilbel was dead, and that in itself is fine.
Death in battle is an honor for a barbarous.
But it is still regrettable.
They won. But they were still disappointed with the fact that they had
won a hard victory against a lower-ranked opponent and, above all, with
their own unworthiness.
“If I were Garuda, I'd shoot arrows from the sky and keep the
Centaurs at bay.”
“You're an idiot. If you were the king of the sky, you wouldn't need a
bow to defeat Centaurs.”
“That's right.”
“My dear, what is that?”
From behind Himmel and the others, a barely audible barbaric sound
was heard, as if hard objects were being scraped against each other.
When they turned around in surprise, a strange-looking barbarous
stood like an erect ant. It was a Formica, a tribe that lives underground
in the mine.
“Oh, Lord.”
Himmel crosses his arms, indicating that he does not intend to attack.
Their master Howlow was not interested in what goes on inside the mine,
and the Formica tribe, perhaps not wanting to deal with the king of the

205
sky, was paying tribute and avoiding hostility. Since Ardlers were acting
as intermediaries, they were acquainted with the chief of the Formica
tribe, who was in charge of negotiations.
“No, there was a battle. We won the battle, but there were many
casualties. So I thought that if I could use a bow while flying in the sky, I
could be a little more useful.”
It must have been more shocking than he thought that his partner's
death had caused him to reveal his weakness to others in this way, even
though it would have been meaningless to talk to Formica about it.
“...Click?”
Lord tilted his head in a strangely comical gesture. In a voice devoid
of emotion, he continued, “To win, okay. Worry about it not.”
Himmel chuckled. He could see Blaise sighing next to him. The
Formica, who only cares about the victory of the group rather than the
individual, would never understand their mixed feelings of admiration
and frustration.
“But,” Lord continued. “Flying, hands are useless. So, bow, legs,
useful.”
“… What?”
“We can't do that!”
While Blaise shouted, Himmel laughed.
“That might be a good idea.”
“Himmel?”
He didn’t even know if he could do it. But it wouldn't hurt to give it a
try. A new wind was blowing in Himmel's mind.

Description
The sky and the depths of the earth - there are barbarous people who
live in these two opposing places.
Ardlers, the bird people, and Formica, the ant people.
Among the warrior clans and barbarous with the power of disguise,
there are some barbarous with similar characteristics. In particular,
Ardlers are considered to be closely related to avian barbarous such as
Garuda and Ravens.
Formica also show some proximity to Androscorpion, and in some
cases, they are in fact, symbiotic.

206
However, Ardlers and Formica are not considered “warrior tribes.” It
may be a matter of aesthetics in fighting. Ravens, with their shapeshift
ability to some extent, are also in a different category.
However, they are far from “normal.”
Each of them are unique barbarous in their own way.

Ardlers
They are half-bird, half-human barbarous, with bird heads and wings
assimilated to their arms. They have feathers all over their bodies, and
their colors are the same as those of birds, with the most common
variations being gold to dark brown or black. Some Ardlers, like vultures,
have only white heads, while others have a gray pattern.
Ardlers' toes are sharpened into sharp claws, and they do not wear
shoes. They are about 2 meters tall and have tail feathers, which is
unusual for avian barbarous.
Ardlers cannot see at night, perhaps because their heads are basically
those of birds of prey such as eagles, hawks, and falcons, but there are
rumors of the existence of rare species with owl heads with darkvision.
However, the number of nocturnal Ardlers is rather small, and the only
officially confirmed cases date back to the Ancient Magic Civilization,
suggesting that they may have become extinct during the Magitech
Civilization.
Ardlers have a relatively short life span of about 60 years and are
considered adults at the age of 10. Although cunning, cruel, and brutish
in nature, Ardlers are known to show a certain amount of affection for
their own kind.
Ardlers live in tribal or clan units, warming their eggs together
(naturally, they are egg-born), raising them, and training them to be
warriors or hunters. Because they learn how to fight as a group, their
bonds are strong at a level unusual for barbarous people.
The bond between mates is particularly strong, and they are known
to stay with the same partner for as long as they are not separated by
death.
Nevertheless, as mentioned above, they are brutal to other races,
especially humanoids, preferring to torture and kill them afterward. They
prefer to torment weaker enemies rather than fight stronger ones, and in
combat, they are so cautious that they are sometimes accused of
“cowardice”.

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Ardlers are not without pride. They are a very proud race by nature.
However, it is not the pride of a warrior but the pride of a hunter.
They attack their prey in groups, attack from a safe position, and hunt.
That is how Ardlers fight, even in wars against other races.
The history of Ardlers is surprisingly old.
It is said that Dalkhrem, the god of war, first created the Ardlers as a
barbarous bird-humanoid. Some say that they were created from birds,
but Ardlers do not admit it. Either way, they are very honored and proud
of it.
The legend goes on to say, “And based on that experiment, Dalkhrem
created Garuda, the king of the skies...”
In other words, it was a prototype of the bird-man type barbarous,
which makes a lot of sense.
The first thing that comes to mind is the wings integrated into the
arms. Because of this, Ardlers are at a fatal disadvantage in that they
cannot fly with their weapons in the air.
Second is its physical fragility. Unlike the Garuda, which flies with the
help of its innate magic power, Ardlers, like birds in their own right, have
scrawny, light bones. Therefore, Ardler has a weak point: it weighs less
than its height and build, and its bones are easily broken. This is one of
the reasons for the theory that Ardlers are not human-made-birds but
birds with human elements embedded in them.
Since these structural defects are not found in Garuda and Raven, the
theory that “Ardlers were created first, and then Garuda and Raven were
created by improving from Ardlers” has a certain plausibility.
The “cowardice” characteristic of Ardlers and their pride in being
hunters rather than warriors are thought to have originated from these
physical disadvantages.
This is why they prefer ranged weapons such as spears, bows, and
arrows when hunting and fighting, because they understand that they are
fragile (although it is hard for them to wear heavy armor to fly).
Again, however, the winged arms are a hindrance. They should be
able to fly for mobility, but once they are in the air, they can only attack
with their claws.
Only the Ardler Prayer, who uses Fairy Magic and is often the chief
priestess of the tribe, and the Ardler Striker, who has abandoned
weapons and learned the barehanded wrestling technique, can overcome
their weakness.

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Fighting without weapons is considered a very brave act among
Ardlers, and the Striker who dares to master the art is most often the
head of the tribe if one exists.
In fact, Ardlers are physically more suited to barehanded combat than
to weapons, and a Striker's sharp kick from the air with its claws is quite
formidable. However, to the average Ardlers, this is a “horrendous act,”
so most Ardlers still land on the ground and hunt their prey with long
spears or bows.

Formica
Large, upright ants - that's the word that most succinctly describes the
look of Formica.
Their height ranges from 160 to 170 centimeters. Their bodies are
covered with an outer shell similar to ants, with four arms and two
antennae. Its mouth even has the ability to spit acid.
Although they look exactly like erect insects, their contents are
surprisingly similar to those of humans. It has a skeleton, and the female
even has traces of a lactation function.
Yes, Formica are now oviparous and do not breastfeed, but they were
once a mammal. What appears to be an exoskeleton is only hardened
skin, and as an organism, it is definitely not a mythical beast or an animal
but a barbarous one.
This morphology is thought to be the result of adaptation to life in the
desert and is supported by the fact that Androscorpions, which also live
in the desert, have exoskeleton-like parts.
Although Formica's physical characteristics are surprisingly close to
those of its human ancestor, its mentality and sociality are closer to those
of ants than to those of humanoids and other barbarous species.
The social structure of Formica is eusocial, with a division of labor in
a complex cave nest extending deep underground, headed by a pair of
queens called mothers and their royal consorts, the Lords.
Mothers and Lords breed repeatedly, and their offspring remain in
the egg until the age of five, the age of adulthood when they are cared for
by adults. Five-year-old Formica usually become soldiers and live a short
life of about 30 years as soldiers.
Formica Soldier includes both male and female Formica, but female
Soldier Formica lose the ability to conceive. Within the soldiers, the roles
are assigned according to the aptitude of the soldier: Digger to expand

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the nest, Hunter to reinforce and repair the nest, Hunter to procure food,
Maid (even men are called this) to cook and clean, and Nurse to care for
the young in the egg.
Formica has the capacity for empathy, which can only be shared
among the same race. This constant communication and status reporting
has made it amazing how smoothly society performs its various roles.
The role of the soldier is determined from birth, and by the time the
soldier reaches adulthood, they become a Chief. Chiefs are larger than
normal Soldiers and have the power to hear the voice of the god of war,
Dalkhrem. Their role is mainly to guard the spawning grounds, leaving
them only when an unruly enemy appears. The rest of the time, they use
their empathic abilities to sense if the soldiers in their charge are
smoothly fulfilling their roles and send them instructions.
In small groups that have lost their mothers, the chief may become
the head of the group, but such groups will eventually perish unless a new
mother is found. These small flocks may also develop a symbiotic
relationship under Androscorpions.
The chief may also be in charge of breeding if there are no lords in
the herd (all individuals who become chiefs as adults are male).
On the other hand, the mother species of all Formica, with its non-
flying wings and huge abdomen, spends most of her time either resting
or mating with a lord (or chief) when she is not laying two or three eggs
per month. They have low intelligence and show no interest in anything
other than expanding the flock and gathering food. However, like Chief,
they can hear Dalkhrem's voice and instinctively use the powerful Divine
Magic.
When the mother realizes that she is dying, she lays a special egg and
carefully protects it. The Formica born from these eggs will become the
next generation of mothers.
These potential new mothers may lay more than one Formica egg,
and if there is more than one next-generation mother, only one of them
remains in the nest while the others take their spouses to a new location.
In this way, multiple clutches of Formica are formed.
The species called “Lord” are the spouse of “Mothers.” Physically, it
has wings without the ability to fly, similar to the mother species. The
Lord species have intelligence comparable to that of humans, which is
very rare in Formica, and it even negotiates with other races, although to
a limited extent.

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However, their priority is still the growth of Mother and their group,
and they are willing to do anything to protect her.
The intelligence of the Lord species serves only for the survival of the
group and the Mother, and even they do not feel any other need for it.
Empathy is also strong, and the lower Formica absolutely obey the Lord's
orders, even to their own death.
If this Lord species fails to become a royal breed, it will be known as
Formica Elite. Instead of being unable to breed, they acquire excellent
fighting skills to protect their mothers and their Lords and are known as
fearsome warriors who can wield three weapons and a shield.
As a former Lord species, they are highly intelligent and serve as
advisors to the Lords and deputies for them in the absence of the Mother
or the Lords or when negotiating with the outside world.
When there are multiple Mothers, and the hive is divided, the Elite
members will go with the new Mothers to the new location and become
the Lords.
No other barbarous species has such a unique social structure. It’s a
very interesting case. In adapting to life underground, Formica became
closer to ants.

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”Proud Giants”

Giants, Yetis, Fomors, Dragonits, Slaggers, Hecatoncheires.


Gigantors, Cyclopes

“Master, please.”
“No.”
Clank! Clank!
The sound of heated metal hitting metal echoes through the forge.
The man who had been lying on the ground, his head bowed, looks
up.
“I am a future student. At least a suggestion…”
“I refuse.”
Clank! Clank!
Without disturbing the rhythm of wielding the genius, the blacksmith
said no.
His skin was as black as ebony. Hair and beard were as white as snow.
Eyes that have watched time for many stars and frosts are deep indigo
that could be mistaken for black. If that were all, he would be just an old
blacksmith.
However, this old blacksmith, a hammer with a head the size of an
ordinary carriage, was nearly 15 meters tall. He was a single-eyed giant,
Cyclops.
And the man lying on the floor of the blacksmith shop was also huge.
Though not as huge as the old blacksmith.
His height exceeds 7 meters, and his long hair and beard are made of
fire itself. Dressed in simple clothes made of asbestos, he looks like a
giant dwarf blacksmith.
In fact, Fire Giant Eldor was also an excellent blacksmith, but the best
giant smith was none other than Cyclopes. The reason was clear. Just
look at the fire burning on the old blacksmith's pyre.
The old blacksmith trusted a lump of metal sprinkled with straw ashes
into the fireplace, and the fire in the furnace burned black to the rhythm
of the bellows.
He took out a red-hot lump of metal with his bare hands, made a hit
on it with a hammer, and folded it back from that point.
Clank! Clank! Clank!

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213
The fire giant Eldor was looking at the master Svartol with envy while
keeping his head down.
(Oh... if only I could use “Black Flame”)
Eldor shook his head lightly and smiled self-deprecatingly.
(I should be thankful that the master craftsman Svartol took me as his
apprentice.)
Although they were giants, they did not get along well with each other.
Rather, many giants are very cautious, and most of them have a strong
sense of territoriality. Among them, Cyclopes are known to be especially
cautious.
Eldor himself was also a well-known blacksmith in his own right,
deeply devoted to Blazing Emperor Grendal, the god of fire and
blacksmithing, who forged many giant weapons and called himself a
blacksmith of the first rank.
However, that self-esteem was completely shattered when he saw the
small sword forged by his friend Master Svartol.
It has probably been two hundred and twenty years since that day.
Eldor was now, albeit reluctantly, recognized as Master Svartol's
apprentice and is in his workshop.
He would be punished if he didn't consider that alone as an
unexpected pleasure.
However, the fact that they don't tell you the important secrets is a
sign of...
“Once, my ancestors showed mercy to the dwarves who lost Sword’s
Grace, and the secret of “Black Flame” was stolen from them.”
The old blacksmith said as he took a metal rod from the fireplace and
twisted it with both arms with exquisite strength.
(Oh, that's how you make beautiful patterns appear on the finished
blade...)
The old blacksmith indifferently continued his words, not paying
attention to Eldor, who was trying to keep his eyes on the technique, even
though he was getting a bad feeling from his master's words.
“The secret of “Black Flame” is a sacred forging method to honor the
sword of liberation, Ignis, through the forging of Ignidite. Then, it is
precisely because of this that bastards cannot and will not handle Black
Flame.”
“It's...”

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Eldor unconsciously realized that he had been clutching the holy
symbol of Grendal around his neck.
“Your blacksmithing is for the gods, isn't it? That's why, then.”
The old blacksmith was wielding his hammer as if he had already
locked Eldor out of his consciousness. The sound of metal striking metal
sounded to Eldor like a bell tolling in despair.
(Master, do you want me to give up my faith?...)
However, faith in God has been the foundation of the Eldor's life and
creation. Would Svartol really be convinced if Eldor simply said he
would give it up?
Yes, even the old blacksmith was not without faith. His faith was not
in God but in the thing that gave him the power to become God.
“I am...”
Which was closer to the true intention, the desire to make a better
armor or the desire to offer it as a prayer to God?
Until now, Eldor's life has been simple. Supported by his faith, he
forged a better armor. That was all that mattered.
The way of being was probably not much different for the old
blacksmith. Yes, the target of faith was different. But, but...
Blazing Emperor Grendal as the god believed in by Dark Dwarves
who stole “Black Flame”…
The old blacksmith lightly mirrors the steel he had struck and formed,
and when he grabbed it with his right hand, the steel was enveloped in
Black Flame.
When the single-eyed blacksmith swung at the steel wrapped in
“Black Flame,” the fire disappeared, and a red-hot blade appeared from
within. The blade was inserted into a huge vat filled with water.
Steam filled the area.
Either the sound of the fire or the heat of the red-hot steel that he had
just witnessed - at that moment, something snapped in Eldor's mind.
With an involuntary cry escaping from the back of his throat, Eldor
snatched the holy symbol from around his neck and, still holding it in his
hand, dug his right arm into the burning embers of the black fire.
“Aaaaaaaaaaaaah!!”
The body, which should not be damaged by flame, was scorched by
Black Flame. A pain that he had never experienced before ran through
his entire body. Something precious in his heart burned. It was the pain
of loss… and liberation.

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Pulling his right arm out of the fireplace, forcing the charred arm
open, and gripping the hammer, Eldor struck the holy symbol with a
devastating blow. Each blow was as if it struck his soul.
With a soul-destroying scream gushing from his throat, Eldor
continued to pound the floor even though the holy symbol had turned
into a piece of iron and no trace of it remained.
“That's enough.”
At his master's words, he stopped hammering and looked up.
There, before he knew it, was his master holding a huge sword.
It was not a fake made by applying a layer of ignidite to steel, as Dark
Dwarves make. The blade, made mainly of ignidite and mixed with a
small amount of mithril and manatite, had a pattern like a black flame
with a silver edge.
Eldor forgot about the pain of the flame and simply wept at the
magnificence of the sword.
Master Svartol, smiling with a wry smile, plunged his great sword
through Eldor's heart.
“Aaaaaah!”
Something flowed into himself, and he was being transformed. It was
both pain and ecstasy at the same time.
A moment later, the sword was pulled from his chest. When Eldor
opened his eyes, the old blacksmith died with a satisfied smile on his face.
When he looked into the water bucket, he saw that his hair and beard,
made of fire, were stained jet black.

Description
Just as there are various humanoid races, there are many different
types of giants.
In fact, it is easier for them to produce mutations that form a single
species than other barbarous species, and there is a great variety of them.
The “size” of the giant barbarous varies from about 4 meters to nearly 15
meters. If they were placed next to each other, they would not look like
the same race.
What unites these giant barbarous is their generally extraordinary size
(although there are differences between races) and language.
In other words, that is the only thing they have in common.
Therefore, the Trolls and Dark Trolls, who are only about 3 meters tall

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and too small to be called giants, were once regarded as members of the
giants because they speak Giantish.
Let's take a look at some of the representatives among these giants.

Hill Giants
They are so-called because they prefer to live on small high hills. They
are short (for giants), about 5 meters in height, and have poor strength
(for giants). They also have very low intelligence.
Their lifespan is about 300 years, and because of the high birth rate
among giant humanoids, they are seen more often than others and have
become the standard that ordinary people think of when they hear the
word “Giant.” They have a voracious appetite, can eat anything, and are
always thinking about food.

Yetis
They are giants adapted to cold climates. They are about 5 meters tall
like the Hill Giants, have long arms, and are covered with snow-white fur.
Like the Hill Giants, their lifespan is about 300 years; after about 100
years, they reach adulthood and become independent. Like most Giants,
they are territorial, and once their offspring become independent, they
will attack any intruder, even their own children, who enter their territory
and do everything in their power to eliminate them.
In their territory, they live together with their offspring. They hunt
together, freeze the meat of their prey, and eat the frozen meat as it is.

Fomors
They are giant humanoids with green skin and a height of 5 meters.
They are highly intelligent and particularly skilled at commanding
armies. Their life span is about 500 years, but at the age of 8, they are
recognized as a warrior of the lowest rank and becomes independent.
It is said that they were the commanders of the army of Dalkhrem,
the god of war, in the War of the Gods, and served as the frontline
commanders together with the Trolls. It is said in Fomors' traditions that
they were treated as a noble species among the barbarous at that time.
However, their ability to take charge alarmed the Drakes and
Basilisks, who had come to dominate the barbarous since the gods had
fallen asleep.

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To prevent Fomors from colluding and leading rebellions, the Drakes
and Basilisks strictly controlled their numbers, did not allow them to
assemble as more than a family unit, and made sure their children
became independent at a very early age. Moreover, they are assigned
mainly to high-risk missions, such as serving as commanders in retreats
and spearheads in sieges.
Nevertheless, the Fomors have extraordinary abilities as commanders
and advisors, and it is said that the presence of a single Fomor in a
barbarous army can make a big difference in the outcome of an
operation.
Through training and experience, the Fomors earned the titles of
Dowi, Gian, Yuan, and Goun, which are derived from the names of
Fomor legendary generals. Those who attain the title of Yuan are rare,
and those who attain the title of Goun are even rarer.

Forest Giants
They are called Forest Giants because they prefer to live in forests.
Most of them have brown skin and green or gray body hair and are
sometimes mistaken for trees.
With a lifespan of 600 years, they lead a quiet life deep in the forest,
living in harmony with nature. Therefore, they are relatively quiet among
Giants, but they are very territorial, and once they recognize someone as
an enemy, they try to eliminate them by making full use of their huge
body and their well-honed fighting skills.
Although Forest Giants lead such a hermit-like life, they sometimes
leave the forest in search of mates at a moment's notice, and since they
have no concept of ownership, they cause problems wherever they go,
such as eating humanoid livestock without permission. Once a mate is
found, they live together for a while in one of the forests, and when a
child is born, the male returns to his own forest.

Dragonits
They are said to be a distant relative of Lildrakens or a descendant of
Lildrakens who became barbarous during the War of the Gods and may
not exactly be Giants (which may be why it does not understand
Giantish).
However, due to their size, they are classified as a subspecies of giants
by other races. They share the same characteristics as Lildrakens, such
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as a life span of about 300 years and the third molt (around 30 years of
age) when they are recognized as adults.
Their ancestors are also believed to be dragons, but they lost their
wings and flying ability when they became barbarous, and this was
inherited as a racial complex, which is expressed as a refracted, abnormal
anger toward all beings related to dragons.
This anger is so great that they harbor a bitter hatred for Lildrakens
and dragons and even Drakes, who can become dragons. They are also
extraordinarily proud, look down on everyone, and are extremely
violent, so they rarely associate with other barbarous people except when
they command Youma subordinates.
They live in mountain caves or highland ruins and are basically a small
tribal society, but when they are accompanied by a large number of
Youma, they can become a powerhouse.

Slaggers
They are a race of giants with large horns and skin that shines as
polished ebony. They are the smallest of the giants, standing just over 4
meters tall. They are known for their muscular and strong bodies and are
second only to Hecatoncheires as “warrior” giants.
Their life span is about 600 years, and unusually for giants, they form
small villages of only a few families. As soon as they are able to stand,
they begin training to bear arms and must complete at least 100 years of
rigorous training to be considered a full-fledged giant. Through this
training, Sluggers acquire fighting skills unique to their clan and are given
a giant manatite weapon as proof that they have become a full-fledged
members of the clan.
Preferring large curved swords, the Slaggers are uniquely adept at
combining slashes and kicks as they traverse the battlefield. As fast as the
wind and as elusive as a shadow, many Slaggers find brutal pleasure in
slipping past enemy frontlines and bloodying rearguards.

Hecatoncheires
It is a giant whose name means “Hundred Arms.” In reality, however,
they have only 6 to 12 pairs of arms. Most Hecatoncheires are taller than
6 meters and have beautiful, sculpted bodies, with white skin, blond hair,
and blue eyes.

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The life span is 800 years, and although they physically mature at the
age of 30, they must train for 100 years before they can be recognized as
even the lowest level warrior.
The Hecatoncheires are said to be the best warriors among the giants,
known for their overwhelming combat prowess, which comes from their
multiple arms, and for their integrity, which comes from their love of
fairness and honesty. They treat those who challenge them head-on with
respect, even if they are of lower rank, but they show no mercy to those
who act in a cowardly manner.
Because of this nature, they are often considered by other barbarous
to be the keepers of the treasury; Hecatoncheires, too, prefer this role as
they can fight challengers and rarely go outside. Hecatoncheires seek
mates only once in their lives, when they feel the urge to do so
somewhere between the ages of approximately 300 and 500.

Gigantors
This is a half-human, half-horse giant. The horse's torso and the
humanoid upper body growing out of the place where the head should
be are almost the same as those of a Centaur. Except for the fact that it is
8 meters high from the tip of its toes to its head.
Their lifespan is about 300 years, and it is normal for them to step
into their first battle at about 10 to 15 years old.
Although they are considered a kind of giant because of their
immense size and speaking Giantish, their characteristics and nature are
similar to those of Centaurs, and they are seen living with Centaurs as
“Great Knight-Kings” with a tribe (or several tribes) of Centaurs.
Therefore, their lifestyle is similar to that of the Centaurs, and they speak
both Centaurian and Giantish as their native languages, with a unique
mixture of vocabulary from both languages.
Gigantors, like Centaurs, are belligerent races that prefer charge
warfare with a long spear. However, they like to fight against challenging
enemies. Perhaps because of this, they take great pleasure in taking down
strong fortresses (after taking them down, they leave them unattended).
Gigantors have a close relative called the Hippothoraxes. This species
has a hippopotamus body with the upper body of Dark Trolls growing
out of it, and although it is not much taller than the Gigantors, it is much
heavier.

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Hippothoraxes live in large rivers and lakes and are sometimes
referred to by Centaurs as the “Water Knight-Kings”.

Fire Giants
They are giants with fire hair and beards, resembling dwarves but
taller than 7 m. Their skin is reddish-bronze in color, and they prefer to
wear metal armor and asbestos clothing. Fire Giants have reddish-bronze
skin and prefer to wear metal armor and asbestos clothing. Female Fire
Giants, like female dwarves, maintain their juvenile appearance even
after they reach adulthood.
Fire Giants have a lifespan of about 1000 years and are considered
adults at about age 50. After that, however, they are treated as juveniles
for several hundred years.
The resemblance to dwarves is not only in appearance but also in
their culture and customs. They are barbarous, tolerant of fire, believe in
the Blazing Emperor Grendal, and like to work at the forge.
They live in volcanoes and mines, living as a family unit. They are not
violent but reserved towards strangers and will not tolerate anyone who
trespasses into their homes without their permission.
In mythology, Fire Giants are one of the four types of giants, and it is
said that there were also Frost Giants, Rock Giants, and Stone Giants.
However, there are no reliable eyewitness accounts of the other three
types, and it has been suggested that they may have become extinct.

Cave Giants
They are called Cave Giants because they live underground. Their
lifespan is about 100 years. They are relatively small, about 5 meters tall,
perhaps because of their adaptation to the narrow underground
environment. Their skin is pale and unhealthy because of their lack of
sunlight.
Being perfectly adapted to the underground, their eyesight has
degenerated, and instead, they use their excellent sense of smell and
hearing to move freely in the darkness. They are also a devout follower
of the goddess of sleep, Kaorlupte, and spend most of the day sleeping,
except for eating and defecating.

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Cyclopes
They are single-eyed giants who stand above all other giants and are
said to be the highest-ranking giant. Legend has it that they can live for
tens of thousands of years. They are over 10 meters tall, some of them
reaching 15m. Their skin color ranges from dark brown to black, and
they have light-colored body hairs such as golden, white, and gray. Their
most distinctive feature is a single large eye in the center of their faces.
The Cyclopes, who revere Ignis, the “Sword of Liberation,” and have
a very high level of intelligence, have advanced forging, metallurgical and
architectural skills. They have discovered the art of manipulating the
“Black Flame” and were the first race to successfully process ignidite.
They were created by Dalkhrem during the Divine Civilization Period as
kings of the giants and were reportedly expected to be among the rulers
of the barbarous world after the defeating of the First Sword Gods.
Several remains of the Divine Civilization Period are thought to have
been built by giants with advanced technology, and the consensus is that
many of these remains were built by Cyclopes.
Myths tell us that Cyclopes used to be thoughtful and majestic kings.
However, when a traitorous member of the dwarven tribe, who later
became Dark Dwarf, stole the secret of “Black Flame,” the Cyclopes
became paranoid. The once proud king of the giants has become an
isolated, paranoid living in uninhabited regions, even though they passed
on the processing of ignidite and the secrets of the “Black Flame” to the
next generation of Cyclopes.
It is not uncommon for them to remain celibate for the rest of their
lives and to reject any and all who enter their sphere of activity. As a
result, the number of Cyclopes is now very small.
However, the ignidite accessories and weapons they produce -
especially magic swords - are extremely powerful, and there is no end to
the number of people who challenge the Cyclopes' lairs in search of them
(although they cannot be used by small humanoids). However, the reality
is that the number of those who return alive to tell the story is close to
zero.

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”Water Dwellers”

Lizardmen, Gilmen/Sahagins, Mermen

With a grinding sound, the rope was reeled in, and the large well
structure at the end of the pulley was being lifted up. It was a big trap. If
it fell, it could crush and kill many people.
There was not only one but also two, three, or even more traps
assembled on the beach.
“Really, I hope this is going to work out.”
“It won't.”
A tall, good-looking middle-aged man with pointed ears answered the
question.
“I told you this is a security. If we could get by with just this, we
wouldn't have any trouble.”
With these words, the young elf pasted a piece of paper onto the big
trap. The paper shows a picture of the procedure for dropping the trap.
“Is that how you want it to work?”
“They are not stupid. That's why we can't use letters. This is”
The young man replied.
“Just some of them can't read. It's more natural that way... Now, I'm
going to go check out there. Then we'll decide when to go through with
it.”
After saying this, the elf dove into the sea.

