Commoner, Devilfolk, Woman
Commoners
Devilfolks
100 gp
0.01 gp / day
140 lbs
0

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4 / 4
10
10
30
60
0
5

Clothes, Peasant
 

  • Inventory Equipped:
  • Clothes, Peasant
    0.1 gp

  • At Will Spell(s):
  • Poison Spray
    0
  • Thaumaturgy
    0


  • Monster Bits:
  • 8 Humanoid Blood
    0.15 gp
  • 21 Animal Bone
    0.03 gp
  • 14 Animal Fat
    0.5 gp
  • 49 Animal Meat
    0.05 gp
  • 7 Soft Skin
    0.05 gp

A devilfolk woman’s clawed hands weave a sizzling thread, its crimson glow sparking faintly. Her scaled tail sways, boots crunching ash, as the thread hums, trailing wisps of smoldering, sulfur-scented smoke.

Commoners
Creature Sub Type
100 gp

🌾👷 Commoners: Pillars of the Land

Commoners are Zin’s humble backbone, a diverse tapestry of peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits whose toil sustains the world. 🌍 Often illiterate and bound to the land, their lives are shaped by labor and resilience, yet their ingenuity and spirit fuel the heartbeat of society. From fields to forges, they carve out existence in the shadow of greater powers, their quiet strength a cornerstone of Zin’s realms.

🌱 Roots of Toil: Humble Beginnings

Commoners arise from the soil of Zin’s history, their origins tied to ancient agrarian tribes or those subjugated by warlords and kings. 🏡 Bound by necessity, they work the land or serve elites, their lives dictated by survival. Game Masters can cast them as descendants of forgotten clans or survivors of conquest, their struggles driving quests for freedom or justice.

🦴 Simple Form: Hardy and Varied

Commoners vary widely—sun-weathered farmers, calloused artisans, or gaunt pilgrims—united by rugged endurance. 🛠️ Clad in coarse wool or patched leathers, they bear tools like scythes, hammers, or peddler’s packs. Their weathered faces and strong hands reflect lives of labor. GMs can describe their earthy resilience, with dirt-streaked brows or fervent eyes, grounding their presence in Zin’s gritty reality.

⚒️ Versatile Labor: Masters of Craft

Commoners excel in practical skills—farming, smithing, weaving, or trading—honed through necessity. 🌾 While most are illiterate, their oral traditions and clever hands preserve knowledge of crops, tools, or markets. Some hermits or pilgrims wield spiritual insight, guiding communities. GMs can highlight their resourcefulness, with players enlisting a merchant’s savvy or a serf’s hidden talents to solve problems.

🏞️ Domains of Duty: Villages and Markets

Commoners dwell in rural hamlets, bustling market towns, or noble estates, their homes humble but vital. 🏘️ Fields stretch around mud-walled villages, while artisans’ workshops or merchants’ stalls hum with activity. GMs can craft these settings as vibrant hubs, where players navigate peasant revolts, trade disputes, or hermit’s prophecies, tying commoners to the world’s pulse.

⚔️ Confronting Commoners: Strength in Numbers

Facing commoners pits players against desperate resolve or cunning survival. 🛡️ Armed with pitchforks or improvised weapons, they overwhelm through sheer numbers or guile. Diplomacy—offering aid or respect—can turn them into allies. GMs can stage encounters as tense standoffs, with players quelling riots or earning trust through shared toil.

🌌 Pulse of Enduring Spirit

Commoners are Zin’s quiet tide, their sweat and stories sustaining the world’s foundation. 🌿 From plowing fields to crafting wares, they embody resilience, their lives a testament to unyielding spirit. Whether toiling for lords or seeking salvation, they challenge heroes to honor their struggles, weaving tales of humble defiance that echo through Zin’s ages.

  • Essences:
  • Body: 0
  • Mind: 0
  • Soul: 0

Clothes, Peasant
 

  • Inventory Equipped:
  • Clothes, Peasant
    0.1 gp

  • Skill Tier 1:
  • Common Language Skill

Devilfolks
Creature Sub Type

😈🔥 Devilfolks: Heirs of the Abyss

Devilfolks, born of infernal bloodlines, are Zin’s cunning manipulators, their veins pulsing with the dark energies of the Endless Abyss. 🖤 Wielding poison and deception with lethal finesse, they craft schemes and contracts that ensnare the unwary. With silver tongues and razor-sharp wits, they bend others to their will, their devilish heritage making them masters of intrigue and formidable foes in any bargain.

🌑 Infernal Origins: Spawn of Deception

Devilfolks trace their lineage to devils who once tread Zin’s mortal plane, their souls bound to the Abyss through ancient pacts or forbidden unions. 🩸 These ties infuse them with guile and malice, their heritage a legacy of betrayal and power. Game Masters can weave their origins into tales of demonic bargains or cursed bloodlines, positioning Devilfolks as agents of chaos or cunning dealmakers.

🦴 Seductive Form: Charm and Menace

Slender and alluring, Devilfolks blend mortal beauty with an unsettling edge—gleaming eyes, subtle horns, or a venomous aura. 🐍 Clad in silken robes or spiked leathers, their presence disarms or intimidates. GMs can describe their hypnotic gaze or sinuous grace, evoking a predator’s charm that lures victims into deadly traps.

🪄 Masters of Manipulation: Words as Weapons

Devilfolks wield a preternatural talent for negotiation, their contracts binding souls with ironclad clauses. 🖋️ Their magic, drawn from the Abyss, conjures illusions, poisons minds, or sows discord. GMs can showcase their sorcery in tense parleys, where a whispered spell or cunning phrase turns allies into pawns, unraveling plans with a single word.

🏰 Lairs of Intrigue: Courts of Deceit

Devilfolks thrive in shadowy salons or opulent courts, their lairs hidden in cities or abyssal rifts. 🕸️ Surrounded by enthralled minions or treacherous allies, they weave webs of influence. GMs can craft their domains as gilded traps, where players navigate deadly intrigues or unravel infernal contracts to thwart their schemes.

⚔️ Confronting Devilfolks: Beware the Bargain

Facing Devilfolks tests wits against their guile. 🛡️ Holy relics or truth-revealing magic counter their deceptions, while exploiting their arrogance can unravel their plans. GMs can stage encounters as verbal duels or ambushes, where players must outsmart silver-tongued foes or risk falling prey to their venomous ploys.

🌌 Legacy of the Abyss

Devilfolks are Zin’s serpentine schemers, their infernal blood fueling a relentless drive for power. 😈 From shadowed courts, they spin lies that topple kingdoms, their contracts binding fates. Whether as allies or adversaries, they challenge heroes to match their cunning or succumb to their abyss-born malice, leaving a trail of broken wills in their wake.

  • At Will Spell(s):
  • Poison Spray
    0
  • Thaumaturgy
    0

  • Speed:
  • Walking Speed: +30

  • Special Senses:
  • Nightsight: +60

  • Damage Type Resistances(s):
  • Poison

  • Contesting Roll ADV vs Status Effect:
  • Poisoned

  • Skill Tier 1:
  • Bending Weapon Skill
  • Common Language Skill

  • Skill Tier 2:
  • Abyssal Language Skill

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information