Bred and twisted in the shadowy faerie realm by twelve exiled dark sorcerers, these slave races include tree-swinging halfling stranglers, cat-headed spies and lizard-bodied orog cavalry.
Over two thousand years ago, before the first human tribes reached the continent, the dark god trained twelve wicked humans in black sorcery. They fought for him in the cataclysmic battle on a mountain, and its blast flung them into the shadowy faerie realm. At home, where none knew their fate, they became the Forsaken.
Now among that realm's greatest powers, they spent two millennia gathering might, lore and servants: might they seized, lore they researched, servants they built. Their minions began as humans, demihumans and humanoids reshaped into races that exist only to serve. Each keeps physical and mental traits of its origin, such as build, keen senses or intelligence, and speaks its original language. Three races are well known.
Halfling spawn: shadow-realm fiends often enslave the local halflings, but only the Forsaken mutate them, and several of the twelve keep their own breeds. One line has monkey tails, long sinuous arms and clawed paws for swinging through the realm's twisted forests.
Cat-headed spawn: a few of the vanished sea-traders escaped the cataclysm into the shadow realm, where one sorcerer adapted them. They keep human bodies and dark skin under a Siamese cat's head, with feline grace and senses. The first was an accident, when the sorcerer's familiar strayed into an experiment, but its stealth inspired dozens of bred litters of spies.
Orog spawn: after orog raiders charged through a portal into the realm, several of the Forsaken studied them. Varieties include a centaur-like blend of orog torso and the giant lizard orogs ride.
Halfling spawn wear leather for climbing freedom, which also aids ambush (-4 to foes' surprise rolls). They use slings and thrown missiles at +1 like other halflings and claw twice for 1d4. A tail hit wraps the throat: each round held, the victim takes 1d8 and must save vs. paralyzation or black out for 1d4 turns. They gain +2 on saves against spells, poison, and rods, staves and wands.
Cat-headed spawn are surprised only on a 1 or 2 and impose -3 on foes' surprise rolls. They use any weapon a human of the continent can, bite for 1d6, and climb walls 90%, detect noise 45%, hide in shadows 45% and move silently 50%.
Orog spawn have shaggy torso hide at AC 5, matching their lizard bodies, and most add armor for AC 3 above. They gain +2 damage with maces, polearms, crossbows, axes and heavy long swords, but bright sunlight blinds and sickens them for -3 to attacks and saves.
Other races may get spellcasting, thief skills, weapon specialization, or poison, paralysis, regeneration and similar powers. Most minions can be reasoned with but know little beyond their task. They usually learn to see through fey glamour, but only those built from native shadow-realm races can shape it.
Minions live in small communities, usually inside their master's compound; some followed the Forsaken who returned to the continent. An overseer, sometimes a trusted member of their own race, watches them. Masters with several races see few brawls, since punishment is swift and memorable.
The first minions came from trial-and-error experiments, each sorcerer chasing a 'perfect' servant. They now breed on their own, and masters allow enough births for a steady supply but not enough for revolt; harsh servitude also cuts their life spans to about a fifth of their parent race's. Most are omnivores, though those from races with strict diets, like meatless elves or meat-only goblins, keep them. Shades, another kind of minion that any of the Forsaken may use, cannot breed. The Forsaken also summon monsters from the realm and beyond, and other powers, such as the blood-corrupted abominations, keep minions of their own.
More: Monsters starting with M · Birthright monsters · All monsters A-Z
| Halfling Spawn | Masetian Spawn | Orog Spawn | |
|---|---|---|---|
| Climate/Terrain | Cerilian or the shadow realm forests | the shadow realm | the shadow realm |
| Frequency | Uncommon | Rare | Rare |
| Organization | Community | Community | Community |
| Activity Cycle | Day | Day | Any |
| Diet | Omnivore | Omnivore | Carnivore |
| Intelligence | Average (8-10) | Very (11-12) | Low (5-7) |
| Treasure | J (O, P) | K (M, P) | J (O) |
| Alignment | Neutral evil | Lawful evil | Chaotic evil |
| No. Appearing | 3-24 (10-100) | 3-24 (10-100) | 3-24 (10-100) |
| Armor Class | 6 | 8 (10) | 3 (armored torso), 5 (lower body and unarmored torso) |
| Movement | 6, 12 in trees | 12 | 12 |
| Hit Dice | 2 | 3 | 4+4 |
| THAC0 | 19 | 18 | 17 |
| No. of Attacks | 1 (missile) or 3 (melee) | 1 | 1 |
| Damage/Attack | By weapon or 1d4/1d4/1d8 | By weapon or 1d6 | By weapon +2 |
| Special Attacks | Strangle | Bite | Nil |
| Special Defenses | Resists poison | See text | Nil |
| Magic Resistance | See below | Nil | Nil |
| Size | S (3' 6" tall) | M (6' tall) | H (7' tall, 20' long) |
| Morale | Average (8-10) | Steady (11-12) | Elite (13-14) |
| XP Value | 175 | 270 | |
| Blood Abilities | None | None | None |
| Bloodline | None | None | None |
| Perception/Seeming | Middling/Lesser | Lesser/None | Slight/None |