The village was just out of sight. There were those who looked on with
anxious faces and those who simply hid, not daring to look straight ahead.
The ratio was 50-50.
The plan was put into action the next day. The adventurers, who had
already evacuated the villagers in advance, provoked the barbarous and
drew them into the uninhabited village.
“It's all going according to plan. Now they're taking the bait.”
The little spy returned and reported. The word “bait” causes a stir
among the villagers, for to them, it means they will have to leave their
possessions to let the barbarous loot and keep them in the village.
“Where are they?”
“We’ll find out soon enough...”

223
224
A head floated out of the water on the rocky shore where the villagers
were hiding. Tension rose among the villagers, and some of them turned
their heads to look at the head.
“Wait.”
Hurriedly, the young elven man controlled the villagers.
“They are not enemies. They are allies.”
“They are the enemy!”
A fisherman who exclaimed saw the true nature of the creature, its
scales and tail - the lower half of the fish - below the surface of the sea,
while the head floating on the surface of the sea belonged to a person.
“He cut my net!”
“The net may kill you if you get tangled up.”
After looting the village, barbarous began to appear on the beach.
They are Lizardmen, who take the form of lizards standing upright on
two legs. They gathered together, pointing at the sea and shouting
something to each other. Some of them found a well structure left by the
adventurers and the villagers, examining it intently.
The group was buzzing. They lined up toward the beach and assumed
a fighting stance.
Then the group came ashore from the sea.
“What the hell?”
The villagers watching from afar raised their voices, tinged with
surprise and trepidation.
“It's Sahagin. Gilmen will be coming up soon.”
Half-fish people appeared on the beach, looking like fish with arms
and legs. Their entire bodies were covered with scales and bent forward,
holding tridents. Behind them, similar-looking half-fish came ashore in
succession. However, this figure has its upper body erect. Because of the
difference in their posture, they looked one or more times larger than
those ahead of them.
A group of half-fish gradually approaches the group of wary
Lizardmen.
Then the well trap roared down. Several Sahagins and Gilmen were
trapped and crushed. The Lizardmen use this as a catalyst to launch their
attack. The half-fish were pushed back into the sea.
“Hey, the lizards are gonna win.”
“The next trick should be the deciding factor.”

225
The adventurer replied to the fisherman's words. After a while, the
sea turned blood red. The bodies of Lizardmen, pierced by large spears,
floated up one after another.
“I asked Merman to set a similar trap.” the elf told Fisherman.
“Now, the conflict between Lizardmen and Gilmen will go as far as it
will go. All they can think about now is killing each other.”
“Why are you making such a big deal out of this?”
“I couldn't do it with one side at a time when the other side was in
perfect condition. That's why I gave them 'weapons' to push them back
to the battle. Their habitats do not inherently overlap. If I brought them
together peacefully, I feared that they would be separated between the
beach and the sea.”
“I see.”
“Whoever wins, there will be few left. We will have the Mermen drive
them up the beach, and we will finish the job. You tasked to exterminate
the Lizardmen, even if it is Gilmen who remain because we promised
Mermen, we would do so.”
“That would be a big help.”
“When it is over, we will leave. The rest is your problem. How you
will deal with the Mermen of the sea.”
The elf looked at the villagers.
“But even the barbarous were able to live and coexist on the beach
and in the sea. I hope you understand that.”

Description
Among the barbarous, there are races that specialize in or have an
aptitude for living underwater. Although they are unlikely to come in
contact with humanoids that basically live on land, they are difficult to
detect and cope with, and their potential danger is quite high. More than
once, communities have been destroyed overnight by these aquatic
barbarous that have somehow moved into close proximity.
Lizardmen, Gilmen, Sahagins, and Mermen are representative of
aquatic barbarous species, but apart from the common feature of living
in water, each race shows great differences in ecology and mentality.
Lizardmen prefer freshwater systems such as lakes and rivers and
make their homes on land, while Gilmen prefer saltwater, mainly in caves
at the mouths of rivers and along the coast. Sahagins have a similar

226
ecology to Gilmen, but are considered a inferior species to Gilmen and
are used as a slave race. Mermen are known for their gentle nature among
barbarous species and behave neutrally toward humanoids. Because of
the lower body of the fish, they are not good at living on land, and their
main habitat is the sea. They are in constant conflict with Gilmen, with
whom they share a common habitat.
There is also a barbarous species of Ryags that prefers watery areas.
See p. 256 for more information.

Lizardmen
Lizardmen are barbarous, taking the form of erect lizards. The height
of an adult male is less than 2 meters, and that of an adult female is about
170 centimeters. They are omnivorous and depend on hunting,
gathering, and raiding for food. Their scale-covered bodies allow them to
move and act freely in the water. In addition, they can be active for up to
one hour without breathing, and they live by hunting and pillaging in both
underwater and terrestrial areas. They are naturally found near water,
such as around lakes, ponds, and rivers. They do not like cold
environments and are not found in places where the water freezes over
in winter. They make and use primitive items. Their dwellings are usually
simple wooden structures with mud walls and thatched roofs.
Oviparous, the female lays two to three eggs at a time. Eggs have hard
shells and are placed in the residence under the supervision of the family.
Eggs that are not incubated and remain on the floor hatch for two to three
months. Generally, a room for egg incubation is set up at the very end of
the house, which has no windows.
Newly hatched young are only about 20 cm long, cannot walk upright,
and are almost indistinguishable from lizards. They are not breastfed but
are fed a paste made by the family by grinding and kneading various
foods. After about six months, when they reach a height of about 50 cm,
they are able to walk upright using only their hind legs. 20 years or so
later, they stop growing taller, but their physical growth continues, mainly
in strength, and they are said to reach the age of 50 or 100 years old. The
physical decline begins to appear at around 150 years of age. If a
Lizardman lives to the end of their natural life, they will live more than
300 years.
Generally, 90% of the hatchlings are male. Polygamy is practiced, and
even a limited number of females are married off to multiple capable

227
males, who are protected as the treasure of the entire tribe. The tribe is
a meritocratic pyramid society where the strongest individual stands as
the chief. When the tribe becomes too large, one of the powerful leaders
breaks away from the tribe and moves to a new living area.
Roles are fully divided. Adult males are responsible for hunting,
gathering, raiding, defense, and tool production. Only adult males leave
their habitat. The female's role is to take care of the children, with the
young male and female helping out. However, most children are
neglected and many die from accident or disease, with half dying before
infancy.
The boys, who have grown up to a certain degree, learn various skills
under the tutelage of adult men. Among them, the smarter ones, the ones
with a high connection to fairies, are trained by the fairy tamer of the
tribe. Older males continue to stand in battles and meet their inevitable
death. Women in adulthood lay nearly triple-digit numbers of eggs in
their lifetime, but the number of eggs they lay declines with age, and by
the time they reach the age of 200, they are no longer fertile. These old
women spend the rest of their lives helping to raise children.
The camaraderie among Lizardmen is extremely strong. If anyone
harms them, they will retaliate collectively. They are exclusive and do not
like to mix different races in their communities. When they form a
military group in a large barbarous area of influence, they try to stick
together with people from the same village. Some rare individuals live
independently from their villages, but they have a strong sense of
belonging to their villages and frequently return to their hometowns or
rush to their hometowns when they learn of incidents in their areas.
Lizardmen are also known to worship dragons. Although they rarely
coexist with dragons, when they have the opportunity to contact them,
they actively interact with them and try to make them the guardian deities
of their tribe. They believe that dragons seek humanoids as sacrifices,
and even in tribes where dragons are not present, they have a custom of
capturing, killing, and sacrificing them in rituals.

228
Gender of Lizardmen to be Born
In a typical settlement, 90% of the hatched Lizardmen are males.
However, it is known that the proportion of females increases in special
cases. This phenomenon is especially noticeable among those who have
broken away from their tribes and sought new lands, but it is also
observed when the number of members in a community is drastically
reduced for some reason or when survival is threatened by a sudden
change in the natural environment. In extreme cases, the ratio is
completely reversed, with females accounting for 90% of the population.
It is speculated that this may be due to the stresses to which the
women in the group are subjected and that it may be the result of the
adaptation of the race to the increased number of children born so that
rapid increase in numbers and recovery can take place.

Gilmen and Sahagins


Gilmen are a half-fish race with a fish-like face. Their body structure
from the neck down is the same as that of humans, but their body surface
is covered with scales, and they have a dorsal fin on their back. They have
both lungs and gills and can move freely both on land and in the water.
Their body size is comparable to that of human males.
Preferring saltwater to freshwater, they live mainly in coastal and
estuarine caves and use them with little or no modification. They do not
produce their own food but gather and fish for food and procure
weapons and items by looting. They also take food from the Sahagins,
their slaves. They are omnivores, but basically, they prefer to eat meat.
They have a habit of collecting clean shells and gems.
Gilmen are a gender-neutral race that is almost impossible for other
races to distinguish from their outward appearance. Socially, there is no
sex difference, and the second part of both sexes engage in fishing and
raiding. They are viviparous, with a gestation period of about six months,
carrying three to four young at a time, and delivery takes place in the
water. The young are small, about 20 cm tall, but have the ability to chew
and digest there immediately after birth and do not require nursing.
They are raised in clusters within their tribe during childhood,
reaching adulthood in about 10 years and reaching their physical peak in
about 20 years. Thereafter, they gradually decline, and it is rare for an

229
individual to live for 50 years. The breeding period during their lifetime
is short, and it is rare for an individual to have multiple pregnancies and
births. Once the breeding season is over, the mating season naturally
ends.
Gilmen work in groups headed by the strongest and most powerful.
They are reclusive, and their activities are limited to land and water. They
do not cooperate with other races other than the Sahagins, and they do
not want them to enter their territory. They do not like to be part of large
barbarous forces and prefer to be treated as mercenaries even by such
forces.
Among the Gilmen, very rarely was a female called the Gilman Diva
born. The Diva has distinctive pink scales and has been worshipped by
all the Gilman of the tribe from childhood as a mystical being and a
leader. In tribes where Divas exist, the chief is an assistant and primarily
commands the military. The conditions for the born of a Diva are not
entirely clear, but if a tribe has more than one Diva at the same time, it is
likely to cause the tribe itself to break up. It is also speculated that Divas
do not have the ability to reproduce.
Sahagins are a half-fish race that resembles fish with arms and legs.
Like Gilmen, they can be found both in the water and on land, but they
prefer to stay in the water. They are oviparous, with a small sex
difference. Females lay many eggs in the water, which are inseminated by
males. They are prolific, but their offspring are small and weak, and the
majority die before reaching infancy. Lifespans are short, with adults
lasting only a few years, reaching a physical peak at around 10 years, and
most dying before 30 years.
Many Gilmen tribes keep a group of Sahagins as slaves; Sahagins
under Gilmen rule are forced to obey Gilmen from childhood and grow
up with absolute obedience ingrained in their psyche. For these Sahagins,
the Gilmen's orders are absolute, and they continue to serve them
without defiance. In many cases, the young Sahagins are treated as food.

Mermen
Mermen are a race with a human upper body and a fish lower body.
Although they can breathe on land, their behavior on land is greatly
restricted due to their shape, and they mainly live in the sea. They are
omnivores, consuming a large number of seaweeds and other plants.

230
Their body size is almost the same as that of humans, including
differences in sex.
Although classified as barbarous, they are gentle and neutral with
humanoids. Rather, they dislike and are hostile to Gilmen, who share
their living space but attack them aggressively and exclusively.
They have relatively advanced technology and build their dwellings
on the ocean floor and are rumored to have extremely large settlements
that could be called underwater cities. Even in the most remote areas,
smelting technology for minerals is not available due to the lack of fire.
They use materials such as coral and large shells by cutting them. They
also keep small whales and sea pigs as livestock, and they sometimes
build seaweed gardens and fish farms.
They grow similarly to humans. They are embryonic, with a gestation
period of less than one year. Most have only one baby, and rarely more
than one baby is born at the same time. Babies need to nurse for about
a year, and it takes at least six months to learn to swim. Height generally
stops before age 20, and a physical pick comes during the 20s. The length
of life after that and the slowness of aging differ greatly from humans,
who spend more than 100 years maintaining their strength, and finally,
begin to decline at around 150 years of age. The lifespan is said to be as
long as 300 years or as short as 500 years.
They are monogamous and remain with the same mate for the rest of
their long lives. When one partner dies, there are few cases of a new
mate. Reproduction is not very active, and a woman can have only two to
six children in her lifetime. Family affection runs deep, and the family is
responsible for the education of all children.
The tribes are organized into societies. The monarchy is in place, and
the king is chosen by mutual election from among the royal families.
Mermen society has a rough division of roles based on gender, with men
engaged in fishing, defense, and construction, while women are
responsible for domestic chores and small production. The situation of
the country also influences which of the two sexes becomes king. For
example, a male king tends to be chosen when there are severe conflicts
with the Gilmen, etc.

231
”Cursed Beauty”

Medusas, Gorgons

“...Five, Six, Seven...”


Urena counted the number of statues in the room and sighed deeply
when she reached ten.
“There's been a lot of that lately...”
The statues were all of fully armed men and women with faces
contorted in fear and anguish; some were human, some were elven, and
some were dwarven.
All of them were holding up weapons or magic wands, desperately
looking away or sticking out their tips. She used to feel a sense of
indescribable ecstasy when she saw the statues with expressions of fearful
despair, but after seeing nearly two dozen of them in a row, she was
getting a little tired of it.
“I wonder if they know about this place?..”
She lived in a rather complicated structure in the deepest part of the
labyrinth. It seemed that the labyrinth was originally created by a magic
sword, and the structure was quite complicated and illogical.
She liked the structure so much that she decided to take up residence,
but it seems that she failed to defeat the intruders, and recently,
adventurers and the like have been breaking into her spacious and
strange abode incessantly.
Today, a group of four armed men broke in and unusually ended up
showing up in her living room. Of course, she returned the favor, but
when she counted them again, there were only three new stone statues.
“...Looks like I let another one get away.”
Once again, she sighed.
Her lush hair swished in mild annoyance.
No, it wasn't just any hair.
The head of Urena was covered with countless snakes, even thinner
than her delicate pinky finger. They wriggled around as if each one had
a will of its own, and some even raised their heads.
“I wonder if I can find them even now?..”

232
233
Deep in the swarm of snakes that hang down like long bangs, Urena
narrowed her eyes. The deepest part where she lived was a complex
maze. They might have been caught in a trap if they had escaped alone
in haste.
As soon as she left her room, Urena cast a spell and let her magic eye
fly. There was a story about a cornered rat biting a cat, so even if the
opponent was alone, she acted cautiously. That was her style.
But no sooner had her magical eyes found the living body of the
intruder than she heard a gunshot, “Bang”! The sound reverberated in
the stone labyrinth, making it hard to determine the exact location, but it
was not far away.
“I wonder if they ran into a golem or something that was left behind.”
She felt half good and half bad, between the hassle saved and the
magic wasted. But if she can find her prey, she will feel somewhat better.
Urena quickly derived the likely location of the intruder from the
direction of the sound and glided smoothly on her way. Meanwhile, the
sound of gunshots echoed several times. The sound was getting closer
and closer.
“Oh dear”
She turned down a passageway and peeked into one of the rooms,
and sure enough, there was a woman with a gun. In front of her lied a
Stone Servant, smashed to pieces.
“Looks like you did a lot of work...”
“?!”
The woman, who was taking a breath, was startled by Urena's voice
and let out an inaudible scream.
The woman had a beautiful appearance. Perhaps because she had
been forced into an unwilling close encounter with a golem, her face was
also bloodied, bruised, and swollen, but her beautiful face was still
recognizable.
“I hate your face.”
With Urena murmuring, the woman quickly rushed to the door left
open at the back. But as she cast a quick spell, the door slammed shut,
and no matter whether she knocked or kicked, it will not open.
“Me, Medusa never was mentioned... such a thing about using
magic...”
“Too bad I'm not Medusa, but Gorgon.”

234
Urena giggled as she stood in a position not directly exposed to the
light emitted from the floating magisphere near the woman.
“Go, Gorgon...? Speaking trade common!?”
“If you are an adventurer, you should have learned a little more about
monsters. You won't survive if you think I'm Medusa.”
And she didn’t intend to let the girl survive - she chuckled again at the
thought.
“Kst”
The woman quickly held up her gun but then began hurriedly packing
bullets as if she had run out of ammunition. Seeing this, Urena cast more
spells. The woman was quickly trying to reload the bullets immediately
after pointing the muzzle but forgot the magic activation words to put
magic into the bullets.
“Why...!?”
“I've got your magic down. I learned a little bit of magitech when I was
a kid..., but if you become a Gorgon, can you become one of those rare
Gorgons that use magitech?”
“What are you talking...”
An artificer who can't shoot a gun is nothing to be afraid of. Urena
approached slowly, grabbed the face of the woman who was frantically
banging on the door that won't open, and forcefully turned face toward
her.
“Take a good look at my face... This is the last thing you will ever see
as a human being.”
“!?”
Urena's face peeked out from between the writhing snakes.
The woman's face became ugly and distorted with fear when she saw
it. Soon her body turned from limbs to stone, and she became more and
more immobile.
The magic seal was broken, and only one bullet was fired, but she was
almost a stone, and the arm that had turned into a stone could not hit
Urena's body.
“Hmmm... Now you're one of the ugly faces.”
Then, Urena let her go.
The woman had turned into a stone statue with a gun and a face
contorted in fear. The face had no trace of the beauty it once had but
had become a face that propagated fear to those who saw it, a truly
horrifying face.

235
“This labyrinth is for you. It's exhausting to have so many visitors.”
Urena took a satisfied glance at the woman who had turned into a
stone statue, removed the magic from the door, and headed out.
In the equipment of the adventurers she had killed so far, she found
several maps of labyrinths she had conquered in the past. She decided to
use one of them as her new home - Urena's lucid mind remembered all
of them.
“I hope the new labyrinth is more comfortable to live in.”
With a murmur, she left the labyrinth she had grown accustomed to
living in.
All that remained were countless stone statues.

Description
Medusas are considered a race born for very specific reasons.
The earliest known record of their existence is a mural depicting a
Medusas-like being at the site of the Divine Civilization. The traditions
of the time have been passed down by the Soleils and have been analyzed
and researched based on these records.
According to the legend, the first Medusa was an ordinary human
woman, and as the War of the Gods was getting crowded and bogged
down, the Grand Temple of the corrupt god Bragzabas, of the barbarous,
fell to the forces of the humanoid. A woman had committed a
sacrilegious act against a statue of the god Bragzabas and had destroyed
it.
It is said that the woman was cursed by Bragzabas, and she was
transformed into the form of Medusa as we know today. Her hair,
reckless and brave, was turned into poison-spewing serpents, and her
face, which was said to be beautiful, was turned into a cursed form that
turned anyone who looked at it to stone.
Her hideous appearance and terrifying power frightened the
humanoids around her, and their feelings of fear and loathing turned her
into a complete monster. Since then, she has hated everything and
everyone, turning everyone she sees to stone and killing them.
Moreover, her curse was propagated. The beautiful women petrified
by her are un-petrified after decades of time. But she becomes new
Medusas, despairing of her own appearance, and flees to dark caves,
labyrinths, and the like.

236
Although these are the original sources of Soleils lore, researchers
have not concluded how Medusas are increasing their numbers, and this
is considered a credible theory.

Medusas
At first glance, they look like beautiful human women, but their head
is a long, thin, and serpent-like, and when she is angry, their faces become
hideous and terrifying.
The physique of Medusas is almost identical to that of humans. This
is thought to be because the new Medusas are the result of women
petrified by the Medusas' curse.
Although it has not been clearly confirmed, for the reasons stated
above, Medusas have the same appearance since birth (when they started
moving). They do not seem to grow or age and are thought to be
immortal.
For unknown reasons, Medusas only exist in the female form and do
not normally procreate. Their internal organs and other structures are
the same as those of humans, but they are thought to be nonfunctional
in terms of reproductive capacity.
Medusas rarely form groups with other medusas, and at most, a few
may live together. This is probably due to the fact that when medusas see
each other, they affect each other. Therefore, when several Medusas live
together, they are thought to be living with close eyes or only looking at
each other's feet.
Medusas are said to be able to survive on very little or no food.
Therefore, they are able to survive even if all the creatures around them
are turned to stone. However, it is also said that if a creature survives its
petrifying power, it will kill it with its fangs and venom and devour it in a
fit of rage.
Medusas seem to have distorted memories of the past and are
surprisingly intelligent and calm. With their fearsome appearance and
abilities, Medusas can be extremely troublesome to the humanoids, as
they sometimes follow the lower-level Youma.
Medusas are believed to retain the power of the curse in their eyeballs
even after death, and research is being conducted to use this as a material
to counter the petrification curse. For this reason, Medusas are traded at
surprisingly high prices, and there are some who actively hunt them. On

237
the other hand, however, there is no end to the number of people turned
into hideous stone statues.

Gorgons
Gorgons are considered a higher species of Medusas.
It is believed that their characteristics and ecology are almost identical
to those of Medusas, and it is speculated that they may be based on a
better ancestor.
The key feature that separates Medusas from Gorgons is that Gorgons
are superior magicians.
Gorgons are adept at Truespeech Magic, Spiritualism Magic, and
even Deep Magic. This is believed to be due to their body's memories,
further enhancing their otherwise formidable presence.
The Gorgons are also highly intelligent, and their hatred of
humanoids grows in proportion. They may use magic to disguise their
appearance and act schemingly to destroy humanoid society; they may
join forces with Youma and other barbarous people. Gorgons who begin
to aggressively use their wits pose a great threat.
However, their hatred of humanoids is so great that even when they
are disguised with magic, they can still explode in anger at the slightest
thing, revealing her true identity. They can't seem to stop themself from
becoming irritable and short-tempered when around humanoids.
Fortunately, they rarely come out of the labyrinths and caves where
they make their home, but if it is only planning evil, a terrible disaster will
eventually be spread all around.
Although they cannot procreate through normal means, like
Medusas, they sometimes try to petrify superior magic users to increase
the number of Gorgons equal to themselves. In such cases, priests and
fairy tamers are sometimes targeted, but there have been no confirmed
cases of Gorgons using Divine or Fairy Magic, perhaps because they
cannot maintain their belief in God or their friendship with fairies after
mutating into Gorgons.
As a result, it seems that only Truespeech Magic and Spiritualism
Magic users become Gorgons, while all others become Medusas.
However, since Magitech Civilization, it is rumored that there are
Gorgons who control magitech. However, this has never been confirmed
in any recorded form.

238
”Masters of Magic”

Faceless, Succubi, Restructured

There was something flying in the dimness created by the moon and
clouds.
It was a beautiful woman. Ample breasts, fascinating neckline, supple
limbs. Nothing covered her white, translucent skin, only the cool night
air.
Her wings beat the wind. Her large, jet-black wings resemble bats.
Clouds flew, illuminating the non-human figure.
This was a Succubus. She shows men lewd dreams and sucks out their
life energy in return.
And she was in a good mood.
Tonight, too, she was on her way to her favorite man.
Should he call it lucky to be favored by such a beautiful woman, or
should he call it unfortunate that he was charmed by a Succubus?
In any case, how much longer can a man live with Succubus, who
visits him every night and sucks out his energy?
Ever since she started visiting that man, she has been resisting the
most luscious urge to suck out all his energy at once.
The reason was that there were five other young men living in the
house where the man lived.
Oh, my God, it is so nice! When she found the house, she was soaring
in the sky joyfully.
So, she decided not to kill the man. If she kills him, the other
residents will be alerted; worst of all, they may try to hire adventurers to
take her down. “I don't want that kind of trouble,” he said. “But it's a
good thing. Don't I want to taste other men? For example, tonight, I'd
like to taste that blonde boy...”
She licked her bright red lips and hurried to her destination.

She was in a foul mood.


When she sneaked into the man's bedroom, she found no man there,
but instead, a troublesome-looking man.
A barbarous - Faceless, with a face like a white mask, clad in a dreary
robe.
“What? You. You're not wanted here. Where are all my men?”

239
240
“All you have is your life. Ask the moon for directions if the night
wind has led you astray.”
“What? I have no idea what you are talking about. I don't care what
you're saying. Just go get the guy.”
“They say, bring it to the sky to eat the clouds. And lightning will eat
them.”
It was like that, no conversation at all.
This is why Faceless were so annoying.
But she could understand what was going on.
Apparently, this guy was saying that the house belonged to Faceless
and that the men were his property, so she should give up and go home.
“Yes, yes. Okay, okay, okay, okay. So, that's your new body. Is it a
replacement for your soon-to-be-defunct body that you're planning to
grow?”
“…….”
“Oh, dear. Is that what you meant? If I’m silent, it's like I'm saying
you're right. But now, you’re feeling good about yourself.”
“...Why do you laugh at a child who's had candy taken away from
him?”
“If this house belongs to you, then humanoids can't touch this place,
right? That means the humanoid won't move even if we make a
commotion here, right? In other words, if I kill you, all those men will
be mine! How's that? Isn't it nice?”

Description
Those who skillfully manipulate magic are highly valued among the
barbarous because, on the battlefield, a powerful magical blow can
determine the outcome of a battle. Among the barbarous who
manipulate such magic, Faceless, Succubi, and Restructured are specially
called “Masters of Magic” and are feared by many.
They are born with a superior talent for magic and are able to master
high-level magic without any effort. For this reason, they do not have any
pride in their magic, which is often seen in warriors. For them, it is a
matter of course that they can use powerful magic and that the people
around them bow down to their power. And they use magic only for their
own pleasure. Their actions may sometimes wreak havoc even on their
allies, but they will be happy to laugh at it.

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But this deprives them of ambition and inquisitiveness. They never
study magic for these purposes. Even if they study magic, they only
experiment with means to satisfy their own evil pleasure.
On the other hand, their intellect is generally high and combined with
their magical powers, they tend to be heavily favored by their barbarous
superiors.
Most of the time, they work alone and rarely even stay with their own
people unless there is a special reason. They are usually too much fun to
be accompanied by a companion because they are usually treated badly.
They also don't want to be with someone who doesn't understand “jokes”
and gets really angry when they try to make things “interesting”.
Moreover, since each individual has different tastes in what is “funny”,
even members of the same family often do not “get along” with each
other, and they inevitably end up working alone.
Thus, they rarely form settlements or groups. If they do, it is only
when their barbarous superiors are ordered to do so due to war or other
reasons. Therefore, they do not have what can be called their own
culture, but there is a certain bias in their values and behaviors due to
their race characteristics.

Faceless
They are a barbarous man of about 2 meters tall with white masks on
their faces. They are slender, wear a robe or cape, and always carry a
book.
They are excellent magicians and use various kinds of magic they were
experimenting with. However, they are feared by their enemies and their
allies because they do not care about them. They sometimes act as
tacticians of the barbarous army while they deceive their opponents with
their clownish gestures and words.
They are believed to be a race of humanoid magicians born with
soulscars during the Magic Civilization Period and are believed to be
immortal. In the barbarous society, many Faceless are said to have lived
thousands of years or been alive since the Magic Civilization Period.
In fact, Faceless are not truly immortal; their bodies, though
restrained from aging by powerful magic, turn to dust after about 300
years or so.
For this reason, they procure a new body before the body perishes
and exchange bodies in a magical ritual. In this way, the spirit and soul of

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the Faceless are transferred to the poor victim's body, while the victim's
spirit and soul are trapped in the old body of the Faceless.
After that, most of the victims spend a short period in confinement
until old bodies disintegrate and decay. However, a few accept the
residue of the Faceless' evil soul in their bodies and become barbarous,
seek out new victims, perform the ritual of exchanging spirit and soul,
and are reborn as Faceless.
Faceless do not increase in any other way because they do not engage
in normal reproductive activities. For this reason, some individuals
intentionally induce their victims to be reborn as Faceless by teaching
them how to perform rituals. Or perhaps even this is done to satisfy their
own evil pleasure.
In any case, the Faceless thus shed their old bodies and take on new
ones as if they were shedding old clothes. And by repeating this terrible
ritual, they survive for a long time.

Succubi
They are a barbarous woman with wings reminiscent of a bat. They
appear to the sleeping opposite sex at night, showing them lewd dreams
and sucking out their life force.
Succubus also has a beautiful male form called an Incubus, but its
characteristics are the same as those of Succubus.
Both Succubus and Incubus do not age outwardly and retain their
beauty forever. Although their pure lifespan is about 700 years, they have
practically unlimited lifespan because they can prolong their lifespan by
sucking more life force.
They are said to have originated in the Divine Civilization Period. It
is said that they were especially active in the War of the Gods, using their
magic power to hinder the heroes of the humanoid side.
Since the Magic Civilization Period, most of the barbarous have lived
in a place separated from the humanoids, while Succubi have lived
relatively close to the humanoids. This was due to their nature, which
required them to absorb the life force of the opposite sex, and they were
often targeted by barbarous hunters for this reason. It is also said that
they were heavily hunted during the Magitech Civilization Period when
it was fashionable to display their bodies as stuffed specimens. Therefore,
their number has decreased considerably compared to that of the Divine
Civilization Period.

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Succubus or Incubus sucks the life force of the opposite sex of the
opposite race because it is a necessary act for their survival.
They absorb energy in their diet. Although they can sustain life on a
normal diet, it is extremely inefficient, so they practically have to absorb
energy regularly to survive.
To prolong their lifespan, they need to suck in energy.
On the other hand, there are those Succubi/Incubi who frequently
visit the opposite sex for pleasure. However, such an act sometimes a risk
of death. Visiting a foreign race, especially a humanoid community, may
expose their existence, and they may face the threat of being vanquished.
Even so, it may be because of their instinct as lustful monsters that they
give themselves over to the pleasures of the world.
They also can have children by having relations with the opposite sex
of the opposite race. It is 50-50 whether the child will be a Succubi or a
member of the other race.
Succubus raises the child by themself if the child is a Succubi and
delivers the child to the father if the child is a partner race. Incubus
watches over the mother until the child is born, and if the child is a
Succubi, he kidnaps it and raises it by himself.
The child of a Succubi becomes an adult at the age of about 10 years,
begins to crave life energy, and becomes independent. Until then, they
can grow on a normal diet.
Succubus and Incubus rarely choose each other as breeding partners.
It takes a long time for two Succubi to mate; during this time, they suck
each other's life force, which is often fatal. For this reason, it is forbidden
for Succubi to reproduce with each other.

Restructured
Restructured are barbarous with a strange appearance, covered with
gems. Its face resembles that of an Ogre, and it boasts a sculpted
physique. Their skin color is mostly black, dark brown, or gray, with a
few having marble-white skin.
Usually, they wear body-covering clothes such as capes and robes, but
in the case of thin capes, the faint flicker of gems can be seen through
them. Fairies are trapped in these gems, and by forcibly drawing power
from these fairies, they can cast advanced Fairy Magic.
The origin of Restructured is similar to that of Fluorite. They occur
in places where there is a high concentration of gemstones, especially on

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cliffs and cave walls where the gemstones are exposed. They are
especially likely to be born on cliffs and cave walls where rough stones
are exposed. They are thought to be produced when soulscars somehow
accumulate in clods exposed to high mana concentrations by gem-loving
fairies gathering together. This may be why their bodies are soft like clay
compared to full-body Fluorite filled with ores.
They are born in the soil, grow up in a very short period of time, and
emerge from the ground once their ego is established. At this point, they
can act normally and understand the standard languages of the
surrounding areas. They are also familiar with their own abilities and the
use of Fairy Magic and have even acquired common social sense. In these
respects, they are similar to Fluorites.
The lifespan of a Restructured is about 500 years. A newborn
Restructured wears only about 10 gems, but the number of gems
increases as it grows up. When they reach the end of their life span and
die, all the gems shatter, and the fairies become released.
They instinctively hate fairies from the time they are born. The reason
for this is not clear, but there is a theory that it is the reverse of their deep
affection for fairies. Restructured, so to speak, are created by fairies and
potentially love fairies deeply. However, since the fairy avoids them
because of their soulscars, their love for them is distorted and turned into
hatred.
Whether this theory is correct or not, scholars do not know.
However, Restructured like to abuse fairies, look at fairy tamers as
enemies, and try to take fairies into their own gems when it sees them.
They seem as if they are a manifestation of a distorted love raging to keep
the beloved from being taken away and clinging to keep the one who is
leaving close to them.

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”The Ones Who Sing”

Satyrs, Sirens

A forest by the sea. The sea breeze was lightly fragrant, and joyful
singing voices were echoing in the air.
High over the top, low over the top.
The melody calling for a lover was sung cheerfully.
It dug into the heart and bound the perception of those who heard
the song.
The one walking happily through the forest, strumming a lyre small
enough to be held in one hand, was barbarous with an upper body
resembling a hairy human boy and a lower body resembling a goat, with
well-developed thighs and hooves that are strong enough for rough
terrain, walking through the forest as if bouncing and dancing.
Mischievous golden eyes looked back over his shoulder.
Parat was a satyr.
They were good at and enjoyed singing to deceive the humanoids.
Behind him, a young man in armor wobbled along. He should have
been carrying a sword at his waist, but the sword's sheath just rattled as
he walked.
As if drunk, his unfocused brown eyes were staring straight at Satyr.
His face was slack, and his cheeks were slightly flushed.
To be honest, Parat always thought that humanoids looked a bit
creepy in such a situation, but the fact that the other party was an
apprentice knight who was patrolling in the forest with a sharp look on
his face just a moment ago was more pleasant than creepy. He was now
drunkenly in love with a song that Parat had sung. This was more pleasant
than the unpleasantness of the situation.
“Come here, come here. Come and get me.”
As he has sung, the young man's smile deepened, and he wandered
toward Parat.
Parat quickened his pace a little as he did so and dodged as if to slip
through his hands.
“Look, look, you're late. You can't catch me like that. You can't catch
me like that.”

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Parat invited him to join in with the lyrics, and he was in a good mood.
Playing with the doll-like humanoid who danced freely with just one of
his songs was fun.
When the song's effect was broken, the expression on his face when
he lost his place in the world and showed despair was even more thrilling.
No matter how strong they were or skilled in magic, they would do
whatever Parat commanded with his voice.
“Let's play more! We'll dance and play till we're exhausted!”
As if sucked into the forest, Parat's voice echoed brightly and merrily.
Knight was a fun toy. A short-term sweetheart who listened to everything
you said.
“...Oh, my. If you're going to play, let's play with me, nice brother.”
Suddenly, a soft female voice echoed on the sea breeze. Unlike Parat's
song, which resonates brightly through the sky, the voice is soft and
lustrous, as if manipulating the folds of one's heart.
Oh. Sheesh.
Parat bit his navel without saying it out loud.
This was a forest by the sea. He thought he was playing in the forest,
but it seemed he was closer to the sea than he thought. Come to think of
it, the smell of the sea was strong.
The forest broke, bright sunlight shone through, and a woman
wearing only a thin, transparent cloth swayed in the air. Floating on the
edge of a cliff with a blue sea and a blue sky, the woman was as beautiful
as a painting.
At first glance, she looked like a human, but humans would never
float around like that in only a thin robe.
A Siren.
Satyrs prefer forests and mountains, and Sirens, which live by the sea
and water, prefer different environments. Therefore, the two races
should not be able to meet each other so often. However, the ocean
spreads out beyond the cliff here. Some Sirens come close to the forest,
wanting to have a slice too.
Both love to sing and play with others.
As soon as Parat stopped to take notice of Siren, a young man
embraced him from behind as if he was bumping into Satyr. Parat was
honestly uncomfortable.
“Oh, you're not a Parat? Can I have him?”

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“It's the first tory I've found in a long time. I haven't found them in a
long time. You should find a sailor or something.”
Parat puffed out his cheeks and firmly refused, but Siren laughed at
his refusal.
“Then, let him choose. If you want, I can play with you.”
With a bewitching smile, Siren beckoned the apprentice knight to join
her in a passionate embrace from behind. She took in a breath to sing…
“Help me, Sven! He's torturing me!”
Parat called out to the young apprentice knight without hesitation. To
be honest, the odds were against him in the spellsong competition. He
had no reason to wait until the song that made him feel like a lover started
to work.
“Aaaaahhhh!”
With a yell, the knight apprentice rushes toward the Siren.
He was still Parat's lover. He will not hesitate to eliminate the danger
in order to protect his beloved.
“Oh, no.”
Parat thought he could hear Siren's frightened voice coming from
behind, but she loves to play with people regardless of whether they are
humanoid or barbarous, so running away was a win. If she played with
that guy, she would easily sink into the sea.
You just have to look for new toys again.
Taking advantage of his quick movements, he ran into the woods. A
scream was heard in the wind, but Parat did not look back.
Sven, an unarmed knight's apprentice, apparently tried to grab Siren.
She was floating in the air, and there was a cliff at her feet. She must have
fallen straight into the cliff.
Either way, I don't need stupid toys.
“I think my next toy should be a woman.”
And he should be careful to stay away from the sea. He liked to play
but didn’t like to be played.
Singing without hesitation, Parat soon recovered his good mood and
disappeared into the deep green.

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Description
The barbarous are supposed to be a savage race that likes to fight only
to destroy and consume, but that's not all.
Some barbarous love art and can embody it themselves.
However, their art is specialized to play on others.
Barbarous, mainly Satyrs and Sirens, are not good at fighting and
cannot use magic well. They are said to manipulate others for their own
protection. They love singing, use it as a weapon, and live a life of
pleasure.
Knowing that their appearance does not arouse much alarm, many of
them try to show that they have no hostile intentions by behaving
peacefully and lovingly and are not so actively involved in the battle. They
know their own strengths and weaknesses, but if they show even the
slightest opening, the “The Ones Who Sing” will quickly turn into those
who will play them.
They are well aware of their own powerlessness. That is why they hide
behind others, manipulate others, and try to protect themselves using
others as their swords and shields.
Even though they love the art of singing, they are willing to sacrifice
anyone but themself, a mentality that seems to be appropriate for a
barbarous.

Satyrs
Satyrs' upper body is that of a small, hairy human; the lower body is
that of a goat. A pair of horns sprout from the forehead, and most of
them carry a flute or lyre for controlling spellsongs.
Since their weapons are only daggers at most, they do not look
alarming at first glance, partly because of their bouncing steps, humorous
gestures, and pleasant voices.
At first glance, they are not alarming. Even the largest Satyrs do not
exceed 150 cm in height, and their forehead horns vary from small to
large, twisted. Their lifespan is said to be around 200 years, but they live
a long time, from juvenile to old age, and they hardly change their
appearance at all. However, there are occasional individuals with long
white whiskers and big horns so large that their heads become weighty.
There is a controversy in the scientific community as to whether these
satyr species are near-dead old men, subspecies, or a higher species.

250
Satyrs would never be so blatantly hostile themself. This may seem
like a demeaning reaction to some people. They are often perceived as
neutral barbarous who are cheerful, friendly, and approachable without
caution.
Satyrs, however, can have terrifying effects with the songs they play.
And what they love most of all is to manipulate others at their will.
Their easily underestimated appearance and their inability to fight
have made them cunning. Their songs' power has made many ecstatic to
manipulate humanoids at will, and they have bewitched and toyed with
many humanoids, luring them into the barbarous realm.
Satyrs travel as adults and lead a group life, mainly hunting, in a village
deep in the mountains until they find a mate somewhere.
However, they are also very sweet and often talk about their love to
their favorite partner, regardless of whether they are barbarous,
humanoid, or not, and play with them, sing spellsongs, and drink.
They love to drink, sing, and dance, and it is said that cheerful music
comes from the mountains where their villages are located every night. If
you wander into one of these villages, depending on their good mood
and your strength, you may be treated with generous hospitality.
However, once they become offended by even the slightest thing... it is
quite possible that the next time they wake up, you will be in the home
of vicious barbarous people.
Do not be fooled when you encounter Satyrs.

Sirens
Sirens are barbarous, much like human females, living on isolated
islands, reefs, and sheer seaside cliffs.
They wear a thin cloth-like robe over their bare skin, giving them a
charming appearance. When they see a humanoid figure or a ship, they
approach them and try to seduce them.
Sirens are a female-only race, and males do not exist. Their lifespan
is said to be about 200 years, and they have various forms that arouse
men's sexual desires, such as plumpness and slenderness. Among them,
there is no young girl Sirens, but only adult women. Sirens are bred to
resemble Lycanthropes, who rescue human women from the sea and
ritually make them their own. Many women who die at sea have been
betrayed by men and thrown themselves into the sea. Due to the depth
of their resentment, some of them take pleasure in playing with men,

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even though they had lost their memories of being human when they
were reborn as barbarous. Occasionally, when they acquire a human girl,
they raise her to adulthood and then make her a member of their group.
Sirens raised from such girls often have magic power and become
leaders.
Because of this, it is rare to find a familiar face among the Sirens, but
they are already hedonistic singers who have been reborn as barbarous
Sirens instead of humanoids.
They are usually in the form of beautiful women, and they take great
pleasure in approaching any humanoid barbarous and playing with them
through spellsongs. The spellsongs spun from their beautiful voices are
powerful and can manipulate a surprisingly wide variety of effects.
Unlike Satyrs, they do not flirt with humanoids much because they
live on isolated islands or by the sea, where few people come. They come
close to humanoids because they want to play with what they like.
They are exclusive, do not like other races, and stay away from
humanoid societies. If another race tries to enter their territory, they will
do their best to eliminate them. Occasionally, a trading ship is found
drifting on the waves after all the sailors have disappeared near the Sirens'
territory. They must have been lured by the beautiful voices and drowned
in the sea.
Sirens are beautiful sea singers full of contradictions, who hate other
races but take pleasure in playing with them.

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”Guardians of the Alien God”

Ryags

We Ryags all dream.


The reconstruction of Evsebit, the City of Disgrace.
The city of Ryags is said to have ruled over many humanoids and
barbarous people in the past.
The Promised Land, ruled by the daemon Ignav, which, after being
destroyed, will one day reappear in this world and bring us prosperity…

My name is Garfnag.
I’m a Ryag warrior, a servant of the beloved Ignav, and a priest of
Laris, the merciful God.
I was wandering in the jungle with five chosen warriors, far away from
the mother village of my family.
To find traces of Evsebit.
As I waded through the bushes with my gnarled hands, I missed the
swamps of my hometown. Whenever a puff of smoke emerged from
beneath the mud at the bottom of the swamp, I longed to smell again the
fragrant odor of decay that wafted around me.
“I agree,” a voice said in my mind. This was my second head of a
priest. While my head was of a warrior.
We Ryags, one and all, all and one.
All the Ryags exist for the whole race, and all of the races exist for the
Ryags. We are sadly divided into individual beings, but eventually, all the
Ryags will return to the All and become equal in the true sense of the
word.
Thus, we are liberated from the individual and truly free.
Ignav, who has many heads in his body, is the Venerable Lord who
embodies the Truth.
I, who have only two heads, am still far from the truth.
That is why I shudder at the weight of the mission that has been placed
on my shoulders.
When I think of that day, even after a year has passed, I still sweat
greasily.

Just a year ago.

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I was summoned by the high priest, the head of my clan, to visit the
temple of Laris in the center of the village.
Two three-headed high priests were waiting for me.
One was a high priest of my family whom I know very well.
And the other?
“The Lord of Dreams, your predecessor.”
The high priest said.
“Oh!”
I was so impressed that I fell to my knees.
In the “Dream Hall” in the basement of the temple, successive
generations of high priests who have attained eternal life were meditating,
their souls having transcended time and space to serve Ignav in the city
of Evsebit, which will soon be rebuilt in this world.
The “Lord of Dreams” must have received some important mission
from Lord Ignav to appear here.
I waited for His words with my face down. Then, He declared gravely,
“I have heard the word of the Lord, and I have seen it.
O Chosen Mighty One of our Ryags!
These are the words of our Lord, the Most High.
Hear it with all your heart. From now on, you must go up to the north.
The glorious land of Evsebit, where the great ancestors of Ryags first
came down to earth, the land of the ancient and soon-to-come, is about
to be invaded by the insolent.
We must not allow such a desecration.”
Then, the high priest took over his words.
“Garfnag! Depart with the five warriors. Defend the Promised Land
from the deserters. Do not let them return home!”
“Yes!”
I have departed from the village with five strong Ryags, having
received the high priest's message.

When one of the warriors in front of me stopped walking, my


consciousness was literally called back to me.
The warrior has found the enemy.
A group of humanoids can be seen beyond the dense trees.
Armed with swords and armor, carrying long staffs that suggest they
were magic users, they wore around their necks the sacrilegious holy
symbol of Tidan, the god of lewdness and evil...

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So, these were the adventurers I'd heard so much about.
This place was not Evsebit yet.
But they're clearly heading north. Beyond that lies the land of our
great ancestors.
So... I have no doubt that they are blasphemers that the “Lord of
Dreams” mentioned.
I nodded and instructed the warriors to take care of the desecrators.
Silently warriors crossed the darkness created by the trees in the dense
jungle and approached the rear of the trespassers.
They were still unaware of it.
I shouted in my heart.
“Oh! My precious Lord, Ignav! Behold!
We will fight for you for the promised day that will soon come!”

Description
Among the many barbarous races, none are more bizarre than Ryags.
This is because Ryags are known for their belief in the mad god Laris
and the daemon Ignav. For this reason, Ryags are called the “Guardians
of the Alien God”.

The Ryags look like upright walking frogs about 2 meters long. Most
Ryags fight with a unique trident and wear no armor or costumes. Ryags
also use the Summoning Arts with the help of their daemon Ignav.
Therefore, the presence of summoned daemons must be taken into
account when fighting against Ryags and their followers.
Ryags has a higher species called Ryag Sagu, Ryag Isag.
Ryag Sagu is larger than a normal Ryags and has a second head on
top of the normal head. The upper head serves as the priest of Laris, and
the lower head acts as its guard by controlling its limbs. In most cases, the
Ryag Sagu wears a cloth with a magical pattern as a sign of priesthood and
carries a long staff.
Ryag Isag is even larger than Ryag Sagu, reaching up to 3 m. Ryag Isag
is the leader of a large group of Ryag. The second head is the high priest
of Laris, and the third head serves as the commander of the legions. In
most cases, Ryag Isag wears robes with magical symbols.

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The lifespan of a normal Ryag is about 500 years. However, Ryag Isag,
the higher species, is said to have a life span of 120 years, and Ryag Isag
is said to have a life span of 300 years.

Ryags, which prefer damp places, build mud settlements in swamps,


marshes, and along the shores of subterranean lakes. However, their
body surface is covered with slimy mucus, allowing them to remain active
for a long time, even in dry places.
This mucus is also used by them to build settlements. They make
their dwellings out of the mud and harden it with mucus to complete it.
The Ryags dwellings thus made have a nightmarish shape, but they are
sturdier than they look and are as strong as stone.
Most villages have a Ryag Isag, the village leader, with 3-5 Ryag Sagu
under them and more than 30 Ryags.
In the center of the village, there is always a temple dedicated to the
mad god Laris. At the far end of the temple, a statue of the mad god Laris
is enshrined, and at the same time, a statue of the demon Ignav is also
enshrined.
In the basement of this temple, there are two important facilities for
Ryags.
One is a hall called the Dream Hall. When a new Ryag Isag is born
in the community, the old Ryag Isag sleeps in this place and, in a dream,
goes to serve Ignav in Evsebit, the City of Disgrace, where the Ryags once
ruled over the humanoids and other barbarous people and which is
believed to one day be rebuilt. Therefore, Ryag Isag, who served as the
chiefs of the past generations, are sleeping in the Dream Hall. Thus,
while they sleep, they do not age, but live forever. And from time to time,
they wake up to deliver messages, visions from Ignav.
Another important facility is a vertical hole called a Birth Cave built
even deeper than the Dream Hall. This is the spawning ground of Ryag,
and during the breeding season, which comes only once every ten years,
the “Great Mother of Ryags” (or Guru Ryag Manini) lays hundreds of
eggs in this place and guards them until they hatch.

Ryags breeding is quite peculiar. First of all, they have no gender. All
the Ryags are male-like in nature. However, during the breeding season,
which comes every ten years, the weakest individual in the community
metamorphoses and becomes the “Great Mother of Ryags.” Probably,

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the weakest individual is naturally chosen as the mother because the
stronger one is needed to protect the community and the eggs.
When the “Great Mother of Ryags” appears, another 10 or so weak
individuals are selected and trapped together in a Birth Cave. The “Great
Mother of Ryags” feeds on the trapped Ryags and produces hundreds of
eggs. The eggs hatch after about two months, and the offspring then feed
on the mother. The offspring cannibalize each other until there are a
dozen or more, and only the survivors emerge from the Birth Cave. In
this process, most individuals become Ryags, only a few more become
Ryag Sagu, and only about one Ryag Isag emerges every few decades.
Ryags are considered adults when they leave the Birth Cave.

Ryag Isag perform rituals and sacrifices to the daemon Ignav in order
to protect the community and the race and to rebuild Evsebit, the City of
Disgrace. The pace of the ritual depends on the will of Ryag Isag or Ryag
Sagu, the priest in charge of the ritual, but it is performed at least once a
year.
In most cases, a humanoid is sacrificed, but it can also be barbarous.
As a matter of fact, there are no clear criteria for the sacrificial victim.
However, beautiful humanoids are preferred. This may have something
to do with a legend that the Ryags looked like humanoids in the past –
some legends specifically mention elves.
According to the lore of Ryags, their ancestors came from another
world. Their home world was on the verge of extinction due to a great
calamity. It is said that at the time of their arrival in this world, the Ryags
were similar to the elves of today.
Ryags came to this world during the Magic Civilization Period when
the wizard-king wars began to appear. The Ryags avoided getting involved
in the wizard-kings' battles and decided to live quietly. However, the
peaceful life did not last long, and soon the war came to the place where
Ryags lived. Many Ryags were killed in the fighting, and when the race
itself was on the verge of extinction, Laris answered their prayers for
salvation.
Laris suggested to the Ryags that they accept the soulscars and become
barbarous, thereby gaining the power to defeat the wizard-king's army. Of
course, they were free to choose. But what other choice could they have
made in the face of their doom? Ryags accepted the soulscars and
became barbarous. It is said that at that moment, their appearance

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changed to that of the Ryags of today. At this time, the hero who led the
Ryags as chief was reborn as daemon Ignav.
Thus empowered, the Ryags, led by Ignav, began their revenge against
those who had slaughtered their people. Their targets were humanoid
and barbarous alike. They quickly defeated the wizard-kings who were
expanding in the surrounding area and leveled their territory. They built
a beautiful brown city full of water and mud - the Evsebit, the City of
Disgrace.
Ryags were said to have ruled over all humanoids and barbarous in
Evsebit. At the center of the city was the Grand Temple of Laris, which
is said to have driven even the barbarous insane, and Ignav reigned as the
great priest. The Ryags flourished for several hundred years but were
eventually destroyed by the mighty humanoid wizard-king. For this
reason, the Ryags were scattered, and Ignav left for the daemon world.
Since then, the Ryags have spent their time in hiding in various parts
of the world, dreaming of the rebirth of Evsebit. They believe that once
their City of Disgrace is rebuilt, the Ryags will be the rulers of this world,
ruling over all humanoids and barbarous.
However, there is no proof that this legend is true. Among humanoid
and barbarous intellectuals, there are many who argue that “it is all a
delusion created by the madness of Laris.” Some even say that the Ryags
are the end result of the soulscarring of the elves by barbarous.

Regardless of how the Ryags were born and what race they were once,
they are now extremely dangerous to other races.
They may temporarily follow other races that are powerful, but they
never offer their wholehearted loyalty. Perhaps due to the legends
surrounding their origin, most Ryags are hostile to all other races. For
this reason, Ryags are considered by other races to be ruthless, and this
is true.
On the other hand, they are unconditionally loyal to the race of Ryags
itself, never betraying their friends and willing to sacrifice to protect the
community. To live, fight, and die for the race is the instinct of Ryags.
This behavior is a manifestation of the fact that they recognize the
entire Ryags as if it were a single living organism.
Among the Ryags, the phrase “one and all, all and one” is proudly
spoken as the most accurate expression of this spirit. Some humanoids

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may be impressed by this spirit of selflessness. However, their ultimate
goal is still colored by the madness that is appropriate for a Laris flock.
The Ryags see Ignav as the embodiment of the spirit of “one and all,
all and one.” Or perhaps it is precisely because they have seen Ignav that
they have come to believe this.
In any case, Ryags believe that the myriad faces on the surface of
Ignav's body are the faces of those who have been absurdly divided into
individual parts trying to return to the “one and all” within the daemon.
Thus, their philosophy is that by returning to the “one as a whole,”
the spirit trapped in the individual is liberated and attains true freedom.
Therefore, Ryag Sagu and Ryag Isag, with multiple heads, are also seen
as an approach to Ignav, the embodiment of the “one as a whole,”
complementing the social system in which Ryag Sagu and Ryag Isag
occupy the top positions.
In their view, all life, including Raygs, approaches the “one as a whole”
through repeated death and reincarnation, eventually renouncing the
“self” and attaining true freedom.
Of course, there are individual differences in these tendencies, and in
some cases, the insanity of Laris's beliefs can lead to further diversity.
But, in general, they have little respect for the individual and tend to value
the interests of the race, the community, or the group.

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Famous Barbarous Territories
As described in the rulebooks, the adventure takes place on the
Terastier continent.
There are several barbarous territories on this continent. Here, we
will briefly introduce them.

Karzoral Plateau (see CR III, p. 207)


Located in the center of the Terastier continent, it is a highland
plateau and the largest barbarous territory on the continent. It is a region
where powerful barbarous clans are vying for the “clan territories.”
It is the most flexible place to explore with barbarous PCs.

Dilfrum, the Land of Purple Darkness (see PH, p. 94)


It is a barbarous territory between the Feidan and Nordar regions.
The kingdom is ruled by a dozen powerful generals, led by the
powerful vampire Kurtz Dilfrum. However, the generals are always
planning to outmaneuver the others, and there is no shortage of
opportunities for them to overtake their rivals.

The Barbarous City of Ilesdeal (see CR III, p. 213, PD, p. 95)


It is a relatively peaceful barbarous territory ruled by Volkreia, a
vampire who hates wars. However, the Holy Kingdom of Sephilia, a
humanoid nation that wages war relentlessly against the barbarous as its
irreconcilable enemy, is located nearby. And the feud between the
barbarous who want to fight and the barbarous who do not is also an area
where stories can be built around complex relationships.

Razeldawn Continent (see CR II, p. 188, PZ, p. 113)


This is the northern continent where the barbarous influence is still
strong. There are many barbarous cities, such as the City Of Mist in the
scenario supplement “Mist Castle - Barbarous Capital Survival”.

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Part 3 Scenario

262
How to Create a Barbarous Scenario

A “barbarous scenario” here refers to an adventure by barbarous PCs


in a barbarous society.
In order to create such an adventure scenario, there are a few things
you need to understand. Here are some of the basics, dos and don'ts,
and tips for creating such a barbarous scenario.

Basics of the Barbarous Scenario

Extrapolation of the “Barbarous VS Humanoids” Scenario


If barbarous becomes PC, humanoids become enemies.
However, this book does not recommend such a scenario.
Originally, humanoids are set up as good people who have values and
ethics similar to those of players. In contrast, barbarous are enemies that
can be defeated and are extremely difficult to co-exist with humanoids.
Therefore, playing out a scenario in which one becomes a barbarous
PC and attacks a humanoid village can be extremely uncommon,
gruesome, and unpleasant.
Will many players really enjoy a scenario in which they raid a peaceful
farm village and slaughter helpless farmers, their families, and children
in fear? And even if these scenarios are exciting at first, they soon become
boring and dull.
Therefore, we recommend a “barbarous vs barbarous” scenario or
campaign setting.

Barbarous Society at War


Barbarous are not monolithic.
They do not value the idea of sharing values, coexistence, and co-
prosperity as humanoids do. Basically, they live for their own benefit and
satisfaction.
Therefore, the barbarous territories where humanoids cannot easily
enter are in fact, all warring states.
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The greatest unwritten rules of the barbarous world are that “the
strong are just” and “power is justice”. Therefore, the strong are followed
by the many, and every day they plot to reverse the relationship between
the two.
Because of this world and society, there is constant conflict among
barbarous, and the seeds of battles and adventures are always lying
around.
The GM can lead barbarous PCs into this environment and create
scenarios which should be exciting and interesting every time.

Setting the Scenario


A barbarous territory can exist anywhere.
For the Terastier Continent, Karzoral Plateau (see CR III, p. 207) and
Dilfrum, the Land of Purple Darkness (see PH, p. 94) are well-known,
but the GM is free to set up other locations as they wish.
See also the column on page 262.

Barbarous Zone of Life


The barbarous do not all live separately.
Those barbarous races chosen as PCs, especially Drakes and
Basilisks, are intelligent and rational in their thinking and living, as
evidenced by the fact that their intellect is classified as “Average” or
“High”.
As a result, these barbarous form settlements and form their own
society. In most cases, the leader is a strong man who becomes a king or
chief and keeps others under their control. In most cases, there are no
laws, and problems and disputes are solved by violence (and rarely by
money).
These barbarous settlements can range in size from a few dozen
people to thousands or tens of thousands of people, and GMs can set up
these settlements as if they are creating a normal humanoid city.

Humanoids Surprisingly Live in a Barbarous Society


In a barbarous society, there are surprisingly many humanoids living.
For the barbarous, who can only plunder and gather at best, the
humanoids, which produce crops, buildings, and a variety of other items,
are indispensable for a stable life.
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Therefore, the upper barbarous are more likely to enclose their
humanoids in their own settlements. All such humanoids are of the slave
class; the humanoid slaves are so-called animals, similar to cows and
horses, and are treated with unexpectedly great care. Humanoids slaves
with superior abilities are bought and sold at high prices and are even
treated in quite comfortable environments.
In some villages, more than 50% of the population is made up of
humanoid slaves, and those villages are more comfortable to live in.
However, if the number of humanoid slaves increases too much, they
may cause a riot or unite to fight back, so it is not easy to manage them.
Since they are still slaves, the right to life and death is completely in
the hands of the barbarous. Short-tempered masters may kill slaves at the
drop of a hat, and useless slaves will end up being abandoned or used as
food for Youma.
However, no matter how docile they may seem, humanoids basically
hate barbarous. Keep this in mind when you create scenarios and
roleplay them.

Barbarous Activity Time


The lower barbarous with darkvision are mostly nocturnal.
However, upper barbarous are often active during the day in an open
manner, and the time of their lives does not match.
Therefore, the cycle of “getting up from noon to past noon” and
“sleeping after activities until dawn” is often observed in barbarous
villages.
In places where several types of barbarous live together, they generally
live in this cycle, and if you are not particular about it, you can use this as
a basis for your session.

What is the Alternative to Adventure Guilds?


In the case of humanoid PCs, the adventurer's guild was the best place
to introduce them to the adventure.
So, what should we do in the case of barbarous PCs?
The recommended form is that in a barbarous society, there is a
barbarous person who is superior to the PCs (you can think of them as a
boss or superior officer), and the PCs are asked (or ordered) to do a job
or a task by such a barbarous elite.
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It is difficult to defy the orders of a powerful or dominant Drake. On
the other hand, if you make a good result, you will become more
powerful and may even rise to the top. This is not a bad motivation for
players.

PC's Position
In the case of initially created PCs, they are quite small in a barbarous
society.
However, compared to those lowly Youma and others, PCs are more
capable and in a better position and are in a position to be noticed in
anticipation of their future.
However, in a barbarous society, lack of ability is directly related to
low status. Therefore, PCs should be considered as being under the
control of someone.
This “control” may mean that there is a direct master-slave
relationship, but it may also mean that there is simply an upper barbarous
person who controls the living area. If many players do not like to be
commanded, you can consider it a free position with loose control.
Of course, you may refer to the “Creating a High-Level Characters”
rule described starting from page 56 of “Core Rulebook III” to create
and play elite barbarous PCs with a strength closer to the monster data.
Just be careful that Kobold's PCs can reach their racial limit at that stage.

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Alchemy Kit is Not for Sale
The Alchemist class (see AW, p. 12) competed with the Artificer class
in the Magitech Civilization Period as a future-oriented technology.
As a result, the Alchemist class did not become mainstream, and the
Artificer class became popular, greatly enhancing the Magitech
Civilization Period.
On the other hand, the Alchemist class is a technology that was
rediscovered by adventurers after the fall of Magitech Civilization due to
the Diabolic Triumph (Diabolic Triumph) and then spread throughout
the world in the adventurers' era. Therefore, the Alchemist class and
Evocation are, in a sense, the newest technology, with a history of only
about 100 years since their revival.
Because of this, however, the Alchemist class is not widespread in the
barbarous society. In fact, it is rare for people to even know of its
existence.
For this reason, purchasing the Alchemy Kit or the various cards
necessary for Evocation in barbarous societies is impossible. You must
get the GM's permission to obtain them.

Creating a Scenario

Scenario and Introduction Variations


The most important part of the scenario is the introduction.
Here are some patterns of introduction in a barbarous scenario.
Please use them as a reference for your scenario creation.

- Hostile forces attack (Defense: Engaged)


PCs may be asked by the upper barbarous to participate in the battle
or may be involved in the battle without any choice.

- Searching for Ancient Treasures (Search: Voluntary/Requested)


The PCs go to ruins and remote areas in search of hidden treasures
that will make them stronger. They can be ordered to do so or voluntarily
search for ancient treasures.

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- Raid Valuable Goods (Raid: Voluntary/Requested)
The raid is carried out on hostile settlements and convoys, either on
orders from the upper barbarous or on the initiative of the PCs who have
obtained information. This is the most barbarous scenario.

- Attack to Expand the Area of Control (Attack: Voluntary/Requested)


Defeat the more upper barbarous opponents and take control of their
territory.
This is a combat-oriented, strategic scenario. Not only frontal invasion
but also searching for loopholes and subduing enemy generals can be fun
and entertaining.

- Escort of Important Persons and Goods (Transport, Escort: Requested)


This is an escort scenario in which the escort is on the way to the
destination while being on the lookout for an attack. This is a passive
scenario, but it requires less time and effort on the part of the GM.

How to Reward
In a barbarous society, money is not very valuable because the
monetary economy is ambiguous, and barter is the norm for lower-level
Youma and others, and people often take what they want with money.
What these barbarous value more than money is the reputation of
one's strength. They think that “I look to be strong” is important and that
they will lose if they are lambasted.
Therefore, when the GM offers a reward to a barbarous PC, they
should give him a “medal” (see p. 99) or a “title” as a form of reputation.
However, players also want gamels, so please pay them a gamel of the
amount appropriate to their adventurer level (see CR I, p. 406, CR II, p.
208) as a supplementary prize for the Medal.
The standard reputation reward for one scenario is about “PCs
adventurer level average x 2-5” gamels. This amount is separate from
what they can get from sword shards for killing enemies.

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Roleplay

Barbarous Way of Thinking


The barbarous are roughly divided into upper barbarous and lower
barbarous.
Youma, such as Goblins and Boggarts, are lower barbarous, and PCs
are mostly upper barbarous (with some exceptions, such as Kobolds).
First, there is a significant difference in the way of thinking here.

Lower Barbarous Values


Lower barbarous, such as Youma, are basically live at the moment.
They prioritize what they want to eat now, what they want now, and what
they want to do now, and do not think about planning things, solving
problems, or achieving goals through hard work.
They are basically obedient to the strong and willing to use the weak
ones. They consider humanoids only as targets to be plundered and
think it is better to eat them quickly than to make them work as slaves.
Because of this nature, the lower barbarous who are not under the
upper barbarous's control become completely lawless. They will meekly
obey their masters when they are present, but if they are left unchecked
or unattended, they will reveal their lawless nature, sometimes resorting
to backstabbing and rebellion.

Upper Barbarous Values


Such barbarous (and barbarous PCs) are rational and constructive,
able to make plans, care about their relationships with others, and
persevere and work hard to achieve their goals.
However, since they live in a barbarous society where the “power is
justice,” they do not hesitate to use violence and show off their power.
Killing lower barbarous to make an example of them is an everyday
occurrence. Basically, they do not feel remorse or itch for killing and
judge whether it is useful or not for them.
They may feel affection and friendship and may even become
addicted to or obsessed with such things. However, they are generally
much more dry-minded than humanoids and will often kill if they cannot
get what they want or betray for their own gain.

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Can NPCs be Trusted?
In a barbarous society with different values from humanoids, are
NPCs such as clients, companions, helpers, and informants trustworthy?
The GM should prepare NPCs, assuming that they are basically
“trustworthy”. The GM should also inform the player of this fact. It is
also advisable not to betray or lie to the players.
This assumes that the PCs are competent and valuable. Reasonable
barbarous people are trustworthy as long as they are beneficial to the PCs,
and as long as the PCs continue to be active, the NPCs will not try to
disadvantage the PCs.
However, as PCs gain more and more prominence, there will be
those who will envy them or consider them an eyesore. In such a case,
NPCs may betray or give misinformation due to their power
relationships. It will be a stimulating session if the GM tells the PCs that
they are now in such a position and sometimes prepares scenarios of
betrayal.
However, the sudden betrayal of a trusted NPC may lead to a loss of
trust in the GM, so please be careful to foreshadow the betrayal carefully.

Can PCs Use Lower Barbarous?


In a barbarous society where “power is justice,” it is to be expected
that a player will say, “I'm going to take about 20 Goblins with me”.
Basically, you should refuse on the grounds that they will not work
unless you get something in return (reward), or that they are under the
control of an upper barbarous and cannot move without their
permission, or that they cannot help because they have something to do.
If that doesn't work, you should appeal to them for their unhelpful
behavior, such as “following you but being uncooperative and useless,”
“complaining continuously,” “running away when they see an opening,”
“betraying you at the critical moment,” and so on.
In some cases, it may be better to include a direction or ruling such
as, “You see an enemy group about the size of your lower barbarous
group. They charge in, and both groups are dead,” and PCs will not
participate in the such battle.

270
In any case, the most accurate response is to tell them that PCs are
special even in a barbarous society and that it is most convenient to act
only in their party, which is the best for mobility and decision-making.

Handling of Rider's Guild


There is no Rider's Guild in the barbarous society. Therefore, renting
mounts (see CR III, p. 69, LL, p. 131) is impossible.
However, even in the barbarous society, Boggarts are known as
excellent animal trainers, training animal, and mythical beast mounts.
Also, Androscorpions handle magitech mounts. You can buy mounts
from them and use them with the Rider class.
The purchase price is the same as the “Purchase Price” described in
the “Core Rulebook III Revised Edition” and “Lumiere Legacy” (see
CR III, p. 111, LL, p. 146). In this case, you can also get the Proprietary
Mount Contract (see CR III, p. 73).
If you do not need this Proprietary Mount Contract, you can buy a
mount for half the purchase price. In this case, however, you will not be
able to get the “HP + 10” benefit, and you will need a “Mount Reduction
Tag” (see CR III, p. 127, EX, p. 326, LL, p. 63) to reduce the size of the
mount.
The equipment of mounts is also handled by Boggarts or by the
Androscorpions masters. The GM should decide if such a master exists
in PCs area or not. Mounts handled by barbarous only, such as Bohr and
Ox (see LL, p. 149), should also be considered available.

About Ignidite Processing


Ignidite weapons, which can only be forged by Dark Dwarves (see IB,
p. 95), are difficult to obtain even in barbarous societies. However, they
are easier to contact than humanoids, so the required reputations are
only half “50 points (for the Acquaintance rank)”.

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Scenario

Sample Scenario “Creeping Ambitions”

Scenario Overview
This scenario is set in the Karzoral Plateau and is designed to be
played with barbarous PCs.
The PCs are under the control of Curios Ardate, the powerful chief
of the barbarous clan that unites the barbarous. The PCs usually live in
Dunas, a garrison at the eastern end of Curios' domain.
The eastern side of Dunas is a rugged mountainous area, which is a
buffer zone between the rival neighboring domain of Filiora Lutxi and
their clan.
PCs have been informed that a group of Goblins has settled in the
ruins of an old fortress in this buffer zone. There are also nearby farms
that support the Dunas food supply, and groups of Goblins pose a threat.
Also, if this group is under the domain of king Lutxi, they will be
establishing their base in a very troublesome location.
The PCs are ordered by Nike Ardate, head of the garrison Dunas, to
eliminate these Goblins with as small a force as possible.
And Lesser Ogre, who leads a group of Goblins, has also launched
an operation against Dunas.
The PCs must detect Lesser Ogre's strategy and eliminate the enemy.

Session Preparation
This scenario is designed for the initially created barbarous PCs for 4
to 5 people. The duration of the session is about 3-4 hours.
If there are 3 or fewer players or 6 or more players, adjust the number
of sword shards and enemies.
The combat rules are assumed to be “Simplified Combat” (see CR I,
p. 159) or “Standard Combat” (see CR I, p. 186).

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Scenario Setting
The setting is the Karzoral Plateau, a barbarous territory in the central
part of the Terastier continent.
Karzoral Plateau is currently in a state of rivalry among the leading
barbarous, and the barbarous are repeatedly skirmishing over each
other's domain maps. The boundary line of the domain map moves day
and night, and even the head of the domain kings is frequently changed.
Therefore, it can be said that this is a time of many opportunities for
young barbarous.
The setting for this event is Dunas, a garrison located at the eastern
edge of the territory controlled by the domain king. The eastern side is a
buffer zone with the neighboring domains, and sending a large force to
this area may be taken as an “intention to invade.”

Major NPCs Appearing


Curios Ardate (Drake/Male/423 years old)
He is Drake Count, king of the Ardate domain.
He is ambitious and thinks about how to expand his domain, but he
is cautious and does not move things hastily, partly because he is a long-
lived Drake.
He wants excellent subordinates and looks forward to the success of
our young barbarous.

Nike Ardate (Drake/Female/174 years old)


She is the younger sister of the clan king Curios.
He is said to be as strong as Drake Baron (CR II, p. 257 or BT, p.
50), and is trusted by his brother to be the leader of Dunas, a strategic
point on the eastern border.
Her loyalty to her brother is absolute, and she is hardworking, unlike
other barbarous, but she is also cruel to the incompetent and her
opponents.

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Filiora Lutxi (Basilisk/Male/279 years old)
He is Basilisk domain king, ruling a domain located on the other side
of the buffer zone from Dunas.
He is hedonistic and capricious, typical of Basilisk, but he has a
vicious habit of coveting what belongs to others, and as a result, he is
implicated in attempting to seize the territory of other clan kings.

Fred Becker (Human/Male/45 years old)


He is a leader of humans working in the breadbasket region in the
southeast of Dunas. Originally a farmer, he was abducted from the
human realm. However, he is now working diligently to protect the lives
and livelihoods of other human slaves, pledging his loyalty to the clan
king Curios and his sister Nike.
Although he trusts the clan king, he strongly dislikes barbarous -
especially Youma - deep in his heart.
Treat him as if he has no combat abilities.

Zebre (Boggart/Male/21 years old)


Overseeing the human slaves, he is Boggart, who serves as a
supervisor.
He is absolutely loyal to Nike and faithful to his duties. He loves
fighting and killing, but he would never kill a human slave with impunity.
He has the abilities of a normal Boggart (CR I, p. 444 or BT, p. 35)
enhanced with 3 sword shards.

Gibsi (Goblin/Female/17 years old)


She is the Goblin Sister that unites the watchtowers on the eastern
border.
She is a master of the Divine Magic of Dalkhrem, the god of war, but
she is lazy, intolerant, and disrespectful to others.
She is loyal to Nike, but it is only a front. She is good at flattery, but
inwardly she holds her tongue. She has an eye for jewelry and is quick to
submit to anyone who looks strong.
Her abilities are the same as that of a normal Goblin Sister (see BT,
p. 34).

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275
How to Read the Scenario
Text in italics in the text is the first explanation to be given to the
players. Please read it to the players if necessary.
The text that follows is the GM's description; the GM should read
and understand it carefully and act upon the players' actions.

Main Scenario
Scenario Flow

Introduction
Karzoral Plateau is still the
domain of the barbarous, which
does not allow humanoid
intrusion.
The barbarous, however, are
not united. They live according
to their own desires and fight
day and night among themselves
to secure their own territory.
The Drake king, Curios
Ardate, is one of the prominent
barbarous with the such clan.
One day, a group of Goblins
settled in Dunas, a garrison
located at the eastern end of the
domain map, in the buffer zone
between Dunas and the
neighboring territory to the east
of the garrison. A farm nearby
supplies food to Dunas, so the
situation cannot be ignored.
However, sending a large
force into the buffer zone may
cause neighboring domains to suspect that there is an intention to invade.
So, Nike Ardate, leader of Dunas, called for the promising young
Barbarous.
276
PCs are barbarous living in Dunas.
Each of them has not yet achieved remarkable success, but their
abilities have been highly evaluated to the extent that they are expected
to be promising in the future.
One day, the PCs are summoned by Nike Ardate, leader of Dunas.
Nike is the younger sister of Curios Ardate, the king of the domain,
and a Drake Baron.
The PCs are summoned to the house where Nike resides. They are
taken to the audience room, where they are told about the situation and
asked to solve it.

Nike's Request
Dunas is a garrison surrounded by high stone walls.
Inside there is a clutter of shabby houses built by human slaves.
However, the castle of the governor in the center is different: it is a solid
fortress designed and built by dwarven slaves.
You (the PCs) are taken to the audience chamber in this pavilion.
And there appears a beautiful black-haired woman, Drake - Nike Ardate,
wearing exquisite metal armor to fit her body's lines and a luxurious gown
on top of it.

Nike, accompanied by two Dark Trolls, sits down in the lord's chair.
She tells the PCs to make themselves comfortable and begins to talk
about the request.

“Let's get right down to business.


Our Dunas is located at the eastern end of the domain of King Curios.
To the east is a series of steep mountains that are unsuitable for most
people to live in.
Therefore, this mountainous area has become a buffer zone between
the neighboring domains.
But in the ruins of an old fortress in this mountainous region, a herd
of Goblins seems to have taken up residence.
Your job is simple. Go to the ruins of this fortress and eliminate the
Goblins.
Near the border of the buffer zone, there is a granary that supplies
food to Dunas. If the Goblins settle in those ruins, they will soon cause a
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lot of damage to the farms. In fact, petitions have already been sent in
regarding the deaths and disappearances of some human slaves.
There are a lot of Goblins, but as soon as their leader is defeated, they
become feeble and will either flee or submit.
It will be a simple matter if I send troops under our command. But if
we dispatch troops to the buffer zone, our neighbors will not remain
silent.
Or perhaps the neighboring king, Filiora Lutxi, has sent his Goblins
to take advantage of the situation. If so, if they holed up in the ruins of
the fortress and rebuilt the fortress, it would be like a dagger to the throat
for Dunas.
The more time passes, the stronger the fortress will be and the more
power it may have. So, I need you to deal with the Goblins on your own.
You may kill all the Goblins, and those who surrender may join our
army.

If each PC achieves the goal of “destroying the Goblins in the ruins


of the Fort,” they will be awarded the “Bronze Medal (30 reputation)”
and 500 gamels as a reward for their efforts.
Each PC will be provided with one week's worth of food and one
bottle of either a healing potion or an awake potion.

“You may go directly to the ruins of the fortress, but if you want to
know the scale of the immediate enemy, ask for information at the
watchtower on the eastern border.
We have also received reports of human deaths and missing persons
in the human settlements where they work on farms. It may be the work
of Goblins who have settled in the ruins of the fortress. Investigate if
possible.
As I said before, I can't send out soldiers, but you can kill humans if
you find that they are wasting their labor or are lazy in their duties. You
can kill them to make an example of them. Youma can be replaced as
many times as I want.
I like the quick. I expect good news from you.”

Information
If players ask a question, they can get the following information.

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If the players do not specifically ask a question, the GM may actively
communicate this information.

〇Watchtower
It is one of the watchtowers that monitor the eastern boundary of the
domain.
The Goblin Sister, Gibsi, and more than two dozen Goblins and
Kobolds are packed into the room.
Information that a herd of Goblins had settled in the ruins of the
fortress was reported from here about 5 days ago, but reports have been
slow since then.

〇Farm
It is a farm where human slaves work.
About 200 humans are engaged in farming, and about 30 Youma,
commanded by Boggart Zebre, are on watch and guard duty.
It can be heard that Zebre is loyal to Nike and does not easily kill
human slaves that belong to him.
The human slaves have a representative named Becker, who
successfully leads the humans.

〇Old Fort
The site of a fortress built by humans in the past.
Only the main fortification remains in its original form, with roofs and
walls that can withstand the wind and rain to a certain extent.
Because of its location on the slope of the mountain, it will take time
and effort to rebuild, but if completed, it will surely be a very strong
fortress against Dunas.

To the Old Fort


There are three main routes to achieve the objective.
The GM should present the following options to the players.

1) To the Watchtower (3 hours on foot)


2) To the Farm (2 hours on foot)
3) Directly to the Old Fort (4 hours on foot)

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Please tell them that it is possible to visit the watchtower and the farm
not far from each other (2 hours on foot), and that it is possible to visit
both before going to the old fort.

Watchtower
On top of a small rocky hill is the watchtower where Youma are
staying.
It is a simple facility with only a fence made of logs, a crude hut and a
guard tower.
When you (PCs) visit this place, you (PCs) notice that Goblins, who
are supposed to be standing guard, are not there.
Moreover, the Goblins in the watchtower are lounging around in the
shade or in the building, and instead of welcoming you, they just look at
you like you are a bother.

The watchtower is manned by the leader, Goblin Sister, and 15


Goblins and 8 Kobolds.
The goblins at the guard post are completely overwhelmed and lead
to a crude log cabin with a lazy-looking chief Gibsi.
Gibsi, who has two Goblins under her command nearby, sloppily
greets them as follows.

“Oh, Nike's orders? To go to the ruins of that fortress?”


“I'm sorry to hear that, boy/girl.”
“It is three stories high and almost deserted inside.”
“There must be at least 10 goblins living in the fortress.”
“Why don't you go and clean up the mess?”

Basically, that's about all she tells PCs.


The Goblins are far from diligent by nature, but even more than that,
they are completely unmotivated. They may have realized that the PCs
were still young and inexperienced, or it may be just a coincidence, but
they completely underestimated the PCs due to their small number.
Goblins are notorious for their arrogant and lickspittle attitude toward
those who are inferior or outnumbered, and this is exactly how the PCs
are treated when they visit the watchtower.

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〇The Truth About the Watchtower
In fact, after they reported the arrival of a group of Goblins at the old
fort, a messenger came to them from the old fort, and they were
persuaded to betray Nike.
Gibsi, the head of the watchtower, does not understand the
importance of the watchtower's mission, is dissatisfied with her duties
outside the garrison, and has a kind of resentment toward Nike.
For these reasons, Gibbs is willing to betray. Therefore, she is
uncooperative with the PCs and is even willing to kill or capture them
and take them as souvenirs if they show an opening.
This is why the GM must roleplay the Goblins in the watchtower as
uncooperative.

〇Subdue the Goblins in the Watchtower


Goblins in the watchtower are just that, Goblins.
If PCs show them the difference in power, they become obedient. If
PCs seriously wound Goblins, or worse, kill them, they suddenly become
obedient, including Gibsi, the chief. The same is true if they kill Gibsi.
If PCs can subdue Goblins, they can get the following information.

“On the top floor of the old fort, there is a man who appears to be
the chief of the Goblins.”
“The total number of Goblins in the fort may exceed 20.”
“Behind the main fort is a landslide connecting the top floor with a
slope.”

Gibsi also does not know who the leads of the Goblins in the fort.

Farm
A short walk to the southeast of Dunas leads to a farm with a variety
of crops.
The human slaves are engaged in farm work, and you can see Goblins
and Boggarts watching them make sure they do not run away. However,
humans seem to be obedient and continue to work silently.
However, there was a peculiar tension in the air.

The farm has a fairly large field where wheat and corn are grown and
a village where human slaves live.
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Two hundred human slaves are engaged in farm work here and live
in simple wooden residences.
Boggart chief Zebre oversees them, and his force consists of 4
Boggarts, 8 Goblins, 10 Redcaps, and 12 Kobolds.
Zebre is loyal and serious, and the Youma here are quite well
organized.
When the PCs visit, Zebre, who is supervising the site, arrives and
leads them to his residence.

〇Chief Residence
The house was built by humans, so it is relatively neat and clean.
Zebre welcomes the PCs with the following words.

“The Goblins in the fortress are in my way. I'm glad you're dealing
with them.”
“I thank you for your concern and your help.”
“Recently, we have been troubled by the destruction of crops and the
death or disappearance of human beings. It might be their work.”
“I hope you can solve the problem.”

Zebre has full confidence in the PCs that have been sent by Nike. He
is willing to do what is necessary but refuses to send troops to attack the
fortress to maintain eyes on the farm.

〇Regarding Missing Humans


When PCs ask about the missing persons' case, he tells them that one
of the slaves did not return from his farm work five days ago, and since
then, one slave has gone missing every day.
Especially in the last two days, a body was found with sharp cuts, with
the upper part of the body from the chest up not found.
Zebre reports that there is a growing suspicion among humans that
Boggarts or Goblins may have killed and eaten them and that this is
beginning to cause disquiet.
Of course, Zebre says that neither Boggarts nor Goblins did that.

〇Becker
If the PCs want, they can call Fred Becker, a human man who
organizes human slaves.
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Becker is a tanned, strong, serious man, concerned for the slaves and
cooperative as long as their lives are not threatened.
When asked about the case, he replies as follows.

“Since the Goblins settled in the ruins of that fortress, people have
been disappearing one after another.
I believe that Captain Zabre would never kill slaves belonging to
Master Nike. I am sure that Boggarts and Goblins under his command
would not do such a rash thing because they are afraid of Captain Zabre.
However, there are rumors that some people saw Boggarts coming
back from the forest with a blade soaked in blood when they went to the
forest to get firewood.
Some are beginning to blame the Goblins who have settled in the
ruins of the fortress, and some are even claiming that Boggarts are eating
humans. If we don't solve the problem soon, it could lead to an uprising.
I don't want that.
We need this resolved as soon as possible.”

〇Rumor Source
With the help of Becker, human slaves will cooperate with the PCs.
On the other hand, if they are intimidating, the human slaves will be
stubborn.
If they can get Becker's help, they can identify one person who seems
to be the source of the rumor after an hour's investigation.
At this moment, the person went to the woods outside the farm to
pick up firewood.
If PCs are intimidating, the information will not be connected, and
the person cannot be identified.

〇Truth
In fact, this human settlement has already been invaded by Lesser
Ogre (CR I, p. 446 or BT, p. 36).
This Lesser Ogre is one of the leaders of a hostile group of Goblins
who have infiltrated the human farm in order to incite them to riot.
Therefore, they are trying to turn people against Boggarts by
spreading rumors that they are killing and eating humans.
However, Lesser Ogre has miscalculated and, thanks to the efforts of
Zabre and Becker, has developed a relatively good relationship with the

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Humans and Boggarts on this farm. Therefore, spreading rumors is seen
as unnatural, and the source of the rumors is easily traced.
If the PCs can know the presence of Lesser Ogre, if they succeed in
a Monster Knowledge check on its reputation and, if successful, tell them
that there is a strong possibility of infiltration of one.

Find the Lesser Ogre


If PCs follow the source of the rumor, they will find Lesser Ogre
disguised as a human.
In this case, Lesser Ogre is out gathering firewood in the forest and is
about to reveal himself and eat the accompanying human slaves.
PCs witness the scene and can engage in combat with Lesser Ogre.

Even if the humans are not cooperating due to the intimidating


behavior of PCs, Lesser Ogre can be found by gathering and monitoring
the humans in one place since he can only be disguised as a human for
18 hours in a row. However, it will take extra time. It is up to GM to flesh
out the details.

(Combat)
1 x Lesser Ogre (CR I, p. 446 or BT, p. 36)
※Lesser Ogre is reinforced with 4 sword shards.

Lesser Ogre will not surrender and will fight to the death.

〇Compassion from Becker


After successfully defeating Lesser Ogre, Becker trusts the PCs and
tells them that he once investigated the area around the fortress ruins to
expand the farm and about a back route, he found.
It is a direct route to the third floor of the fortress, built on a slope,
and is difficult to discover from the front of the fortress.
This route will allow PCs to get into the third floor of the fortress
directly from the slope without being detected by the enemy Goblins.
He did not tell them this from the beginning because Becker also had
the idea of “killing other barbarous to reduce their number and to be a
stepping stone to freedom someday”. However, he now thinks it would
be more advantageous to establish a good relationship with the PCs, so
he decided to give out the information.
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Old Fort
The ruins of the fortress are perched on a steep slope.
This fortress was built to take advantage of the natural defenses,
making it difficult to attack from the Dunas side.
Most of the fort had been destroyed in past battles, and now only the
main fortifications remained intact. However, it was clear that if the gates
and walls were rebuilt, they would seriously threaten Dunas.
The Goblins who had settled in the area are diligently carrying out
restoration work on the fortress, not unlike usual Goblins. It is not
difficult to imagine that getting rid of them would become increasingly
difficult if the situation is left as it is.

As PCs approach a place where the ruins of the fortress are clearly
visible, they can often hear the sounds of Goblins working to restore the
fortress.
The front gate is broken and left open, but it is well-guarded and has
a good view, making it extremely difficult to approach without being
spotted.
The GM should tell the players that it is very dangerous to enter from
the front.

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Map of the Old Fort

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〇Means of Entry
There are two ways to enter the building: through the front gate or
directly from the top of the mountain slope to the third floor.
The first floor and the surrounding area are swarming with many
Youma.
The second floor has not yet been repaired and is uninhabited.
On the third floor, there is only the Lesser Ogre, the leader of this
unit, and his guards.
If PCs enter from the front, they will encounter Youma as they are
placed on the map. If they consider this to be dangerous, or if Becker
has told them about a back route, they can avoid the front entrance.
If PCs have heard of a back route from Becker, they can discover it
without the need for a check.
If PCs have not received any information from Becker, they can find
it by successfully performing a Search check with Target Number 12.
However, the guards will see PCs searching, and the enemy will be on
alert (they will not be attacked at this stage). The number of guards of the
leader on the third floor will increase.

〇Enemy Strength
The fortress ruins are being reinforced with the passage of time.
If the following conditions are met, the number of troops is increased,
and use the number of enemies in parentheses () instead.

- It took a long time to find Lesser Ogre because of Becker's lack of


cooperation.
- It has taken more than two days since the request was received.

Main Entrance
Two Goblins are standing guard at the main gate.
If PCs succeed in the Hide check of Target Number 10, they can
approach the gate without being noticed. However, since the gate is open
and there is a distance of about 10 meters, they cannot take them by
surprise.

(Combat)
2 x Goblin (CR I, p. 441 or BT, p. 33)

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Front Yard
There is a vestibule between the main gate and the fortress, where
Youma are engaged in restoration work on the gate and walls.
When the PCs enter from the front, enemies will immediately take
up arms and attack. 2 groups will attack in succession, each requiring
separate Initiative checks.
If the battle with the first group takes longer than 6 rounds, the second
group will join the battle from the seventh round.

(Combat: Group 1)
3 (5) x Goblin (CR I, p. 441 or BT, p. 33)
3 x Kobold (CR I, p. 439 or BT, p. 32)
(Combat: Group 2)
4 (6) x Redcap (CR I, p. 442 or BT, p. 34)
4 x Kobold (CR I, p. 439 or BT, p. 32)

Fortress 1st Floor


Inside the ruins of the fortress, Youma are resting in a hall. The
commotion outside has awakened them all.
It will be a battle.

(Combat)
5 x Goblin (CR I, p. 441 or BT, p. 33)
3 (5) x Redcap (CR I, p. 442 or BT, p. 34)

Fortress 2nd Floor


The second floor is still untouched, with only a few materials and food
items scattered about.

Defeat the Enemy Leader


〇Entering the 3rd Floor Through the Back Route
Bypassing the steep mountain, you can see the remains of the
landslide that has washed down to the third floor of the fortress. It seems
possible to get into the third floor directly.
If you raid and defeat the enemy leader at once, the Goblins will lose
their will to fight. The enemy doesn't seem to have noticed you. Now is
your chance!

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〇Breaking from the Front
Kicking off the Goblins, you (PCs) somehow reach the third floor, the
top floor.
Noticing the commotion downstairs, the leader is waiting for you to
arrive. His face is colored with anger and cruelty, as he is eager to beat
up the annoying youngsters.

When PCs reach the third floor, they will have a battle with the leader.
If they broke through from the front or took the back route with
“Search check”, there is one more Boggart.

(Combat)
1 x Lesser Ogre (CR I, p. 446 or BT, p. 36)
1 (2) x Boggart (CR I, p. 444 or BT, p. 35)
1 x Gremlin (CR I, p. 440 or BT, p. 33)
※Lesser Ogre is reinforced with 4 sword shards.

When Lesser Ogre is defeated, the Gremlin surrenders.


When Lesser Ogre and Boggart are defeated, the Goblins also
surrender and either join Nike's camp, flee, or follow the PCs’ command.

Truth
If Gremlin survives, information can be elicited.
It turns out that Lesser Ogre and Youma were ordered by Filiora, the
Basilisk domain king.
Nevertheless, there is no physical evidence, such as a written order,
to prove the fact that King Filiora attempted to invade the territory.
However, it is certain that Filiora has launched an invasion of Dunas
and will continue to do so with greater sophistication and ferocity in the
years to come.

Welcoming Youma
After defeating the boss, Lesser Ogre, the Youma escape.
If at this time, the PCs call upon the Youma to join Nike, half of the
surviving Youma (rounded up) will respond.

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Conclusion
After defeating the Lesser Ogre at the old fort without incident and
returning home, Nike gives the PCs the following words of
encouragement.

“Thank you for your service.


As I thought, there is no doubt that Filiora has made his move.
I am sure we will continue to see incidents like this in the future. I
look forward to your future endeavors.
For now, rest easy.”

As promised, PCs will receive the Bronze Medal (10 reputation) and
500 gamel for services. If PCs have received Youma's subordinates, they
will receive an additional reward of 50 gamel per Character.
If the farm's Lesser Ogre is also defeated, the PCs will receive a +10
reputation and +500 gamel for services.
On the other hand, if the Lesser Ogre on the farm is left unattended,
the separation between human and barbarous will continue, and this will
be a new problem. It would be interesting to incorporate this into the
sequel scenario.

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Part 4 Rules and Data

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Additional Rules

Rules for Shapeshifting and Handling of Multiple Section

This section describes the rules for handling characters that are
shapeshifted and for handling characters with multiple sections.

About Shapeshifting
Drake Knights and Basilisks characters have [Dragonification] and
[Monstrous Form] and can shapeshift. The state before shapeshift is
called “Human Form,” and the form after Shapeshift is called “Dragon
Form” for Drake Knights and “Monstrous Form” for Basilisks.
Various post-shapeshift data should be written in the “Transformation
Sheet” on page 353.

What You Need for Shapeshift


The Drake Knight will engulf his own Drake's Magic Sword in their
body during the Shapeshift and transform into dragon form, while the
Basilisk will activate the Eye Of Stone in its body and transform into a
monstrous form.

Casting Spells During Shapeshift


During shapeshift, some casting spells are restricted because of the
loss of hands and the loss of accessories, except for the ears.
Truespeech Magic, Spiritualism Magic, and Deep Magic can be used
during Shapeshift since Drake's Magic Sword and Eye Of Stone can be
used as magical implements. For other types of magic, please check the
conditions of items and so on.

Cast of Summoning Arts and the Daemon Contract


Summoning Arts (see CG, p. 47) requires a “Daemon Contract”.
Normally, you hold this item in your hand, but you can use Summoning

292
Arts by storing it in Drake's Magic Sword (see p. 318) or Eye Of Stone
by using the item storage.

Change in Number of Sections


Both Drake Knights and Basilisks change the number of sections
when they are shapeshifted: Drake Knight has 3 sections Body (Main
Section), Wings x 2, while Basilisk has 3 sections Head (Main Section),
Evil Eye, and Body.

Changing the Number of Sections and Skirmishes


In Standard Combat (see CR I, p. 186) and Advanced Combat (see
EX, p. 18), when the number of sections increases due to the
shapeshifting of characters in a melee situation, the number of characters
participating in skirmish will increase, and the skirmish may expand.
When shapeshifting in a melee situation, be sure to check if the size
of the skirmish changes after each shapeshift.

Limitations of Shapeshift
When shapeshifting, some restrictions may apply depending on the
equipment and situation. If you are riding a mount before shapeshifting,
it will be released after shapeshifting (it will not fall prone). You cannot
ride after shapeshifting.

Handling of Equipment, Accessories


During shapeshift, Drake Knight and Basilisk characters cannot have
“Stance: 1H” and “Stance: 2H” weapons, shields, items, etc., after
shapeshifting because they will not have hands in the Main Section.
Those items they had before shapeshifting will be dropped on the spot
when they shapeshift. They can retrieve them later if you have enough
time.
A character equipped with metal armor cannot perform a Shapeshift.
Also, nonmetallic armor will be torn or broken and lost during a
shapeshift.
All accessories will be removed from Drake Knights and Basilisks,
except for those Ear sections, and fall on the spot. As with weapons, they
can be recovered later if there is enough time.

293
For both Drake Knights and Basilisks, only the accessories of Ears
section can be shapeshifted with their equipment, and the effects of the
accessories can be applied by the main section even after shapeshifting.

Shapeshifting in a Narrow Space


There is a limitation in doing a shapeshift in a tight space, where
multiple section characters cannot fit.
When attempting a shapeshift in a narrow space, the character
destroys surrounding structures until they are large enough when the
Shapeshift is performed. In this case, the HP of all sections of the
character that has performed the Shapeshift is reduced by the same
amount as the HP of the destroyed structures. If the HP of any section
is less than 0, the character cannot perform Shapeshift by destroying the
structure there. Shapeshift is possible by attacking the structure in
advance to reduce its HP.
For the HP of the structure, see Destroying Structures (see CR III, p.
90).
If the GM thinks that the surrounding structures are too complicated
to deal with, they may rule that they cannot be destroyed, and PC cannot
shapeshift on the spot.

When Canceling the Shapeshift


After a certain amount of time has elapsed after shapeshifting, the
shapeshifted state can be released, and PCs will return to human form.

Handling of Main Section when Shapeshift is Released


When Shapeshift is released, the state of the Main Section is taken
over by the character in human form, and the total amount of damage
received by HP and MP is retained. If the Main Section has been
subjected to a Permanent effect such as petrification, it is inherited as is.

Handling of Other Sections after Shapeshift


Once the shapeshift is released, all other sections are treated as gone.
When a character is shapeshifted again, the HP and MP of the other
sections are restored to their maximum values. However, the state of the
disabled section (see p. 296) and the permanent state changes, such as
petrification, are inherited from the previous state even if the character is
shapeshifted again.

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Handling of Multiple Sections
Drake Knight and Basilisk characters have multiple sections when
they are shapeshifted, and each section has its own actions. In addition,
when a character with multiple sections is used as a PC, it should be
explained how to handle it.

Main Section and Other Sections


A character with multiple sections has a main section and other
sections.
A character with multiple sections will die if the HP of the main
section reaches 0 or lower and it fails a Death Check. Other sections do
not die even if their HP reaches 0 or lower.

Handling of Main Section


Even after shapeshifting, each ability score, maximum HP, and
maximum MP in the Main Section will be the same as in the human
form. In addition, combat feats, classes, magic, languages, etc., can all be
used in the same way as in the human form.

Checks That Need Hands


After shapeshifting, checks that require hands receive a -4 penalty due
to the unavailability of both hands.

Innate Weapons of the Main Section after Shapeshift


After the Shapeshift, the Main Section will be unarmed and
unarmored of previous weapons and armor.
After the Shapeshift, the Main Section will have wrestling melee
weapons, Claws for Body section (see p. 313) for the Drake Knight, and
Bite for Head section (see p. 313) for the Basilisk. And shapeshifted
characters can use them.

Handling of Other Sections


Other sections are treated as a single character for each section.
However, there are some restrictions on the behavior, and special
handling may be required.

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About Classification
Other sections of Drake and Basilisk are treated as Barbarous.

Movement of Other Sections


Other sections are located at the same coordinates as the Main
Section and follow the movement of the Main Section.

Other Section Innate Weapons


Other sections also gain innate weapons after the Shapeshift (or not).
Each section is capable of melee attacks with its innate weapon.

Unconscious and Disabled Other Sections


When the HP of the other sections falls to 0 or below, a Death Check
should be made as with the Main Section; if the Death Check succeeds,
the section is unconscious, and if the section is awakened by [Awaken]
or Awake Potion, section recovers from the unconscious state.
If the Death Check fails, the section is treated as a disabled section
instead of dead. The disabled section will not regain HP by normal
means and will not be awakened by [Awaken].
Once a section is disabled, it will not be able to be handled again
unless you apply an effect such as [Resurrection] or [Physical Gimmick]
that revives or regenerates a limb or a body part.
Even if the disabled section is restored by the above means, soulscars
will not be accumulated.

Determination of Status by Heritor Class


Suppose a character has multiple sections after shapeshifting. In that
case, the Defense of the Main Section and the Defense, Maximum HP,
and Maximum MP of the other sections are determined by the level of
the Heritor class. See “Basic Stats of Other Sections” (see p. 311).

Checks of Other Sections


Use the Heritor class for Accuracy and Evasion checks in other
sections (see p. 299). For other checks, if the standard value of the check
is not specified, the same standard value as that of the check in the Main
Section should be used.

296
Evil Eye check is the Same After Shapeshift
[Evil Eye]'s ability is moved to the other section Evil Eye section, but
the standard value of the check will remain “Adventurer level + Spirit
modifier” as in the human form.

Column: Shapeshift Example


Rudolf is a young Basilisk with adventurer level 5, Fighter 5, Sorcerer
3, and Heritor 3. His abilities are as follows.

HP: 41, MP: 30, Dexterity +3, Agility +3, Strength +4

Since he is a Basilisk, when he is shapeshifted, he will have Head


(Main Section), Evil Eye, and Body sections.

〇Main Section
His main section, Head, is basically the same as before Shapeshift
(Accuracy check, Evasion check, HP, MP, etc.).
However, weapons, armor, and other accessories except for “Section:
Ears” will be removed during the shapeshift and cannot be used.
Therefore, for head weapons, refer to the Head section in the “Basic
Stats of Other Sections” (see p. 311) to you will find out that he can use
the Bite innate weapon.
Also, since he has 3rd level Heritor class, his Defense will be 2. HP
and MP will be the values before shapeshift.

〇Other Sections
The abilities of the Body and Evil Eye sections, which are not the
Main Section, depend on the level of the Heritor class, so check the table
of the Body section (see p. 311) and Evil Eye section (see p. 311).
For the 3rd level Heritor abilities are as follows.

Body section: Defense 4 HP 32 MP 16


Evil Eye section: Defense 0 HP 16 MP 16 Evasion +2

Each Accuracy, Evasion, and Extra Damage are calculated using


“Heritor level + Dexterity/Agility/Strength”.

297
〇Infusions
At each level of the Heritor class Rudolf can acquire an ability called
Infusion. Rudolph's Heritor level is 3rd, so he has acquired the following
3 Infusions.

[Meticulous Infusion I] Accuracy +1 , Evasion +1 to other sections.


[Tenacious Infusion I] Defense +1, Max HP +5 of other sections
[Enhanced Evil Eye A/Petrification] Changed the effect of Evil Eye to A-
Rank.

〇Summary After Shapeshift


Each section of Rudolf has the following status.

Section: Head (Main Section)


Weapon: Bite Accuracy 8 Extra Damage +9
Evasion 8 Defense 2 HP 41 MP 30

Section: Body
Weapon: Claws Accuracy 7 Extra Damage +7
Evasion 7 Defense 5 HP 37 MP 16

Section: Evil Eye


Weapon: None Accuracy - Extra Damage -
Evasion 9 Defense 1 HP 21 MP 16
[Evil Eye of Petrification] A-Rank

And don't forget that Rudolph is a Basilisk, so Shapeshift will reduce


his Intelligence by -12 (Magic Power -2).

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Heritor Class

Heritor Class and Infusions

Heritor Class Minor Class


This Class allows a character with multiple Sections to manipulate
more than one at the same time.
Those who excel in this Class are called Heritors.
Mastery of the Heritor skill allows a character with multiple Sections
to make various checks with movements other than those of the Main
Section, with a “Heritor Level + Ability Modifier”. Characters without
this Class must perform checks with a Straight Roll (see CR I, p. 112).
In addition, for every level of the Heritor Class gained, a special
technique called 'Infusion' can be learned.
Heritors are proficient in the following:

● Accuracy checks with other sections (see CR I, p. 122)


● Evasion checks with other sections (see CR I, p. 123)
● Calculated Damage (along with Strength modifier) with other
sections (see CR I, p. 176).

Enhancement of various Sections


As the Heritor Class increases, non-Main Sections will be enhanced.
Characters who have acquired the Heritor Class use the data
corresponding to their Heritor Level for the Section in question. See
'Basic Stats of Other Sections' (see p. 311). Characters without the
Heritor Class refer to the '0' column.

Infusion
Heritor mastery not only strengthens Sections but also enables the
acquisition of Infusions. Infusions are things that awaken new powers in
Drake Knight's 'Drake's Magic Sword' or Basilisk's “Eye Of Stone”, and
when learnt, they mainly strengthen the core and other Sections after
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transformation. In principle, the effects are only applied after
transformation, but some of the specific effects described are also applied
to the pre-transformation humanoid form.
All Infusions can only be applied by having Drake's Magic Sword or
the Eye Of Stone.

Learning Infusions
Each time a character takes a level in Heritor, they may choose one
Infusion from the following list and learn that Infusion. Some Infusions
require a minimum Heritor level in order to learn and cannot be learned
by those Heritors of the lower level. For example, a 5th Level Heritor
would know five different Infusions and would be able to learn any
Infusion that requires a 5th level or lower Heritor.

Using Infusions
All Infusion effects are passive. When using the 'Transformation
Sheet' (see p. 353) to enter the different values, please make sure to enter
the modified values.

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How to Read Infusions

① Name
The name of the Infusion.

② Prerequisites
Prerequisites and other conditions must be met to acquire the
Infusion.

③ Applicable Sections
The name of the Section affected by the Infusion. If more than one
is listed, all of them are affected.

④ Summary
Outline of the Infusion.

⑤ Effect
A detailed description of the infusion.

301
List of Infusions

1st level Heritor Required


Useable by Drake Knights and Basilisks

Core of Holding
Applicable
Prer. None Main Section
Section
Allows the use of consumables such as Mako Stone and potions when
Sum.
transforming
Items other than weapons, armor, shields, and accessories can be stored in
the Drake's Magic Sword or Basilisk’s Eye Of Stone to be used when
transformed. Storable Items are limited to items that do not require arms (items
not listed with '1H' or '2H' Stance). However, as an exception, [Daemon's
Contracts] can be stored and used with this effect. When used on others, it is
Effect
only “Range: Touch”.
Storage is a 'Minor Action' and can be performed either before or after
transformation.
There is no limit to the number of items that can be stored, but once stored,
they cannot be taken out again and cannot be used except when transformed.

Innate Weapons Mastery A


Applicable
Prer. None All
Section
All Sections acquire Weapon Proficiency A/Wrestling, raising their innate
Sum.
weapon to rank A.
All Sections are treated as having acquired the Combat Feat [Weapon
Proficiency A/Wrestling], and their innate weapon is changed to an A-ranked
Effect weapon. The increase in additional damage due to the acquisition of [Weapon
Proficiency A/Wrestling] is also applied.
Sections that do not have an innate weapon are unaffected.

Natural Aspect
Applicable
Prer. None All other Sections
Section
Sum. Allows any attribute to be added to attacks with innate weapons
When acquired, the user can select one of the following attributes from Fire,
Water/Ice, Wind, Earth, Lightning, and Energy and can add that attribute to
Effect melee attacks on other Sections.
You can choose whether or not to grant it each time you attempt an attack.
Basilisk characters cannot select the 'Water-Ice' type for this ability.

302
Meticulous Infusion I
Applicable
Prer. None All other Sections
Section
Sum. +1 to Accuracy and +1 to Evasion in other Sections.
The Accuracy of all other Sections is increased by +1, and their Evasion is
Effect
increased by +1.

Tenacious Infusion I
Applicable
Prer. None All other Sections
Section
Sum. Defense +1, Max HP +5 in other Sections
Defense of all other Sections is increased by 1, and their maximum HP is
Effect
increased by 5.

Resilient Core I
Applicable
Prer. None Main Section
Section
Sum. Defense +1, Max HP +5 in Main Section
The Main Section's Defense is increased by +1, and its maximum HP is
Effect
increased by 5 points.

Drake Knight only

Shining Light Breath


Applicable
Prer. None Main Section
Section
Sum. Changes the range of the Breath of Light to 50 m and its Power to 30.
The range of the special ability Breath of Light, which can be used by the
Effect
Main Section, is increased to 50 m, and its Power is increased to 30.

Enhanced Magic Sword A


Applicable
Prer. [Weapon Proficiency A/**] -
Section
Sum. Strengthens the Drake's Magic Sword to rank A.
Changes the Drake's Magic Sword to any A-rank melee weapon. It cannot be
changed into a magic weapon, special product, or school equipment.
Effect This Infusion is treated as a rank effect of Drake's Magic Sword.
In order to use this magical sword, you must have acquired [Weapon
Proficiency A/**] in the corresponding category.

303
Magic Sword Reforged
Applicable
Prer. None -
Section
Sum. Increases the strength and power of magic swords
At the start of each session, the minimal strength of Drake's Magic Sword can
be increased by up to +5. The Power of the sword is increased by the same
amount as the increased value.
Effect
Once increased, the minimal strength returns to its original value at the end
of the session and can be increased again to any value at the start of the
subsequent sessions.

Basilisk only

Dark Eye
Applicable
Prer. None Evil Eye
Section
Sum. Grants Darkvision
When transformed, [Section: Evil Eye] gains Darkvision.
Effect
This ability is lost when [Section: Evil Eye]'s HP falls to 0 or less.

Enhanced Evil Eye A/**


Applicable
Prer. None Evil Eye
Section
Sum. Enhances the effect of the Evil Eye
Select one of the types of evil eye you have acquired, such as 'petrification' or
'exaltation', and replace ** with that. If you wish to enhance more than one type,
Effect you must acquire this infusion for each type.
You can apply the 'A rank' effect to an already-acquired Evil Eye.
This Infusion is also effective when in human form.

Amplified Evil Eye/Success Value


Applicable
Prer. None Evil Eye
Section
Sum. Success value of Evil Eye +1 when Transformed
When [Section: Evil Eye] uses Evil Eye in Monstrous Form, it gains a +1
Effect
modifier.

304
Amplified Evil Eye/Combat Feat
Applicable
Prer. None Evil Eye
Section
When in Monstrous Form, [Section: Evil Eye] can apply Combat Feats learned
Sum.
by the Main Section
When using Evil Eye Abilities with [Section: Evil Eye] in Monstrous Form,
you may apply the following combat feats the Main Section has learned: [Magic
Effect
Guidance], [Hawk's Eye], [Magic Convergence], and [Magic Control].
Combat Feats not mastered by the Main Section cannot be applied.

5th level Heritor Required


Useable by Drake Knights and Basilisks

All-Out Attack
Applicable
Prer. None All other Sections
Section
Sum. Other Sections can use the Combat Feat [All-Out Attack]
Declares that the other Section has acquired the following Combat Feat [All-
Out Attack].
Effect
[All-Out Attack]
If declared, the additional damage of melee attacks is increased by Heritor's
level, and the Evasion check is modified by a -3 penalty.

Innate Weapons Mastery S


Applicable
Prer. [Innate Weapons Mastery A] All
Section
All Sections acquire [Weapon Proficiency S/Wrestling], raising their innate
Sum.
weapon to rank S
All Sections are treated as having acquired the Combat Feat [Weapon
Proficiency S/Wrestling], and their innate weapon is changed to an A-ranked
weapon.
Effect
The increase in additional damage due to the acquisition of [Weapon
Proficiency S/Wrestling] is also applied.
Sections that do not have an innate weapon are unaffected.

Tenacious Infusion II
Applicable
Prer. [Tenacious Infusion I] All other Sections
Section
Sum. Further enhance other Sections Defense +1 (+2 Total), Max HP +5 (+10 Total)
Defense of all other Sections is increased by an additional +1 (+2 in total),
Effect
and their maximum HP is increased by an additional +5 (+10 in total).

305
Resilient Core II
Applicable
Prer. [Resilient Core I] Main Section
Section
Sum. Further Defense +1 (+2 Total), Max HP +5 (+10 Total) in Main Sections
Defense of the Main Section is increased by an additional +1 (+2 in total),
Effect
and their maximum HP is increased by an additional +5 (+10 in total).

Meticulous Infusion II
Applicable
Prer. [Meticulous Infusion I] All other Sections
Section
Sum. Further Accuracy +1 (+2 Total) and Evasion +1 (+2 Total) in other Sections
The Accuracy of all other Sections is increased by an additional +1 (+2 in
Effect
total), and their Evasion is increased by an additional +1 (+2 in total).

Technique Infusion
Applicable
Prer. None All other Sections
Section
Sum. All other Sections can use techniques
Allows other sections to use all the techniques learned by the Main Section.
Effect When using these techniques, MP is consumed from each Section. The MP
consumption of other sections cannot be substituted with Mako Stones.

Drake Knight only

Magic Sword Reinforced


Applicable
Prer. None -
Section
Sum. Strengthens Drake's Magic Sword to +1
Strengthens the Drake's Magic Sword to a +1 magic weapon, gaining a +1 to
Accuracy Checks and +1 to Extra Damage.
Effect
No cost is required for the enhancement.
This effect is lost if [Enhanced Magic Sword SS] is acquired.

Magic Sword Absorption


Applicable
Prer. None Main Section
Section
Makes the melee attacks of the Main Section similar to those of the Magic
Sum.
Sword
Allows the user to make melee attacks with the Main Section using the
weapon data of the Drake's Magic Sword instead of the user's innate weapon.
Effect The category is also treated as that of the “Drake's Magic Sword”, so damage
increases due to [Weapon Proficiency A/**], etc. of that category can be applied,
along with the rank effect.
306
Enhanced Magic Sword S
[Enhanced Magic Sword A] & Applicable
Prer. -
[Weapon Proficiency S/**] Section
Sum. Strengthens the Drake's Magic Sword to rank S
Changes the Drake's Magic Sword to any S-rank melee weapon. It cannot be
changed into a magic weapon, special product, or school equipment.
Effect This Infusion is treated as a rank effect of Drake's Magic Sword.
In order to use this magical sword, you must have acquired [Weapon
Proficiency S/**] in the corresponding category.

Basilisk only

Amplified Evil Eye/Targets


Applicable
Prer. None Evil Eye
Section
Sum. Allows the use of the evil eye on up to two targets
Your Evil Eye can be used on up to two targets instead of one. This effect
cannot be used on the Evil Eye of “Area: Line”.
When using your Evil Eye on two targets with this Infusion, you will receive
Effect
a -1 to the success value against both targets.
If more than one type of evil eye can be used due to [Second Evil Eye], you
can select different types for each target.

Enhanced Evil Eye S/**


Applicable
Prer. [Enhanced Evil Eye A/**] Evil Eye
Section
Sum. Enhances the effect of the Evil Eye
The “S rank” effect can be applied to the already-acquired [Enhanced Evil
Effect Eye A/**] type.
This Infusion is also effective when in human form.

Titanic Physique
Applicable
Prer. None Body
Section
Evasion of [Section: Head] and [Section: Evil Eye] is increased by +2 due to the
Sum.
giant body
The giant Body gives [Attack Obstacle = +2/+2] (+2 to Evasion towards melee
Effect and ranged attacks against [Section: Head] and [Section: Evil Eye]).
This effect is lost if [Section: Body]'s HP falls to 0 or less.

307
10th level Heritor Required
Useable by Drake Knights and Basilisks

Innate Weapons Mastery SS


Applicable
Prer. [Innate Weapons Mastery S] All
Section
All Sections learn [Weapon Master], and their innate weapons are raised to SS
Sum.
rank.
All sections are considered to have acquired the Combat Feat [Weapon
Master], and their innate weapons are raised to SS rank.
Effect
Even if you have acquired [Weapon Master], you may only use the innate
weapon of that Section.

Meticulous Infusion Mastery


Applicable
Prer. [Meticulous Infusion II] All other Sections
Section
Sum. Further Accuracy +1 (+3 Total) and Evasion +1 (+3 Total) in other Sections
The Accuracy of all other Sections is increased by an additional +1 (+3 in
Effect
total), and their Evasion is increased by an additional +1 (+3 in total).

Tenacious Infusion Mastery


Applicable
Prer. [Tenacious Infusion II] All other Sections
Section
Further enhance other Sections Defense +2 (+4 Total), Max HP +10 (+20
Sum.
Total)
Defense of all other Sections is increased by an additional +2 (+4 in total) and
Effect
their maximum HP is increased by an additional +10 (+20 in total).

Resilient Core Mastery


Applicable
Prer. [Resilient Core II] Main Section
Section
Sum. Further Defense +2 (+4 Total), Max HP +10 (+20 Total) in Main Section
Defense of the Main Section is increased by an additional +2 (+4 in total) and
Effect
their maximum HP is increased by an additional +10 (+20 in total).

308
Realm of the Malevolent One
Applicable
Prer. None -
Section
Sum. Creates a barrier to ward off the effects of the Sword of Protection
Releases the power of the Drake's Magic Sword or Eye Of Stone, temporarily
blocking the effects of the Sword of Protection.
This Infusion can also be used in human form and is used in Major Action.
When used in dragon or Monstrous form, it is used in the Major Action of the
Effect
Main Section. When used, you are immune to the effects of the Sword of
Protection in a space within a radius of 30 meters around you for 3 minutes (18
rounds). This effect can be used, exceptionally, under the influence of the Sword
of Protection. This effect can only be used once per day.

Mana Release
Applicable
Prer. None All
Section
Sum. Learn the Combat Feat [Wordbreak]
The Section learns the Combat Feat [Wordbreak] (see CR II, p. 137) and
Effect can attempt to use it with a Major Action.
The standard value for a check is “Adventurer level + Intelligence Modifier”.

Drake Knight only

Radiant Breath
Applicable
Prer. [Shining Light Breath] Main Section
Section
Sum. Changes Breath of Light to Radiant Breath.
The unique skill Breath of Light that can be used by the Main Section is
enhanced, and its name is changed to Radiant Breath.
The target area is now a “6m/20” radius, and the damage is energy-type magic
Effect damage with a “Power 40 + Adventurer Level + Vitality Modifier”.
If you have mastered the Combat Feat [Magic Control], you can exclude any
character from the target within range. You can also use [Magic Convergence] to
set the target to “1” character.

Enhanced Magic Sword SS


Applicable
Prer. [Enhanced Magic Sword S] & [Weapon Master] -
Section
Sum. Strengthens the Drake's Demon Sword to SS rank
Changes the Drake's Magic Sword to any SS-rank melee weapon. Cannot be
changed to any special product or School equipment with a base price of “(Not
for Sale)” or “Cannot Be Traded”.
Effect
This Infusion is treated as a rank effect of Drake's Magic Sword. The
Infusion [Magic Sword Reinforced] effect does not apply to weapons changed to
this SS rank.

309
Basilisk only

Second Evil Eye


Applicable
Prer. None Evil Eye
Section
Sum. Adds an evil eye and increases the number of Sections in Monstrous form
Gains one additional evil eye effect.
When in human form, multiple acquired Evil Eyes can be used in a single
turn as long as they are available for Major Action and Minor Action, respectively.
When in Monstrous form, one [Section: Evil Eye] is added, and the character
Effect
has four sections: [Section: Head], [Section: Body], and [Section: Evil Eye] x2.
When transformed, each [Section: Evil Eye] possesses one learned is applied
and can be used by it (i.e., the same type of evil eye cannot be used by more than
one [Section: Evil Eye]).

Enhanced Evil Eye SS/**


Applicable
Prer. Enhanced Evil Eye S/** Evil Eye
Section
Sum. Enhances the effect of the Evil Eye
The “SS rank” effect can be applied to the already-acquired [Enhanced Evil
Effect Eye S/**] type.
This Infusion is also effective when in human form.

Casting Magic
Applicable
Prer. None Evil Eye
Section
Sum. Enables the use of magic as a Major Action
The [Section: Evil Eye] can cast spells as a Major Action and perform
Spellcasting Check using the Classes acquired by the Main Section.
The Magic Power is used by the Main section. MP must be consumed from
Effect [Section: Evil Eye].
If any [Section: Evil Eye] casts a spell with this effect, no other Section may
cast a spell in the same turn. Similarly, the effect of this Infusion cannot be used
on the turn in which the Main Section casts a spell.

310
Basic Stats for Other Sections
Aside from the Main Section, all 'Other Sections' are listed in the table
below according to their Heritor Level.
The innate weapons for each Section are also listed. For data on
innate weapons, see the section below.

'Accuracy', 'Evasion', and 'Additional Damage' for other Sections


These values for other Sections other than the Main Section are
determined as follows

Accuracy = Heritor level + Dexterity modifier


Evasion = Heritor level + Agility modifier
Additional Damage = Heritor level + Strength modifier

[Section: Wing] Innate Weapon: Wing


Heritor Level Defense HP MP
0 0 10 5
1 1 13 6
2 2 16 7
3 3 19 9
4 4 22 11
5 5 25 13
6 6 28 15
7 7 32 17
8 8 36 19
9 9 40 21
10 10 44 23
11 11 48 26
12 12 53 29
13 13 58 32
14 14 63 35
15 15 68 38

311
[Section: Body] Innate Weapon: Claws
Heritor Level Defense HP MP
0 1 20 10
1 2 24 12
2 3 28 14
3 4 32 16
4 5 36 18
5 6 40 20
6 7 44 22
7 8 48 25
8 9 53 28
9 10 58 31
10 11 63 34
11 12 68 37
12 13 73 41
13 14 38 45
14 15 83 49
15 16 88 53

[Section: Evil Eye] Innate Weapon: None


※When in monster form, [Section: Evil Eye] gains +2 to Evasion.
Heritor Level Defense HP MP
0 0 10 10
1 0 12 12
2 0 14 14
3 0 16 16
4 1 18 18
5 1 20 20
6 1 22 22
7 2 24 24
8 2 27 27
9 2 30 30
10 3 33 33
11 3 36 36
12 3 39 39
13 4 42 42
14 4 45 45
15 4 48 48

312
[Section: Head] Innate Weapon: Bite
Heritor Level Defense HP MP
0 1 14 10
1 1 17 12
2 2 20 14
3 2 23 16
4 3 26 18
5 3 29 20
6 4 32 22
7 4 36 24
8 5 40 26
9 5 44 29
10 6 48 32
11 7 52 35
12 7 56 38
13 8 60 41
14 8 65 44
15 9 70 47

Innate Weapons List (Power List)


B-Rank Wrestling
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Notes
Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Claws 1HW 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - -
Wing 1H# 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑪ - -
Bite 2H# 1 - 11 1 2 2 3 3 4 5 6 6 7 ⑨ - -
Hoof 1H# 1 - 11 1 2 2 3 3 4 5 6 6 7 ⑪ - -
Tail 1H# 1 - 11 1 2 2 3 3 4 5 6 6 7 ⑫ - -

313
A-Rank Wrestling

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Notes
Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Talons 1HW 1 - 16 1 2 3 4 4 5 6 7 7 8 ⑩ - -
Bladed
1H# 1 - 16 1 2 3 4 4 5 6 7 7 8 ⑪ - -
Wing
Sharp Bite 2H# 1 - 21 1 2 3 4 6 6 7 8 9 10 ⑨ - -

S-Rank Wrestling

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Notes
Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Sharp
1H# 1 +1 21 1 2 3 4 6 6 7 8 9 10 ⑩ - -
Talons
Powerful
1H# 1 - 26 2 3 4 5 6 8 8 9 9 10 ⑪ - -
Wing
Cleaving
2H# 1 - 31 2 4 5 6 7 8 9 10 10 11 ⑨ - -
Bite

SS-Rank Wrestling Add'l Dmg


Min STR
Accuracy

Crit Rate
Stance

Power

Notes
Price

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Murderous
1HW 1 +1 26 2 3 4 5 6 8 8 9 9 10 ⑨ - -
Talons
Super
Sonic 1H# 1 - 36 3 5 5 7 8 9 10 11 11 12 ⑪ - -
Wings
Steel
Rending 2H# 1 - 41 4 6 6 7 9 10 11 12 12 13 ⑨ - -
Bite

314
List of Evil Eyes

This section describes the effects of the Evil Eyes that Basilisk
characters acquire through their race traits and Infusions based on their
ranks. Apart from the basic [Evil Eye of Petrification], each Evil Eye is
marked with an Eye Of Stone color. Basilisks who have gained an
additional Evil Eye will now be able, using their “Evil Eye of
Petrification”, to turn the target into a gemstone instead of a simple stone.
The 'Eye Of Stone Colour' is an indication of the type of gem it will
change into. In general, the more Evil Eye is added and the higher the
rank of the evil eye, the more likely it is to change the object into a rare
gemstone.
Note that characters transformed into gems cannot be bought or sold;
if they are crushed, their color will become dull, and they will be
worthless as gems.

Using Evil Eyes


Evil Eyes can be used as Minor Action or Major Action, depending
on their type, which is noted under the Evil Eyes name. Even as a Minor
Action, each Evil Eye can only be used once per round, but if you have
multiple Evil Eyes, you can use each of them (in Monstrous form, each
corresponding [Section: Evil Eyes] uses one).
The standard value for Evil Eye checks is “Adventurer Level + Spirit
Modifier” for all of them, and the different resistances are noted in the
name column. As a general rule, all Evil Eyes have “Area: Target” and
“Target: 1 Character”, but cannot target the user themselves (or, after
transformation, all of their Sections). The range is 10 m at rank B.
However, this will increase if the rank is enhanced by Infusion. Even with
enhancements, you are free to use the effects of lower ranks.
Unless otherwise stated, all effects are treated as curse-type effects.

315
Evil Eye List
[Evil Eye of Petrification] / Minor Action / Resistance: Neg.
When you create a Basilisk character (see p. 22), they automatically
acquire this Evil Eye at B rank. Also, there is a possibility of this effect
being bounced back by a mirror. You cannot gain any loot from a
completely petrified target.
B: The target is petrified (Dexterity, Agility/-6) (see BT, p. 28).
A: This Evil Eye becomes 'Range: 30 m' and gains a +1 to its success
value.
S: This Evil Eye becomes 'Range: 50 m'. In addition, you can change the
ability scores affected to any one of: “Dexterity, Agility,” “Dexterity,
Intelligence,” and “Agility, Intelligence” at any given time.
SS: The ability score reduction of the petrification effect is now '-12'.

[Evil Eye of Exaltation](Eye Of Stone Colour=Red) / Minor Action /


Resistance: None
B: +6 to the target's Dexterity, Agility, or Strength for 1 round (10
seconds).
A: This Evil Eye becomes 'Range: 30 m'
S: The target is also additionally given [Psychic Immunity].
SS: Increases the ability value by +12; effect duration is 3 minutes (18
rounds). Increases to different ability values on the same target are
cumulative.

[Evil Eye of Dissipation] (Eye Of Stone=Green) / Minor Action /


Resistance: Neg.
B: Causes the target to randomly lose one temporary effect (magic,
techniques, Spellsong, Evocation, Stratagem, Divination, etc.) at random.
A: This Evil Eye becomes 'Range: 30 m'. Additionally, the user of the evil
eye can choose which effect to negate.
S: Causes the target to lose all temporary effects they have received.
SS: If the target loses effects due to this evil eye, your HP and MP are
restored by Adventurer Level. When in Monstrous form, it heals one
random Section.

316
[Evil Eye of Destruction] (Eye Of Stone Colour = depends on attribute)
/ Major Action / Resistance: Half
Select one of the following types when gaining this. Once selected, it
cannot be changed. 'Earth/Yellow', 'Water-Ice/Blue', 'Fire/Red',
'Wind/Green', 'Lightning/Purple', 'Energy/White - Colourless', 'Slashing
/Silver' or 'Bludgeoning/Black'.
B: Deals 'Power 10 + Adventurer Level + Spirit Modifier' magic damage
to the target.
A: This Evil Eye becomes 'Range: 30 m'
S: This Evil Eye becomes “Power 20 + Adventurer Level + Spirit
Modifier.”
SS: This Evil Eye becomes “Power 30 + Adventurer Level + Spirit
Modifier” and “Range/Area: 30m/Line”

[Evil Eye of Revivification] (Eye Of Stone Colour=Green) / Major Action


(10 min) / Resistance: Neg
In order for this evil eye to be effective, you must, as a rule, stare at
the target for 10 minutes (the same applies to the added effect).
B: If the target is stunned with less than 0 HP, the HP is raised to 1, and
consciousness is restored.
A: This Evil Eye becomes 'Range: 30 m'. Additionally, enables the user
to use the B-rank effect as a Minor Action (Instant).
S: Enables the user to restore sections of the target (see p. 295).
SS: Forcibly revives the target. Handled in the same way as [Resurrection
(see CR II, p. 106)], but the target does not suffer from any memory loss
immediately prior to death.
This effect has a curse type and forces the subject to be revived if they
fail the Willpower check, even if they do not wish to be. The target gains
a soulscar as per usual (see CR I, p. 214).

317
Items

Here you will find special items that can only be handled by barbarous
or those who have soulscars.

Item List

Weapons
Drake’s Magic Sword Base Price: Cannot be Traded
Category
Pop. 8 App. Various Various
(Rank)
Sum. Drake's innate magical sword Era Current
Drake's innate magic sword is awarded when Drake's character is
created. This weapon should be selected as any B-rank melee weapon
of any category, excluding local weapons, school equipment, and magic
weapons.
Effect This item can be used as a Magical Implement. It cannot be enchanted
by usual means. It can be enhanced by learning Infusion [Enhanced
Magic Sword A] (see p. 303) or [Magic Sword Reforged] (see p. 304).
Also, a Drake Knight can shapeshift into a dragon form by taking their
own Drake's Magic Sword into their body.

318
Enhanced Items
Magic Weapon +2 Base Price: 20,000/40,000/80,000/160,000
Category Weapon
Pop. 10 App. Various
(Rank) Enhancement
Adds +1 to Accuracy check Ancient Magic
Sum. Era
and Extra Damage Civilization
This enhancement can only be applied to SS-ranked weapons or
Magic Weapons. This Magic Weapon can be done on weapons with the
“Magic Weapon +1” enhancement.
Effect Weapons with this enhancement gain an additional +1 bonus to
Accuracy checks and +1 to Extra Damage.
The base price represents the processing cost for the “B/A/S/SS
rank”. 1 month is needed to process such a weapon.

Soulscar Processing Base Price: 3,000/6,000/12,000/40,000


Category Weapon
Pop. 10 App. Various
(Rank) Enhancement
Adds number of soulscar as
Sum. Era Current
magic damage
It is a weapon processing that is only known to the barbarous. It allows
manifesting soulscars in the weapon to enhance it.
If an attack by a weapon with this processing hits, the extra damage is
increased by the number of soulscars of the wielder, and at the same
time, the wielder loses HP of the same amount. This HP reduction
Effect cannot be reduced.
This effect can only be used once every 10 minutes.
This processing can be performed on weapons that already have other
enhancements applied.
The base price represents the processing cost for the “B/A/S/SS
rank”. 1 month is needed to process such a weapon.

Denudation Base Price: 1,000/2,000/4,000/8,000


Category
Pop. 12 App. Various Armor Enhancement
(Rank)
Minor Action to remove the
Sum. Era Current
armor to the spot
This enhancement can be done on nonmetallic or metal armor.
Effect Armor with this enhancement can be removed instantly by the
wearer's Minor Action.

319
The armor that is taken off will fall into its place.
It takes 10 minutes to put on this processed armor.
The processing cost depends on the rank of the armor. The basic
price represents the processing cost for “B rank/A rank/S rank/SS rank”.
The base price represents the processing cost for the “B/A/S/SS rank”.
This processing can be done on the armor's other enhancements.
This processing requires one week's time.

Potions
Tinted Potion Base Price: 500G
Cloudy medicine in a medicine
Pop. 14 App. Item Class Potions
bottle
Sum. Restores HP with a number of soulscars Era Current
It is a Healing Potion mixed with soulscars and has a cloudy blue
color.
Effect If a character with 1 or more soulscars takes this potion, the target's
HP will be recovered immediately by “Power 20 (+ Ranger level +
Intelligence modifier) + soulscars of the target”.

Jet Black Revitalizing Wine Base Price: 2,000G


Pop. 10 App. Small bottle of black liquid Item Class Potions
Sum. Temporarily increases the HP maximum Era Current
When the black liquor in the vial is consumed, the HP maximum is
increased by “number of soulscars x 5” points along with the current
Effect
value for 1 minute (6 rounds).
This effect can only be obtained once per day.

Chemicals
Soulscarred Dried Meat Base Price: 1,000G
Pop. 12 App. Dark dried meat Item Class Chemicals
Sum. Meat strengthens those with soulscars Era Current
This dried meat was soulscarred in the process.
If a character with a soulscar score of 1 or more eats this dried meat,
a +1 bonus is given to the checks based on one of the ability scores for
Effect the next 10 minutes. Which of the ability scores is given the bonus is
randomly determined. This effect does not stack.
If a character without soulscars eats this dried meat, they do not get
the above effect and suffers 5 poison magic damage.
320
Adventure Items
Barbarous Portable Set Base Price: 100G
Pop. 6 App. Miscellaneous items in a sack Item Class Adventure Items
Sum. Adventurer Set for Barbarous Era Current
This is a sack of items and tools that barbarous carry with them when
Effect going on a mission. The contents are the same as in the Adventurer Set
(see CR I, p. 313).

Soulscar Shackles Base Price: 3,000G


Bracelets that emit a Item
Pop. 12 App. Adventure Items
strong aura Class
Shackle those with a low number of Ancient Magic
Sum. Era
soulscars Civilization
A magical restraint created to restrain humanoids.
The effect of these shackles on the wearer depends on the number of
soulscars. The soulscar score of “5 to 4” allows the wearer to act without
any effect. At “3”, they feel slight discomfort, but there is no limit to their
Effect
actions. At “2”, they feel pain, but not unbearable. A character whose
soulscar score is “1 to 0” has a movement speed of “1” as long as they
wear this bracelet, regardless of their original movement speed, and all
Skill Checks are modified by a penalty of -4 points.

Humanoid Blood Base Price: 50G


Item Adventure Items
Pop. 6 App. Vial of blood
Class (Consumables)
Vials with stored humanoid
Sum. Era Current
blood
A vial of fresh humanoid blood. One vial contains the equivalent of
Effect
one point of HP.

Residual Chalk Base Price: 100G


Item Adventure Items
Pop. 10 App. Muddy white chalk
Class (Consumables)
Leave traces that can only be seen
Sum. Era Current
by those with soulscar
Chalk is made from a mixture of powdered Ghoul's nails and chalk.
Characters and designs written with this chalk are only visible if they
Effect
have at least 1 soulscar. This effect is lost after 12 hours, and characters
with a soulscar of 0 will also will see this chalk.

321
Ignis Charm Base Price: 1,000G + 10 reputation
A palm-sized charm with the Item Adventure Items
Pop. 10 App.
Ignis symbol on it Class (Consumables)
Destroying it will give a bonus to
Sum. Fortitude and Willpower from a Era Current
number of soulscars
The user can get Fortitude and Willpower bonus by breaking this
charm immediately after rolling the check. The value of the bonus is
Effect
equal to the number of soulscars they have.
Using this item will result in a decrease in total reputations.

Camouflage of Soulscars Base Price: 1,100G


Item Adventure Items
Pop. 13 App. A simple black cloak
Class (Consumables)
Invisible to those without
Sum. Era Current
soulscars for 1 hour
It is a throwaway cloak that makes the user invisible to those who do
not have soulscars.
When used, the user will be invisible for 1 hour to any other character
Effect that does not have soulscars. Movement during use is limited to Limited
Move.
The effect is lost if the user performs any action, intentionally emits
voice or sound, or if the duration elapses or this item is removed.

Blessed Bead of Ignis Base Price: 5,000G + 30 reputation


Jet-black eye-like Item Adventure Items
Pop. 12 App.
beads Class (Consumables)
Death Checks receive a bonus
Sum. Era Current
equal to the number of soulscars
Immediately after rolling the Death Check dice, the user can declare
breaking this bead to get a bonus to the success value. The value of the
Effect
bonus is the same as the user's number of soulscars.
Using this item will result in a decrease in total reputations.

322
Accessory: Face
Soulscar Night Visor Base Price: 600G
Simple goggles worn on the Item
Pop. 11 App. Face
upper half of the face Class
Gain Darkvision for “soulscar” number of Magitech
Sum. Era
hours Civilization
Disposable goggles are used among the barbarous who do not have
Darkvision.
When used for a number of soulscars of the user, the user will be able
Effect
to see in the dark as if it were daytime.
This item will shatter after the duration has elapsed or when this item
is removed.

Accessory: Ear
Numerous Earrings Base Price: 1,000G + 50 reputation
Pop. 14 App. Earrings (various) Item Class Ear
Sum. Allows to equip two earrings Era Various
It's an earring modification that allows equipping another non-earring
accessory in the Ear slot. The new earring will have a new name like
“Numerous Bat's Earrings”.
Effect
This item requires an extra 1,000G on top of the normal market price
of the earring to be modified and 20 reputation. If the original item is a
barbarous renowned item, the required reputations are also combined.

Hell's Earrings Base Price: 2,000G


Earring in the shape of a Item
Pop. 14 App. Ear
black spiral Class
Enhance the hearing of those with Ancient Magic
Sum. Era
soulscar Civilization
It is a magic earring given to barbarous spies.
Effect A character equipped with this earring gains a bonus to Listen checks
equal to a number of soulscars.

323
Accessory: Neck
Untrue Collar Base Price: 100G/1,000G
Necklace woven with human
Pop. 8 App. Item Class Neck
hair
A collar that changes the physique to
Sum. Era Current
resemble a human
This accessory is effective only for those who have a soulscar score of
1 or higher. The wearer of this collar will be about 170cm tall, and their
arms and legs will be shapeshifted to look like a human (their face and
other appearance will not be changed).
This effect is lost, and the item will be broken when the subject
becomes agitated, such as in battle.
Effect
This effect will be lost after the following time, and the item will be
broken and unusable. Even within the duration, the item will be broken
if the wielder removes it.

“Untrue Collar, Thin” 10 minutes, price 100G


“Untrue Collar, Thick” 1 hour, price 1,000G

324
Unique Monsters

Here, you can find data and capabilities of unique monsters from the
stories in part 2. In the case of their appearance, GMs should pay
attention to the following points.
Notation is based on Rulebook EX
Here we use classification tags of the unique skill from EX, p. 67 or
BT, p. 26.
Stronger Than Base Monsters
Unique Monster has its original abilities added to the base monster,
increasing its strength, so its monster level is about 1 or 2 higher than the
original.
All of these monsters have been enhanced with Sword Shards. The
number of sword shards they have is the same as their level. The HP and
MP for each monster have already been strengthened. If PCs defeat the
unique monster, they will get the same number of Sword Shards as the
level of this monster.
Exceptional
Unique monsters are exceptional, and no other monster has the same
abilities. If these monsters have been defeated once, and you want to
make them reappear in your campaign/setting, you will need to do think
of a reason for their return. You can think of many reasons, such as “they
are like twin brothers” or “they were revived.”
Gaining a High Reputation
When a unique monster is defeated, PCs gain a reputation and a title
for the additional reputation listed in each description. Since this it
automatically used to obtain the title, the total reputation will increase
without changing the current reputation.
When someone requests to kill a unique monster, the number of base
rewards and completed, the mission should be increased than usual. It
should be two to three times the amount of the total reward per person
(see CR II, p. 209). GMs should take this into account when calculating
the rewards to be given.

325
About the Notation of Loot
In some monster loot notations, there is a notation such as “/White
A” after the amount. This is necessary for the Alchemist class (see AW,
p. 12) to create crude material cards.

”The Lower Youma”

3 “A Careless Smile” Shisha (Gremlin Trickster)


Int: Average Perc: Five Senses (Darkvision) Lang: Trade Common, Barbaric,
Arcana, Youma Hab: Highlands, Mountains Disp: Hostile
Rep/Weak: 10/13 Init: 12 Move Spd: 17/34 (Flying) Fort: 4(11) Will: 7(14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 3(10) 2d-1 5(12) 0 31 19
Unique Skills W. P.: Wind Damage +3 pts.
○Flight Loot
A Gremlin receives a +1 bonus to Mako Charge
Accuracy and Evasion only for melee Always
Crystal (1,250G/-)
attacks. 2-6 None
○Possesses a Mako Charge Crystal Strange Necklace
Possesses and can use 5 points from Mako 7+
(160G/White A)
Charge Crystal (see EX, p. 377).
○Magic Aptitude
It knows the combat feat [Guided Magic].
↝Truespeech Magic, Spiritualism Magic, Deep Magic 3 Level/Magic Power
5(12)
Shisha is one of the Gremlin's most gifted in magic. However, he is only
uses it for pranks.
Although his pranks are not generally life-threatening, they are extremely
annoying and irritating, such as stealing livestock, frightening children, and
making adults feel bad with his magic. Therefore, Shisha is resented by
humanoids more than he himself thinks.
If this monster is defeated, the PCs gain the title of “One Who Ends
Mischief (10 points)” and their total reputation will increase to the same
number of points.

326
”The One Who Kills”

12 “Price Seeker” Gematt (Persistent Ambidextrous)


Int: Low Perc: Five Senses (Darkvision) Lang: Barbaric, Youma
Hab: Forests, Mountains Disp: Hostile
Rep/Weak: 16/21 Init: 18 Move Spd: 22 Fort: 18(25) Will: 17(24)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist 16(23) 2d+9 16(23) 9 132 52
Unique Skills W. P.: Physical Damage +2 pts.
○Limited 2 Actions Loot
The Ambidextrous can perform 3 Major Automatic Wedge
Actions in one round. However, it is limited to Always Ejector (3,200G/Black
two melee attacks with the fist and one [↝Pile White S)
Shooter]. Extravagant Weapon
2–6
(500G/Black White A)
↝Pile Shooter/15(22)/Evasion/Neg
Well-Kept Weapon
A melee attack is made by shooting a wedge of 7–9
(1,000G/Black White S)
the right arm at one target, dealing “Power 50+14” Rare Weapon
points of physical damage to the target. In this 10+
(4,000G/Black White S)
case, Critical Threshold is treated as 9.
This unique skill cannot be used on consecutive turns.
☑Limited Decoy Attack
A character feints with his fists to disorient the enemy.
A character who evades a fist strike suffers a -1 penalty on Evasion checks against
[↝Pile Shooter] for 10 seconds (1 round). This effect can stack up to -2.
▽Continuous Attack II
If Ambidextrous successfully hits a target in melee, they may make a second attack.
They can make a third attack against the same target if a second attack hits.
☑Armor Piercer
If the target is hit by a fist attack and the roll of the damage decision is “9 or more”,
the damage is increased by +6 points, and the target's Defense is ignored.
Gematt grew up in the community of Boggarts. In his group was Boggart, a wrestling
prodigy who later became Boggart Commander. Gematt challenged Boggart many
times to prove himself and was defeated and seriously wounded each time. As soon as
the genius leaves the group, Basilisk, who has the evil eye of the lancet stone, appears
in front of Gematt and proposes to give him power. Knowing what it meant, Gematt
accepted the proposal and was converted into a special Ambidextrous. He is now a
member of a platoon led by his obsession with Boggart Commander, and after three
years, he will finally surpass his genius.
If this monster is defeated, the PCs gain the title of “Breaker of Persistence (30
points),” and their total reputation will increase to the same number of points.

327
”Herculean Barbarous”

9 “Black Bull of Steel” Ellinger (Minotaur Gladiator)


Int: Low Perc: Five Senses (Darkvision) Lang: Barbaric, Minotaur
Hab: Various Disp: Hostile
Rep/Weak: 12/19 Init: 14 Move Spd: 14 Fort: 13(20) Will: 11(18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist 12(19) 2d+10 11(18) 6 135 29
Unique Skills W. P.: Magic Damage +2 pts.
○Chain Attack Loot
After an attack is made, the same target can be Belt of the Battleground
attacked regardless of its success or failure. Always Champion
Additional attacks cannot be added on top. (4,900G/Black White S)
2–5 None
☆Techniques
6–8 Big Horn (150G/Red A)
They may use the [Bear Muscle], [Beetleskin],
Beautiful Horn
[Cat's Eye], [Gazelle Feet], [Recovery (5 pts.)] 9 – 10
(600G/Red A)
Techniques. Majestic Horn
☑Improved Throw Attack 11+
(3,500G/Red S)
Fist attacks (and counters) become Throw,
which adds +4 points to damage and, at the same time, causes the target to fall prone.
Only characters with up to 3 sections can be targeted. When attacking a character
with multiple sections, a single hit deals damage to all sections and causes the character
to fall prone. The target can make an Evasion check with any section in this case.
No additional attacks can be added to this attack by [○Chain Attack].
☑Whirlwind Strike
Swinging his arms wide, he attacks multiple enemies with his fists.
It attacks up to 5 targets within the skirmish where it resides with its fists.
The target hit by the attack they receive an additional attack from [○Chain Attack].
▼Counter
He can use [Counter] combat feat.
▼Armored Gloves
If the roll of damage determination is “10 or more” and physical damage is dealt
with, it will ignore the target's Defense.
He is a minotaur boxer who is extremely popular in the Arena of Dilfrum.
He is an eccentric person who dared to abandon axes, carved them on his back as
a tattoo, and finds joy in fighting only with his own body. He participates in matches in
the dangerous Arena of his own volition, not as a punishment. He is a typical power
fighter, preferring to use his Minotaur strength to overwhelm his opponents.
As a fighter in the Arena, he meets his opponents head on and is well-received by
the audience, and it is said that the auditorium is always full at Ellinger's matches.
If this monster is defeated, the PCs gain the title of “Dilfrum New Champion (20
points),” and their total reputation will increase to the same number of points.

328
”Creations”

“Saint of Moving Corpses” Ahr-Faratara (Necro High


15
Goblin Maiden)
Int: High Perc: Five Senses (Darkvision) Lang: Barbaric, Youma, Drakish
Hab: Forests, Mountains, Caves Disp: Hostile
Rep/Weak: 17/22 Init: 22 Move Spd: 13 Fort: 20(27) Will: 23(30)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 13(20) 2d+13 12(19) 10 153 35
Unique Skills W. P.: Physical Damage +2 pts.
↝Deadly Frenzy Aroma Loot
It releases a frenzied scent from its entire body Aromatic Spreading
that disperses over a wide area, making the High Always Garment (35,000G/Red
Goblins go into a frenzy. This ability costs 5 HP Green SS)
for this monster. Luxury Ornaments
2–6 (500G/Gold White A) x
For 10 seconds (1 round), all High Goblins (of
1d
any type) within a 20-meter radius receive a +1
Glittering Necklace
bonus on Accuracy checks and +4 to damage. At 7 – 10
(2,000G/Gold White S)
the same time, it gives a -4 penalty to Evasion Heraldic Ring
checks. 11+ (3,000G/Gold White S)
This effect is of the psychic and curse type and x 1d
is not cumulative.
↝Aroma of the Blessing of Death
The entire body releases a scent that activates the High Goblin or their corpses and
disperses it over a wide area. When using this ability, the High Goblin Maiden
consumes her HP in any range from 1-25 points. At the same time, all High Goblins
(all species except High Goblin Maiden) and their corpses within a “20m” radius of
the Maiden's center regain HP of the same number of points.
☆Blood Offering/Can’t
High Goblin Maiden instantly kills within touch range one High Goblin (except
High Goblin Maiden). At the same time, it’s own HP is restored to the same number
of points as the High Goblin's HP had immediately before dying from this effect.
This effect can only be used once per round and before Major Action.
☆Corpse Controlling Aroma
It releases a scent from its entire body that affects High Goblin corpses and
disperses it over a wide area. Using this ability, the monster consumes 20 points of her
HP.
For 10 seconds (1 round), she can move all High Goblin corpses (of any type)
within a 20m radius as she wishes and select them as targets for [↝Deadly Frenzy
Aroma].
The High Goblin that can be moved by this effect has no clear intention and can
only move and make melee attacks based on its before-death data. A corpse cannot

329
be moved even with this ability if its current HP value becomes negative HP Maximum
of the High Goblin.
This effect only affects High Goblins killed instantly by the effect of her own
[☆Blood Offering].
○Advanced Anti-Magic Enchantment
When this monster performs a Willpower check against magic, if Willpower
succeeds, the result is treated as Negated regardless of the type of magic. Furthermore,
even if the Willpower check fails, the effect of the magic is applied as if it had
succeeded.
In addition, it can make Willpower check against spells with “Resistance: Can't”. If
successful, the result will be Negated (if unsuccessful, full spell effect will be received).
This ability does not apply to non-magical effects, even those that force Willpower.
○Psychic Resistance
High Goblin Maiden is immune to psychic (weak) effects.
High Goblin Maiden also gains a +4 bonus when it makes a Willpower roll against
any psychic type spell or unique skill.
Ahr-Faratara is a High Goblin Maiden in the service of a certain Drake King.
The tribe of Ahr is larger than other High Goblin tribes, boasting a population of
about 300 people. Because of this, the tribe is blessed with higher ranks, such as High
Goblin Raiders and High Goblin Fanatics, some of which are more powerful than the
normal ones. Because of this, they are feared by the surrounding barbarous, and the
leader of the tribe, Ahr, is highly respected by them.
Ahr credits the prosperity of the tribe to the generous protection of their master, the
Drake King. Ahr has a deep affection as well as reverence for her master, who treats
High Goblins, who historically were only expendable soldiers created for warfare, the
same as ordinary barbarous, and even speak to them directly.
When she thinks of her master, she feels her body heat up, and her heart soar. At
such times, the fragrance rising from Ahr's body gives the High Goblins around her
extraordinary power. Moreover, the fury of Ahr's words, “For the sake of the master, I
would kill the whole tribe. My men are useless!” This fury gives the dead High Goblins
the power to move and attack the enemies.
The other High Goblin Maidens, who serve their masters, are especially unpleasant
to Ahr. Whenever they look into the moist eyes of their master, a black desire to kill
always passes through their hearts. However, they are always restrained, considering
themselves important servants of their masters. She believes that this is why she has
become more patient these days.
If this monster is defeated, the PCs gain the title of “Thousand Corpse Killer (100
points),” and their total reputation will increase to the same number of points.

330
”Plagiarist Artificers”

“Protector of the Inquirers” Carcas (Caesarscorpion


8
Axe Fighter)
Int: Average Perc: Five Senses (Darkvision) Lang: Barbaric, Androscorpion
Hab: Desert, Ruins Disp: Hostile
Rep/Weak: 14/19 Init: 15 Move Spd: 18 Fort: 12(19) Will: 12(19)
Fighting Style Accuracy Damage Evasion Defense HP MP
Axe (Upper Body) 10(17) 2d+8 10(17) 8 49 40
Pincers (Pincers) 10(17) 2d+11 9(16) 5 35 18
Pincers (Pincers) 10(17) 2d+11 9(16) 5 35 18
Tail (Lower Body) 9(16) 2d+8 9(16) 9 55 20
Sections: 4 (Upper Body / Pincers x 2 / Lower W. P.: HP Recovery Damage
Body) Main Section: Upper Body (when deals damage), +3 pts.
Unique Skills
●Upper Body Loot
☑Cleave Always
Superheavy Axe
Caesarscorpion attacks up to 3 characters in (3,800G/Black White S)
the same skirmish, but a separate Accuracy Check Scorpion Shell
Always
(50G/Red B)
is needed for each character. Each attack deal 3
2–5 None
damage less.
Poison Stinger with
☑Repeated Strike II 6–9 Intact Poison Sac
Caesarscorpion can make two Accuracy (800G/Red A)
checks. If either check succeeds, the weapon Poison Stinger with
attack hits; if the first Accuracy check succeeds, it 10+ Deadly Poison Sac
deals +3 damage; if the second check succeeds, (1,200G/Red S)
the damage is determined as usual.
↝Body Cutter/8(15)/Evasion/Neg
Caesarscorpion raises Axe with both hands and makes a large swinging attack with
an easily recognizable motion. The attack deals 2d+24 points of physical damage.
●Pincers
↝Restraining Grap/10(17)/Danger Sense check/Neg
Caesarscorpion uses both of the two Pincers to constrain the target. The target 1
character at the same coordinates as Carcas needs to make a Danger Sense check and
is bound by the Pincers if it fails. The character is bound and suffers a -4 penalty to
check Evasion. This effect is automatically removed at the end of this character's turn.
This action can only be used when both Pincer sections use Major Action.
●Lower Body
▽Poison/9 (16)/Fortitude/Neg
If the Caesarscorpion's Lower Body hits with their Tail attack, the target will receive
an extra 9 Poison-type damage.

331
▽Weakening
When the Lower Body section is reduced to 0 HP or fewer, the Upper Body and
Pincers sections of the Caesarscorpion receive a -2 penalty for Evasion.
The person responsible for protecting Magitech Civilization's researchers is Carcas,
who has been working with magitech for more than a decade.
He was trained in indoor close-quarters combat without learning magitech. The
multiple attacks from the two pairs of pincers and the large axe of the upper body is
particularly fierce and can quickly catch an intruder in half.
If this monster is defeated, the PCs gain the title of “Research Disruptor (20 points),”
and their total reputation will increase to the same number of points.

”Proud Warriors”

13 “Violent Wind” Howlow (Strong Gale Garuda)


Int: Average Perc: Five Senses Lang: Barbaric, Aviary
Hab: Mountain Disp: Hostile
Rep/Weak: 15/20 Init: 20 Move Spd: 22 Fort: 19(26) Will: 19(26)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak (Head) 15(22) 2d+15 15(22) 8 98 28
Weapon (Body) 19(26) 2d+12 14(21) 10 109 34
Sections: 2 (Head / Body) Main Section: Head W. P.: Bludgeoning Damage +3 pts.
Unique Skills
●All Sections Loot
○Wind Immunity, Slashing Immunity Proof of a Strong
●Head Always Champion
(5,700G/Black White S)
▽Continuous Attack II
2–4 None
If a Garuda successfully hits a target in melee,
Large Feathers
they may make a second attack. They can make a 5 – 10
(200G/Red A)
third attack against the same target if a second Wind-Edge Feathers
attack hits. 11+
(3,500G/Red S)
☆Techniques
A Garuda can use the [Cat's Eyes], [Bear Muscle], [Gazelle Feet], and [Beetleskin]
Techniques.
●Body
○Flight II
All sections receive a +2 bonus to Accuracy and Evasion only for melee attacks.
This unique skill is lost if the Body section is reduced to 0 or less HP.
☆Turbulent Winds/16(23)/Fortitude/Half
At the end of the turn, the Garuda creates an area of turbulent winds around itself,
affecting up to 20 characters within a 6m radius, dealing 2d+14 wind magic damage

332
and knocking prone. Those who successfully resist do not fall prone but still receive
half damage.
This unique skill can be used only once per turn, at the end of each turn.
↝Wind-Edge Blade/16(22)/Fortitude/Half
The Garuda uses a blade made of feathers to deal with Target: 1 Character Range:
50m dealing 2d+16 slashing magic damage.
Howlow is one of Garuda's most aggressive of his tribe. Especially when it comes to
those who fly higher than him, preferring to approach at full speed with the wind and
tear them to shreds in a matter of seconds.
He likes beautiful views of steep mountains and lives in such places. If any intruder
enters the landscape, he will try to eliminate them immediately.
On the other hand, he is tolerant of those who bend to them, and sometimes Ardlers
follow him. However, they do not feel protective of Howlow but try not to get in the
way.
When he becomes hungry, he attacks neighboring creatures, so the whole area
where Howlow lives and around it might be threatened.
If this monster is defeated, the PCs gain the title of “The One Who Stopped the
Wind (30 points),” and their total reputation will increase to the same number of
points.

”Unusual Combatants”

9 “Progenitor of Asana Shooting” Sharjah Bhattacharya


(Original Ganesha Musketeer)
Int: Average Perc: Five Senses (Darkvision) Lang: Barbaric, Ganesha
Hab: Meadow, Desert Disp: Hostile
Rep/Weak: 14/20 Init: 16 Move Spd: 15 Fort: 19(26) Will: 18(25)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bayonet 14(21) 2d+16 13(20) 9 135 60
Unique Skills W. P.: Magic Damage +2 pts.
☆Load Bullet Loot
They can cast magitech [Solid Bullet], [Critical Progenitor’s Long Gun
Bullet], [Shotgun Bullet], [Laser Bullet], and Always (5,880G/Black White S)
x2
[Quick Loader]. Magic Power is 11.
2–8 None
↝Gunfire/13(20)/Evasion/Neg
Awakened Medal
A Ganesha Musketeer is able to attack with a 9+
(1,100G/Gold White S)
readied gun, whose Max. Magazine is 1, Critical
Threshold 10, and the range is 30m.
They have two guns and should be managed separately.

333
○Precise Shot & Hawk Eye
Attacks fired into a skirmish cannot cause Stray Shots. Also, it can shoot through
covers.
○Two Guns
Ganesha Musketeer can shoot with two bayonets each round. For each bayonet, it
can make a melee attack, [↝Gunfire], or [☆Load Bullet].
☆Techniques
They may use the [Strong Blood], [Beetleskin], [Bear Muscle], [Meditation], [Fire
Breath (10 standard value)], [Recovery (8 pts.)] Techniques.
↝Dance of Ignis
Ganesha draws a mark in the air with his four arms and lights Ignis Blaze in his
mind, gaining the [○Psychic Immunity] unique skill for 3 minutes (18 rounds) and a
+1 bonus to Accuracy checks and +2 to Damage. At the same time, Ganesha receives
a -2 penalty on Evasion checks.
A Major Action is required to cancel this effect before the duration expires.
☑Hovering Asana Shot
Hovering on the spot in a seated position and firing while completely stationary
enhances the Accuracy check. Hovering is performed by declaring it before moving.
The Limited Move distance is 5m.
In additional, the success value of [↝Gunfire] is increased by +2. At the same time,
the Evasion check is reduced by a -2.
○Gluttonous
They are resistant to poisons due to their accumulation of having eaten all kinds of
things.
Ganesha gains a +2 bonus to Fortitude and Willpower checks against poison spells
and special effects. Also, when taking physical or magical damage of poison type, it is
reduced by -5
Sharjah Bhattacharya is a fiery seeker and the progenitor of [Asana Shot], a shooting
style unique to Ganesha in which a marksman shoots with a gun while sitting down.
However, he only learned the art of marksmanship from Androscorpion in his
search for a path, and even after he sublimated it into a seated training program, it was
only one of many “training programs” he was going through.
However, Asana Shot was followed by others as a new line that gave even low-ranked
Ganesha a powerful tool, and before long, it had grown into a faction.
It was a bother for Sharjah Bhattacharya, but he was begged by many and became
called the Great Master/Progenitor. His ability has reached a level comparable to that
of Kshatriya, and he makes full use of various unique techniques developed from his
sitting practices.
If this monster is defeated, the PCs gain the title of “The One Who Crushed Asana
Shooting Progenitor (30 points),” and their total reputation will increase to the same
number of points.

334
”Those Who Disguise”

9 “Stone-eater” Strega (Bizarre Eater Ogre)


Int: Average Perc: Five Senses (Darkvision) Lang: Trade Common, Barbaric, Ogre,
Drakish Hab: Various Disp: Hostile
Rep/Weak: 13/16 Init: 15 Move Spd: 19 Fort: 14(21) Will: 13(20)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 12(19) 2d+13 12(19) 8 99 45
Unique Skills W. P.: Accuracy +1
↝Truespeech Magic 7 Level / Magic Power Loot
10(17) Notes on Stone
○Magic Aptitude Always Personification
An Ogre can use the Combat Feats [Guided (800G/Green A)
Magic], [Metamagic/Target], and [Wordbreak]. Bag of Silver (100G/-) x
2–7
1d
☆Personification Gems (150G/Gold A) x
An Ogre may take on the appearance and 8 – 11
1d
mannerisms of a character they have eaten or Sword Shard (200G/-) x
change back. When transformed, the Ogre's 12+
3
maximum HP and MP are decreased by 5.
Accuracy, Evasion, Fortitude, and Willpower are also reduced by 1 point each. This
form can be held up to a total of 18 hours per day.
☆Fluoritization
Can turn into Fluorite using [☆Personification].
Strega is an extremely cautious and cunning Ogre who has brought ruin to several
cities and villages. He has a unique [Personification] ability that only Straega can use.
Its special ability is the ability to change into Fluorite. Originally, Fluorite's heart
could not be eaten because its body was made of stone. Therefore, Ogre, which needs
to eat the heart in order to transform into a humanoid, cannot shapeshift into Fluorite.
However, Strega can take the shape of Fluorite by using its corpse.
It is unclear whether Strega's Shapeshift ability is inborn or acquired it through
some sort of secret ritual known only to him. Strega has never told anyone the truth,
although his colleagues have repeatedly questioned him about it.
In order to perfect its unique shapeshift ability, Strega studied Fluorite's biology to
almost perfectly mimic its emotional ups and downs, common sense, and values. Even
to a real Fluorite, their appearance and behavior look natural. He has never failed in
any undercover operation or reconnaissance, and the more knowledgeable
humanoids of Ogre ecology are not suspicious of him in his disguise.
However, since Fluorite doesn't eat for nutrition, when Strega is involved in a
covered mission, he eats a large amount of food before the mission.
If this monster is defeated, the PCs gain the title of “Stone Personification
Discoverer (10 points),” and their total reputation will increase to the same number of
points.

335
”Cunning Predators”

“Mother Queen of Satiety” Vernetse (Hercules of


13
Satiation)
Int: High Perc: Five Senses (Darkvision) Lang: Barbaric, Youma, Arcana
Hab: Swamp, Ruins Disp: Hostile
Rep/Weak: 17/20 Init: 18 Move Spd: 12/18 (Swimming) Fort: 18(25) Will: 19(26)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon (Body) 15(22) 2d+14 15(22) 15 70 76
Claws (Partial
16(23) 2d+12 14(21) 12 58 45
Body)
Bite (Tentacle) 17(24) 2d+18 12(19) 8 53 16
Bite (Tentacle) 17(24) 2d+18 12(19) 8 53 16
Bite (Tentacle) 17(24) 2d+18 12(19) 8 53 16
Sections: 5 (Body/Partial Body/Tentacle x 3)
W. P.: Magic Damage +2 pts.
Main Section: Body
Unique Skills
●All Sections Loot
○Underwater Aptitude Always
Mother-Daughter Bond
A Hercules is able to move in water without (6,300G/Red S)
penalty. Luxury Staff
Always
(500G/Gold White A)
●Body (Mother)
2–4 None
↝Spiritualism Magic 11 Level / Magic Power
Skull Necklace
14(21) 5 – 10
(2,000G/White S)
○☑Magic Aptitude Black Skull Necklace
They can use the Combat Feats [Multi-Action], 11+
(6,800G/White S)
[Guided Magic], [Magic Convergence], [Magic
Control], [Metamagic/Targets], and [Wordbreak].
●Partial Body (Daughter)
☆Daemon's Revenge
The daemon's power within is used to harm the target that has harmed Vernetse.
If either Body or Partial Body is hit by a melee attack, a ranged attack, or by a spell
that caused physical or magic damage last 30 seconds (3 rounds), the target is dealt 5
curse magic damage. This damage cannot be reduced by any effect.
This ability can only be used once for each instance of damage dealt. It also
consumes 6 MP when used.
↝Daemon’s Imprint/Can't
All targets within a radius of 10m are dealt 2 curse magic damage.
The Partial Body section will then regain HP equal to the sum of the applied
damage.
Using this effect will cost 2 points of MP per target character.

336
↝Daemon's Roar/16(23)/Willpower/Neg
Within 10m of these monsters, all target characters are terrorized by effect, same
as [Banish] (see CR I, p. 248).
Using this effect consumes 7 points of MP.
●Tentacle
○Soft Body
Bludgeoning weapons treat the Defense of Tentacle section as 5 points higher.
↝Three Breaths
The mouth at the end of the tentacle spits one of the following breaths: Fire Breath,
Blizzard Breath, or Noxious Breath. All of them have a “Target: 6m Radius/20”
around the tentacle.
The tentacle can choose any breath to use (or whether to attack with Bite without
using breath). If more than one tentacle breathes the same kind of breath, it is treated
as a single attack with increased success value. If two tentacles breathe the same breath,
the breath's success value has a +1 bonus, and the calculated damage is increased by
+2. If all three tentacles breathe the same breath, the success value has a bonus of +2
and the calculated damage is increased by +4.
1: Fire Breath / 13 (20) / Fortitude / Half Tentacle exhales fire, dealing “2d+10”
points of fire magic damage to the affected targets.
2: Blizzard Breath / 12 (19) / Fortitude / Half Tentacle spits out a blizzard, dealing
2d+8 points of water/ice magic damage to the targets and reducing their Defense by -
5 points for 30 seconds (3 rounds). This Defense reduction is non-cumulative and
does not reduce Defense below 0.
3: Noxious Breath / 11(18) / Fortitude / Half Tentacle spits poison, inflicting 2d+6
points of poison magic damage to the targets, and they incur a -3 penalty to their
Evasion checks for 30 seconds (3 rounds). This effect is not cumulative.
Legend has it that she is the mother of Scylla, having preyed on numerous males
and given birth to numerous Scylla. The female part of the body is too voluptuous,
and between the tentacles that produce the offspring, a “daughter” grows only in the
Upper Body but is not detached from the mother. The daughter, named Little Valia,
has an upper body that is a slimmer and younger version of her mother's. The mother
and daughter are like a humanoid parent and child, and they live their daily lives
without any insufficiency. When the mother gives birth to another child, they share
the responsibility of taking care of the new child.
It is said that the “daughter” of Vahnetse became inseparable from her mother,
and at the same time, the demonic beasts of the lower half of the body began to
transform as a result of the evil Vahnetse eating a certain daemon.
If this monster is defeated, the PCs gain the title of “Bad Food Hater (30 points),”
and their total reputation will increase to the same number of points.

337
”Mighty Rulers”

“Magical Shining Silver Wings” Ilzerza (Elite Drake


13
Viscount, Human Form)
Int: High Perc: Five Senses (Darkvision) Lang: Trade Common, Barbaric, Drakish,
Arcana Hab: Various Disp: Hostile
Rep/Weak: 15/22 Init: 20 Move Spd: 25/50(Flying) Fort: 19(26) Will: 19(26)
Fighting Style Accuracy Damage Evasion Defense HP MP
Magic Sword 17(24) 2d+18 15(22) 15 165 91
Unique Skills W. P.: Magic Damage +2 pts.
○Multiple Declarations = 2 times Loot
○Flight The Magic Sword of the
A Drake Viscount (Human Form) receives a Always Dragon General
+1 bonus to Accuracy and Evasion only for melee (60,000G/-)
attacks. Sword Shard (200G/-) x
Always
10
○☑↝Magic Aptitude Draconian Horn
They can use the Combat Feats [Multi-Action], 2–6
(500G/Red A)
[Guided Magic], [Magic Convergence], [Magic Majestic Draconian
Control], [Metamagic/Targets], and 7+
Horn (4,200G/Red S)
[Wordbreak].
☆Techniques
A Drake Viscount can use the [Beetleskin], [Cat's Eyes], [Giant Arms], and
[Recovery (8 HP)] Techniques.
☆Instant Dragonification
The Drake Viscount (Human Form) instantly transforms into a draconic form,
healing all HP and MP. Any lingering magical effects are removed as well.
A Drake Viscount cannot transform for an hour after using this unique skill.
☑Greater Mana Strike = +4 Accuracy, +16 damage
A Drake Viscount (Human Form) may deal an additional +16 damage to their next
melee attack and gain +4 to this Accuracy check. If they do, they receive a -2 penalty
to Evasion, Fortitude, and Willpower checks until their next turn.
↝Spiritualism Magic 12 Level / Magic Power 16(23)
↝Dragon General's Domain, Inspiration
Drake Viscount thrusts a magic sword at his feet, and the miasma begins to boil
around him. All barbarous characters within a radius of 30m from the Drake Viscount
gain a +2 bonus to action checks, and their Defense is increased by +5 points for 3
minutes (18 rounds).
This effect is treated as the effect of the curse type with a success value of 25. If this
effect is used, [☑Greater Mana Strike] cannot be declared during the duration.

338
Ilzerza, who showed great talent at a young age, became the Drake Viscount of
Karzoral Plateau at the age of only 200.
He is known for his quiet, calm, and cautious nature. He carefully plans his
strategies and actions before taking them and remains calm in the face of unforeseen
circumstances. He is also known for his decisiveness in implementing various
measures to expand the territory of his domain.
Although he remains calm in battle, the severity of his attacks gives the viewer the
opposite impression of what he looks like.
It is rumored that he will be the source of great evils beyond the Karzoral Plateau
in the not-too-distant future.
If this monster is defeated, the PCs gain the title of “The One Who Averted Future
Disasters (30 points),” and their total reputation will increase to the same number of
points.

“Magical Shining Silver Wings” Ilzerza (Elite Drake


14
Viscount, Dragon Form)
Int: High Perc: Five Senses (Darkvision) Lang: Trade Common, Barbaric, Drakish,
Arcana Hab: Various Disp: Hostile
Rep/Weak: 16/23 Init: 21 Move Spd: 25/50(Flying) Fort: 20(27) Will: 20(27)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Body) 17(24) 2d+19 16(23) 17 131 88
Wing (Wing) 19(26) 2d+15 14(21) 14 87 43
Wing (Wing) 19(26) 2d+15 14(21) 14 87 43
Sections: 3 (Body / Wing x 2) Main Section: Body W. P.: Magic Damage +2 pts.
Unique Skills
●All Sections Loot
○Energy Immunity The Magic Sword of the
☆Humanification Always Dragon General
(60,000G/-)
A Drake Viscount can change from a draconic
Sword Shard (200G/-) x
form to a human. However, any HP lost by the Always
10
Body section is carried over as a human and any Draconian Horn
lingering magical effects remain affecting the 2–6
(500G/Red A)
Drake, which may cause death or make them Majestic Draconian
unconscious if enough HP is lost. 7+
Horn (4,200G/Red S)
●Body
○Multiple Declarations = 2 times
○☑↝Magic Aptitude
They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic
Convergence], [Magic Control], [Metamagic/Targets], and [Wordbreak].
☆Techniques
A Drake Viscount can use the [Beetleskin], [Cat's Eyes], [Giant Arms], and
[Recovery (8 HP)] Techniques.

339
↝Spiritualism Magic 12 Level / Magic Power 16(23)
↝Radiant Breath/17 (23)/Fortitude/Half
The Drake Viscount may vomit a mass of pure energy directed toward a single
target. The energy travels “Range/Area: 50m/Shot” and deals 2d + 20 energy magic
damage in “Radius 6m/20”.
This unique skill cannot be used in consecutive turns.
↝Dragon General's Domain, Decay
The power of the magic sword causes the miasma to boil up from within the body.
This effect lasts for 3 minutes (18 rounds). All humanoid characters within a radius of
30m from the Drake Viscount need to make a Willpower with Target Number 25 at
the beginning of each round for its duration. If the character fails, they gain a -2 penalty
to action checks for 10 seconds (1 round), and their Defense is reduced by -5 points
(minimum 0). This effect is treated as a curse type effect with a success value of 25.
If this effect is used, [↝Radiant Breath] cannot be used during the duration of the
effect.
●Wing
○Flight
A Drake Viscount (Dragon Form) receives a +1 bonus to Accuracy and Evasion
only for melee attacks.
If one of the Wing sections falls to 0 HP or lower, this unique skill cannot be used.
☑Greater Mana Strike = +4 Accuracy, +16 damage
A Wing may deal an additional +16 damage to their next melee attack and gain +4
to this Accuracy check. If they do, they receive a -2 penalty to Evasion, Fortitude, and
Willpower checks until their next turn.

340
”Immortal Masters”

“Consort of Daisy Princess” Shasta (Sharp Prosecutor


17
Leanan Sidhe Assassin)
Int: High Perc: Five Senses (Darkvision) Lang: Trade Common, Barbaric, Nosferatu
Hab: Unknown Disp: Hostile
Rep/Weak: 20/27 Init: 24 Move Spd: 24 Fort: 25(32) Will: 28(35)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist 23(30) 2d+19 22(29) 7 206 135
Unique Skills W. P.: Accuracy +1
○Multiple Declarations = 2 times Loot
○Spy Knowledge Always
Leanan Sidhe Blood
The Leanan Sidhe is immune to the effects of (1,000G/Red S)
Swords of Protection. Proof of Identity
Always (22,000G/Black White
○Fast Action
SS)
Has [Fast Action] combat feat.
2–7 None
○4 Attacks (Free) Sanguine Vow
Each Major Action can perform 4 melee 8 – 11
(5,000G/White S)
attacks, each time rolling for the result of the Ring of Crimson
attack and choosing whether the next attack Complexion
should be made on the same target again or on a 12+
(12,000G/Gold White
different target. SS)
☆Techniques
Knows all techniques that can be learned at level 15 and below. If a class level is
required, it is treated as the 15th level.
☆First Name of Unmarried Imperial Princess
The secret rite inherited by Shasta from Princess dependents under her control.
All Daisy Vampires and Lesser Vampires within a radius of 100m lose all unique
skills for 10 seconds (1 round). If you need data on Vampire Daisy, please refer to
Vampire Lily (see BT, p. 62) or other sources, and GM can make it by themself.
Using this effect consumes 20 points of MP.
☑Armor Piercer
If the target is hit by a fist attack and the roll of the damage decision is “10 or more”,
the damage is increased by +7 points, and the target's Defense is ignored.
☑Improved Throw Attack
Fist attacks (and counters) become Throw, which adds +4 points to damage and, at
the same time, causes the target to fall prone.
Only characters with up to 3 sections can be targeted. When attacking a character
with multiple sections, a single hit deals damage to all sections and causes the character
to fall prone. The target can make an Evasion check with any section in this case.
Also, if the monster performs a melee attack with her Fist on her turn, [○4 Attacks
(Free)] ability cannot be used.

341
↝Spellsongs/19(26)/Willpower/Neg
Can use all spellsongs that can be learned at 15 levels or lower.
▼Bloody Temptation/22(27)/Willpower/Neg
It is the same as Leanan Sidhe (CR III, p. 253) except for the different target
numbers.
▼Bloody Change/22(29)/Willpower/Neg
After a Fist attack hits, the monster can choose to activate this ability by biting the
target. It is the same as Leanan Sidhe Assassin (CR III, p. 257) except for the different
target number.
Shasta is the most trusted Leanan Sidhe Assassin among the ladies who serve near
the “Daisy Princess”, the founder of the Frau clan's vampire Daisies, and has been
given the title of “Daisy Consort” and serves as her deputy.
Shasta's master, the “Daisy Princess,” does not like conflicts and wishes to spend a
long time in peace amidst the gloomy stagnation. She hates to have her peace
disturbed more than anything else and has ordered her vampires and Leanan Sidhe
not to cause any trouble. She sleeps in the innermost part of her palace, surrounded
by a garden of never-withering daisies in the depths of darkness, and occasionally
wakes up to enjoy a feast.
Usually, Shasta stays near the “Daisy Princess” and never leaves her place unless
there is nothing wrong. The same goes for the rest of her subordinates, and while the
“Daisy Princess” is sleeping, the whole palace is quiet and stagnant as if it were locked
in a glass. And Shasta, who knows that this silence and stagnation is what her master
loves, acts to protect it. If any of her subordinates act against her will, she may go to
them herself as the Daisy Consort and vanquish them.
Shasta is the 12th Leanan Sidhe Assassin of the “Daisy Princess”. Therefore, she
recognizes that she is in the position of the Daisy Consort because her older sisters
are engaged in information gathering and manipulation by hiding in various places in
Raxia, and she still addresses her older sisters respectfully as “Elder Sisters”.
Therefore, some people think that such a modest character may have been the Daisy
Princess's favorite.
If this monster is defeated, the PCs gain the title of “Daisy Bitter Enemy (150
points),” and their total reputation will increase to the same number of points.

342
”Sky and Earth and”

8 “Leg Marksman” Himmel (Ardler Master Hunter)


Int: Low Perc: Five Senses Lang: Barbaric, Ardler
Hab: Forests, Mountains Disp: Hostile
Rep/Weak: 15/18 Init: 17 Move Spd: 15/30(Flying) Fort: 12(19) Will: 12(19)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bow 11(18) 2d+12 11(18) 4 73 25
Unique Skills W. P.: Fire Damage +3 pts.
↝Shooting From Legs Loot
It can shoot from a Bow using legs, with a range Ardler's Custom-made
of 30m. Always Shortbow
○Precise Shot & Hawk Eye (1,800G/Black S)
Attacks fired into a skirmish cannot cause Stray Bag of Silver (50G/-) x
Always
1d
Shots. Also, it can shoot through covers.
Beautiful Feathers
☆Techniques 2–7
(30G/Gold Red B)
Ardler Hunter may use the [Cat's Eyes] and Seven-colored Feather
[Owl Sight] Techniques. 8+
(200G/Gold Red A)
☑Trick Shot
Flies anomalously with arm wings. Gains +1 bonus to Accuracy and Evasion checks
for melee and ranged attacks.
This ability can be used only when the monster is in melee. If this monster
performs a Willpower with Target Number 20 and fails, it gets a penalty of -2 to its
Evasion check (-1 in total).
He is one of the Ardler's under Garuda's Howlow.
Although he was a bowman, he was troubled by the fact that he could not shoot a
bow unless he landed on the ground, but a conversation with Formica Lord, who lives
underground, led him to the possibility of using his feet to shoot arrows in the air.
After that bloody ordeal, he succeeded in making it a success.
If this monster is defeated, the PCs gain the title of “Dropped the Tricky Marksman
(10 points),” and their total reputation will increase to the same number of points.

343
”Proud Giants”

17 “Heir to the Black Fire” Svartol Eldor (Dark Fire Giant)


Int: Average Perc: Five Senses Lang: Barbaric, Giantish
Hab: Cave, Volcanic Disp: Neutral
Rep/Weak: 18/22 Init: 22 Move Spd: 25 Fort: 28(35) Will: 28(35)
Fighting Style Accuracy Damage Evasion Defense HP MP
Magic Sword (Upper
23(30) 2d+28 20(27) 21 185 94
Body)
Kick (Lower Body) 21(28) 2d+23 19(26) 21 205 38
Sections: 2 (Upper Body / Lower Body)
W. P.: Water/ice damage +3 pts.
Main Section: Upper Body
Unique Skills
●All Sections Loot
○Fire Immunity Ignidite Magic Sword
☆Black Flame Master II Always (24,000G/Black
White SS)
The physical and magical damage generated by
Flame Crystal
Fire Giant’s melee and ranged attacks is Always
(1,600G/Gold S) x 4
converted to fire type and increased by +5 points. Giant Helmet
The damage of fire type caused by this effect is 2–6 (9,000G/Black White
given to the target and ignores any fire type S)
resistances such as [Sword’s Grace/Body Of Giant's Treasure
7+
Flame], [○Fire Immunity], and [○Fire (10,000G/Gold SS)
Resistance].
This effect is active for 10 seconds (1 round) but only for the first damage roll made.
This effect can be used every 10 seconds (1 round), up to a total of 1 minute (6
rounds) per day. When used, it consumes 5 points of HP.
▽Continuous Attack
If a Fire Giant successfully hits a target in melee, it may make a second attack against
the same target.
●Upper Body
☆Magic Sword of Black Flame/20 (27)/Fortitude/Half
The power of the magic sword made of ignidite causes the black flame to roll up
around it.
This skill deals 2d+10 fire magic damage to a radius of 6m/20 centered on itself.
This effect also damages Fire Giant (it must also roll Fortitude to resist).
The damage of fire type caused by this effect is given to the target and ignores any
fire type resistances such as [Sword’s Grace/Body Of Flame], [○Fire Immunity], and
[○Fire Resistance].
This effect can only be used once per round.

344
↝War Cry/21 (27)/Willpower/Neg
The Fire Giant unleashes a powerful yell, causing fear in those who fail to resist
within a 10-meter radius around Fire Giant. This fear, treated as a Psychic effect, gives
a -2 penalty to all Action checks for the next 30 seconds (3 rounds).
●Lower Body
○Attack Obstacle = Impossible • +4
The Upper Body cannot be attacked in melee. Against any ranged attacks, Upper
Body receives a +4 bonus to Evasion checks.
When the Lower Body falls to 0 HP or lower, this effect disappears.
Fire Giant is a master blacksmith who studied under the master craftsman Svartl,
Cyclope, and obtained the secret of Black Flame in exchange for his faith and part of
his life. He took his master's name, Svaltor Eldor, or simply Svaltor the Second, as
his original name. He is about 5 feet tall, with hair and a long beard of black flame
that he gained along with his knowledge.
He is basically only interested in wielding his skills as a blacksmith, but he will
destroy those who defile his workshop or steal from his Ignidite Magic Sword, a
memento of his master's.
If this monster is defeated, the PCs gain the title of “What Blew Out the Black
Flame (50 points)” and their total reputation will increase to the same number of
points.

345
”Water Dwellers”

10 “Offshoot” Lucetas (Lizardman Ace Gunner)


Int: Average Perc: Five Senses Lang: Barbaric, Lizardman, Dragonic, Magitech
Hab: Swamps Disp: Hostile
Rep/Weak: 15/18 Init: 15 Move Spd: 16/16(Swimming) Fort: 13(20) Will: 14(21)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 12(19) 2d+10 9(16) 9 105 42
Unique Skills W. P.: Earth Damage +3 pts.
○Underwater Aptitude Loot
A Lizardman is able to move in water without Always
Underwater Bullet
penalty. (210G/-) x 2d
○Underwater Bullets Luxury Gun
It can fire underwater as well as on the ground. Always (500G/Black White A)
x2
○Two Guns
2–8 None
It can handle two bayonets per round. For each
Gunner Badge
bayonet, it can make a melee attack, [Gunfire], or 9+
(1,500G/Gold White S)
reload all bullets.
↝Magitech 6 Level/Magic Power 8(15)
↝Gunfire/13(20)/Evasion check/Neg
Has two bayonets with the range of 10 meters, a maximum magazine of 3, and the
Critical Threshold is 10.
The number of remaining ammunition is controlled for each of them.
As a child, Lucetas was a man of good eyesight and remarkable dexterity. However,
he was not physically fit and was always behind his peers in battle training. Upon
reaching adulthood, Lucetas felt that he was no longer of any use to the tribe and left
for the great barbarous capital. Successfully apprenticed to the eccentric
Androscorpion, Lucetus learned the arts of magitech and gunfire and returned to his
tribe. By this time, Lucetus had grown from a late bloomer to a man who could
compete with his peers in size and was recognized for the special skills he had
acquired, becoming a leader of his generation.
If this monster is defeated, the PCs gain the title of “The One Who Shot the Ace
(20 points),” and their total reputation will increase to the same number of points.

346
”Cursed Beauty”

“Blowing Fire Monster” Celica Oren (Tech Gorgon


9
Bomber)
Int: High Perc: Five Senses (Darkvision) Lang: Trade Common, Barbaric, Youma,
Magitech Hab: Swamps Disp: Hostile
Rep/Weak: 15/18 Init: 15 Move Spd: 16/16(Swimming) Fort: 13(20) Will: 14(21)
Fighting Style Accuracy Damage Evasion Defense HP MP
Hair Snakes 11(18) 2d+7 10(17) 9 101 76
Unique Skills W. P.: Earth Damage +3 pts.
○Limited 2 Actions Loot
The monster may take two Major Actions in Always
Floating Sphere
one round. However, it may only perform one (1,605G/-) x 1d
one of the following: [↝Simultaneous Attack], Viper of Gorgon
Always
cast magitech, or [Mobile Marksman]. (300G/Red A)
2–6 None
○☑↝Magic Aptitude
Gem (150G/Gold A) x
They can use the Combat Feats [Guided 7 – 8
1d
Magic], [Magic Convergence], [Magic Control], Petrifying Eyes
and [Wordbreak]. 9+ (1,200G/Gold Red
↝Simultaneous Attack Black S)
Gorgon attacks all enemies within the skirmish
in which it resides with hair snakes
↝Magitech 8 Level/Magic Power 12(19)
↝Pile Marksman/12(19)/Evasion check/Neg
A wedge of the right arm is shot out at one body as a melee attack.
The target is dealt with physical damage of “Power 50+12” points. The Critical
Threshold is treated as 9. This skill cannot be used on consecutive turns.
▽Snake Venom/11 (18)/Fortitude/Neg
If the Hair Snakes' attack hits, it deals additional 6 poison magic damage to the
target.
▽Eyes of Stone/10 (17)/Willpower/Neg
Each time a character sees this monster, they must make a Willpower check at the
end of their turn. If it fails, it suffers the effects of Petrifaction (Dexterity, Agility /-6).
This effect is treated as a curse type.
Celica is Gorgon, a former Artificer.
She is a magitech expert and likes to use her magic to destroy insurgents who enter
her labyrinth. She is also skilled in handling magitech, and the labyrinth in which she
lives is heavily guarded by a large number of magitech soldiers.
Celica seems to be unable to forgive the petrified beings who looked at her, and
there are many dismembered stone statues lying around in her labyrinth.
If this monster is defeated, the PCs gain the title of “Tragic Maiden Rescuer (30
points),” and their total reputation will increase to the same number of points.

347
”Masters of Magic”

14 “From Shallow Dreams” Furtoura (Tempting Succubus)


Int: Average Perc: Five Senses (Darkvision) Lang: Trade Common, Barbaric, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 19/22 Init: 20 Move Spd: 20/40(Flying) Fort: 20(27) Will: 22(29)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claws 15(22) 2d+17 15(22) 11 156 132
Unique Skills W. P.: Magic Damage +2 pts.
○Flight Loot
A Succubus receives a +1 bonus to Accuracy Always
Memories of Father
and Evasion only for melee attacks. (6,000G/Black White S)
↝Spiritualism Magic, Divine Magic (Metissier) Succubus Perfume
Always
14 Level/ Magic Power 18(25) (400G/Red A)
2–6 None
○☑Magic Aptitude
Beautiful Tail
A Succubus can use the Combat Feats [Guided 7 – 10
(3,000G/Red S)
Magic], [Magic Convergence], [Magic Control], Captivating Tail
[Metamagic/Targets], and [Wordbreak]. 11+
(7,000G/Red S)
↝Indecent Dreams/18 (25)/Willpower/Neg
Succubus lures a target to sleep showing them lewd dreams and absorbing their
energy. A Succubus can drain energy from a target within a 20m radius, dealing them
2d Curse magic damage to either their HP or MP and causing them to fall asleep
immediately. The Succubus must choose whether to target HP or MP for each use of
Indecent Dreams and will regain HP or MP equal to the damage dealt. This unique
skill will still affect those who don't normally sleep.
This effect is both curse type and psychic type (weak); it cannot have any effect on
those who have Psychic Immunity.
☆Love Storm/17(24)/Willpower/Neg
Furtoura makes any male character within a “20m radius” of the monster believe
that she is the ideal woman. A target who fails resistance is treated as a character in
Furtoura's faction for 3 minutes (18 rounds) and acts to protect her and defeat the
opposing faction. Furtoura decides the details of the target’s actions. If Furtoura uses
[↝Indecent Dreams] on a target affected by this skill, the target will not perform
resistance but will willingly offer their HP and MP.
This effect is treated as psychic type (weak).
This ability can be used only once per round and consumes 20 MP when used.
▽Magic Storm
When the effect of [↝Indecent Dreams] restores 10 or more MP, her Magic Power
is increased by 1 point for 10 seconds (1 round).

348
Furtoura is a Succubus that has lived for more than 400 years.
At that time, humanoids were enjoying unprecedented prosperity thanks to the
benefits of Magitech Civilization. People believed that the barbarous threat was already
a thing of the past and that the humanoids ruled all over the earth, and some nations
even accepted coexistence with some of the more benign barbarous characters.
Fultoura was born in one of these pro-barbarous countries.
When she was a child, she thought she was a humanoid, but one day, at the age of
10, she breathed the life force of her favorite childhood friend, a human boy, and for
the first time, she realized that she was a different creature from him.
Fortunately, the boy was unharmed, and he forgave her, but she could not forgive
herself. She could not forgive herself because she might have killed him. Since then,
Furtoura has lived without humanoids. She had to endure not breathing in life force
so much that she became so weak that she could not leave her bed. One night, when
her craving for life force reached its limit, she instinctively sucked it in a while in a
coma and killed her father. Or perhaps the father saw his daughter's weakened state
and gave himself to her. But this event convinced Furtoura. It is wrong for monsters
like her to be with humanoids.
Thus, Furtoura left the city to escape. Then, traveling around the world, she met a
humanoid who killed a barbarous for a hunt and stuffed her fellow Succubus to display
in his mansion. Thereafter, as if awakened from a deep sleep, she awakened to her
Succubus instincts, became one of the fearsome barbarous, and confronted the
humanoids.
Furtoura is a wanderer who travels around the world and rarely stays in one place.
She is also very careful not to kill people by over-breathing their energy. However, her
magic power is so high that no ordinary person can reach it, and she is confident that
she can get out of any tight spot if she puts her mind to it.
If this monster is defeated, the PCs gain the title of “Dawnbringer (100 points),”
and their total reputation will increase to the same number of points.

349
”Guardians of the Alien God”

8 “Ignav's Favorite” Garfnag (Ryag Sagu Young Warrior)


Int: Average Perc: Five Senses Lang: Barbaric, Daemonic
Hab: Swamp, Cave, Ruins Disp: Hostile
Rep/Weak: 18/21 Init: 14 Move Spd: 10 Fort: 12(19) Will: 13(20)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon (Body) 9(16) 2d+8 9(16) 6 73 50
None (Second Head) - - 9(16) 5 52 43
Sections: 2 (Body / Second Head)
W. P.: Fire damage +3 pts.
Main Section: Body
Unique Skills
●All Sections Loot
○Underwater Aptitude Always Mucus(20G/Red B)
A Ryag Sagu is able to move in water without Favored Mucus
Always
penalty. (3,333G/Red S)
●Body Fine Ryag’s Trident
2–7 (150G/Black White
↝Summoning Arts 6 Level/Magic Power 8 (15) A)
☑Cover Decorated Ryag’s
Ryag Sagu can use [Cover] combat feat. 8 – 11 Trident (500G/Black
☑Jumping Down Attack White A)
Weapon attack deals additional +2 points of Strange Holy Symbol
12+
damage, but with a -1 penalty on Accuracy check. (3,300G/White S)
▽Ignav's Pact of Vengeance II/18 (25)/Evasion check/Neg
When Ryag Sagu dies, Ignav's daemonic arm appears and grants revenge to Ryag
Sagu (affecting the last one to deal damage or apply lethal effects). The target must
make two Evasion checks, suffering 2d+15 points of physical damage for each failed
check.
○”Love” Ignav Lifetime Contract/Can't
Hurting Ignav’s Favorite will bring harm to the enemies.
The target that deals damage on Garfnag and reduces the HP of the Body section
to 0 or less receives [Ignav's Brand].
When Ryag, Ryag Sagu dies within a 10m radius and [Ignav's Pact of Vengeance]
or [Ignav's Pact of Vengeance II] is activated, the character who received [Ignav's
Brand] in addition to the original target will be included as the additional target. In
this case, the physical damage to the character with [Ignav's Brand] is increased by +4
points.
This effect also activates when Garfnag himself dies, and the [Ignav's Pact of
Vengeance II] is activated.
This effect is treated as the effect of the curse type of success value 25 and is
permanent.

350
●Second Head
↝Divine Magic (Laris) 6 Level/Magic Power 9(16)
○↝Magic Aptitude
They can use the Combat Feats [Guided Magic], [Metamagic/Targets], and
[Metamagic/Distance].
In the village of Ryags, located in a hidden lake area, there is a young Ryag Sagu
who is deeply loved by the daemon Ignav and has received special blessings.
His name is Garfnag.
The proof of Ignav's favorite is a scar on the back of his neck that looks like a four-
fingered handprint, similar to a frog's foot. When the high priest of Ryag found this
mark on Garfnag coming out of his Birth Cave, he recognized it as the “Ignav's
Handprint” of legend.
Legend has it that these handprints are given between hatching and leaving the
Birth Caves. It is not known what factors attract the attention of Ignav, but it is
believed that the one who is given this handprint has a great mission. However, the
high priest did not tell Garfnag about it and treated him like an ordinary Ryag Sagu.
Thanks to this, Garfnag grew up to be a great warrior and a leader of his generation.
Garfnag respects the high priest and is loyal to the tribe. He is ready to give his life
for the sake of his tribe. He is a proud warrior, respecting those who stand up
courageously and hating cowards and cowardice.
Currently, Garfnag has received a mission (vision) from Ignav and is traveling with
his fellow Ryags to the land where Ryags built the city of Evsebit in the distant past. It
is not yet clear how this journey is related to the mission he is said to have undertaken.
If this monster is defeated, the PCs gain the title of “Killer of Ignav’s Favorite (60
points),” and their total reputation will increase to the same number of points.

351
”The Ones Who Sing”

7 “Evil Sea Princess” Laetitia (Fascinating Siren)


Int: High Perc: Five Senses Lang: Trade Common, Barbaric, Elven, Youma
Hab: Coast, Ocean Disp: Hostile
Rep/Weak: 12/16 Init: 13 Move Spd: 13/26(Flying) Fort: 10(17) Will: 11(18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claws 8(15) 2d+5 9(16) 4 64 36
Unique Skills W. P.: Wind Damage +3 pts.
○Flight Loot
A Siren receives a +1 bonus to Accuracy and Always
Gems (150G/Gold A) x
Evasion only for melee attacks. 1d
○Pets Siren's Feathered
It has Bird, Insect, and Frog Pets. When using 2–7 Kimono (100G/White
A)
spellsong, these Pets also use spellsong at the
Beautiful Feathered
same time and continue to spellsong even if this 8–9 Kimono (300G/White
monster performs other actions afterward. The A)
spellsong range of the Pets is treated as a 10m Shining Feathered
radius around this monster. 10+ Kimono (1000G/White
↝Spellsong/11 (17) S)
A Siren can use Spellsongs that require the
10th Bard level. Spellsongs have an effective range of 100m, centered on the Siren.
↝Fairy Magic 7 Level/Magic Power 10(17)
Can cast Wind, Water, and Dark rank spells up to 7th level.
Laetitia has a leadership role in governing the waters around the castle.
At first glance, she looks like a beautiful and innocent human woman. Even may
look like a rich young lady because she is adorned with various pieces of jewelry.
She was originally a young humanoid girl whose life was saved by Siren on a
shipwrecked ship when she was a child and was carefully raised. After coming of age,
she became Siren, but because she was taught the foolishness of humanoids and the
joy of manipulating them, she can only see humanoids, barbarous, as targets to be
played with.
Although she hates men in particular, she takes it easy on women and sometimes
saves their lives after a lot of toying with them. In this way, she instills fear of Sirens to
protect her territory and that of her friends. She does not remember the time when
she was a human.
If this monster is defeated, the PCs gain the title of “Protector of the Sea (10
points),” and their total reputation will increase to the same number of points.

352
Transformation Sheet
PC’s Name: Race: Number of Sections: Main Section:

Add'l Dmg
Min STR
Accuracy

Crit Rate
Power

Notes
Section/
Stance ②③④⑤⑥⑦⑧⑨⑩⑪⑫
Attack Method

*
Fortitude Willpower Evasion Defense HP
MP

Add'l Dmg
Min STR
Accuracy

Crit Rate
Power

Notes
Section/
Stance ②③④⑤⑥⑦⑧⑨⑩⑪⑫
Attack Method

*
Fortitude Willpower Evasion Defense HP
MP

Add'l Dmg
Min STR
Accuracy

Crit Rate
Power

Notes
Section/
Stance ②③④⑤⑥⑦⑧⑨⑩⑪⑫
Attack Method

*
Fortitude Willpower Evasion Defense HP
MP

Add'l Dmg
Min STR
Accuracy

Crit Rate
Power

Notes
Section/
Stance ②③④⑤⑥⑦⑧⑨⑩⑪⑫
Attack Method

*
Fortitude Willpower Evasion Defense HP
MP

Gained Infusions (Heritor Level: ) Classes, Unique Skills


Level Name Summary Level Name Summary Section Name Effect
1 11
2 12
3 13
4 14
5 15
6
7
8
9
10

353
Transformation Sheet (1st Example)
PC’s Name: Race: Drake Knight Number of Sections: 3 Main Section: Body

Add'l Dmg
Min STR
Accuracy

Crit Rate
Power

Notes
Section/
Stance ②③④⑤⑥⑦⑧⑨⑩⑪⑫
Attack Method

Body/Claw 1HW 1 4 6 * 0 1 1 2 3 3 4 5 5 5 ⑩ 5
Fortitude Willpower Evasion Defense HP 23
4 3 4 2 MP 15

Add'l Dmg
Min STR
Accuracy

Crit Rate
Power

Notes
Section/
Stance ②③④⑤⑥⑦⑧⑨⑩⑪⑫
Attack Method

Right Wing/Wing 1H# 1 5 6 * 0 1 1 2 3 3 4 5 5 5 ⑪ 5


Fortitude Willpower Evasion Defense HP 13
4 3 4 1 MP 6

Add'l Dmg
Min STR
Accuracy

Crit Rate
Power

Notes
Section/
Stance ②③④⑤⑥⑦⑧⑨⑩⑪⑫
Attack Method

Left Wing/Wing 1H# 1 5 6 * 0 1 1 2 3 3 4 5 5 5 ⑪ 5


Fortitude Willpower Evasion Defense HP 13
4 3 4 1 MP 6

Add'l Dmg
Min STR
Accuracy

Crit Rate
Power

Notes
Section/
Stance ②③④⑤⑥⑦⑧⑨⑩⑪⑫
Attack Method

*
Fortitude Willpower Evasion Defense HP
MP
Gained Infusions (Heritor Level: 1) Classes, Unique Skills
Leve Summar Leve Nam Summar Section Name Effect
Name
l y l e y Mana
Meticulou Body
Acc., Strike
1 s Infusion 9 Breath of
Evas. + 1 Right Wing
I Light
2 10 Acc., Evas.
3 11 Left Wing Flying + 1 when
4 12 in melee
5 13
6 14
7 15
8

354
Transformation Sheet (2nd Example)
PC’s Name: Race: Basilisk Number of Sections: 3 Main Section: Head

Add'l Dmg
Min STR
Accuracy

Crit Rate
Power

Notes
Section/
Stance ②③④⑤⑥⑦⑧⑨⑩⑪⑫
Attack Method

Head/Bite 2H# 1 0 11 * 1 2 2 3 3 4 5 6 6 7 ⑨ 0
Fortitude Willpower Evasion Defense HP 27
5 5 0 1 MP 24

Add'l Dmg
Min STR
Accuracy

Crit Rate
Power

Notes
Section/
Stance ②③④⑤⑥⑦⑧⑨⑩⑪⑫
Attack Method

Body/Claws 1HW 1 3 6 * 0 1 1 2 3 3 4 5 5 5 ⑩ 3
Fortitude Willpower Evasion Defense HP 24
5 5 3 2 MP 12

Add'l Dmg
Min STR
Accuracy

Crit Rate
Power

Notes
Section/
Stance ②③④⑤⑥⑦⑧⑨⑩⑪⑫
Attack Method

Evil Eye/- - *
Fortitude Willpower Evasion Defense HP 12
5 5 5 0 MP 12

Add'l Dmg
Min STR
Accuracy

Crit Rate
Power

Notes
Section/
Stance ②③④⑤⑥⑦⑧⑨⑩⑪⑫
Attack Method

*
Fortitude Willpower Evasion Defense HP
MP

Gained Infusions (Heritor Level: 1) 8


Leve Summar Leve Nam Summar 9
Name
l y l e y Classes, Unique Skills
Enhanced Section Name Effect
Evil Eye 3m/Eff. Evil Eye of
1 10
A/Petrificati +1 Head Petrification
on A
2 11 1d poison
3 12 Poisonous against
4 13 All
Blood melee
5 14 attacks
6 15
7

355
Designer's Notebook
Young and inexperienced adventurers, together with their friends,
overcome hardships through the power of courage and bonds, and
repeatedly improve their level, weaving a tale of heroism.
I have created Sword World 2.0 because I love such stories and
games. And that feeling has not changed.
But at the same time, I had a strong desire to play different barbarous
races.
I am a fan of different races and love to think about their culture, daily
life, thoughts, and philosophies. So, planning, writing, and test-playing
this book was a lot of fun.
Among these, Drake Knights and Basilisks were the most
controversial in the planning meetings.
There were many obstacles in terms of game balance and rule
construction, and at one point, the project was almost put on hold.
However, Tanaka Kouji, who was in charge of system design, said, “I
made a tentative version of the rules, and it seems to work,” and it finally
became playable data.
Thanks to the new class “Heritor” created at the same time, a great
variety of characters can be created. We hope that you will enjoy a
different kind of adventure by becoming barbarous from time to time.
In September, a supplement focusing on one of the barbarous
territories, the Player's Handbook “Natural History of Dilfrum,” will be
published. Together with this, we are sure that you will be able to enjoy
a truly varied, fresh, and barbarous adventure.
I want to express my gratitude again to the many people involved in
this book and everyone who enjoys “Sword World 2.0”.
Go wild as much as you want!

June 2016 Kei Kitazawa/Group SNE


Group SNE official website: http://www.groupsne.co.jp/

356
Staff List
Game Design Supervisor
Kei Kitazawa Hitoshi Yasuda
Ryo Mizuno
System Design Miyuki Kiyomatsu
Tanaka Kouji
Writers
World Design Kei Kitazawa
Kei Kitazawa Tanaka Kouji
Akita Miyabi Miyuki Kiyomatsu
Sanae Fujisawa Akita Miyabi
Sanae Fujisawa
Cover Illustration Tadaaki Kawahito
Kususaga Rin Bethe Yuli Kurosaki
Anji Majima Ryu Kuroi

Sample Character Illustrations Editing


Kususaga Rin Henshall Aiman
Anji Majima
Design
NPC Illustrations Takahiro Sato
Ishosho Rio Toyoki
Kashiwaba
Bob Cover Design
Kususaga Rin Rio Toyoki
Anji Majima
Production
Map Illustrations Yuko Nagase
Yuya Kobayashi Hirofumi Emoto

Monster Illustrations
Ario
Kosaku
Shiroichi Ohno

Development
Group SNE

357
English Translation
Translation and Editing
Auquid

Translation of Races and of Heritor


Momo

Original Release Date: 2016/07


Translation Release Date: 2023/02

This is a free, unofficial, fan-based translation.


Please support original creators by buying Sword
World books and supplements.

358
This book tells you all about the Barbarous, the great forces that color
the world of Sword World 2.0. The book introduces you to the richly
individualistic barbarous through data, rules, and stories.' Drakes and
Basilisks, the dominant species of the Barbarous, are now playable!
Furthermore, a new class, Heritor, was added, and barbarous players can
now play the game with several sections! The range of combat recreation
has also been greatly expanded!
This is a must-read book that will expand the world of Raxia not only
for game masters but also for players.

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