Showing posts with label npcs. Show all posts
Showing posts with label npcs. Show all posts

Monday, January 17, 2011

Jewel Throne Update

Regarding The Jewel Throne, I'd like to thank everyone for both their kind encouragement, as well as those who have generously offered to contribute in any fashion to the project.

In true Gamer-ADD fashion, I've been shuttling between several different articles for first issue of the Jewel Throne, and here are some of the contents:

- "War...War Never Changes:" Wasteland & Fallout inspired equipment for Gamma World & Mutant Future.

- Cave/Lair Geomorphs: A set of 36 geomorphs for quickly assembling caves and lairs; they conform roughly to the Dyson Logos format, but not entirely...they don't always "play nice with others."

- Snake Men: Statistics for strictly Robert E. Howard style Snake Men of varying levels.

- Twenty Sorcerers, with statistics, details, backgrounds, personalities and spellbooks; their spellbook selection ties into the following.

- "Grammaree:" Twenty-odd Magic-User spells, inspired by Eldritch Weirdness (one of my favorite OSR products) and Ancient Vaults & Eldritch Secrets. Incantations to become an iron colossus; raise a sunken ship for 1 day; know all of your target's shameful secrets; possess telescopic vision particle beams; curse a victim to slowly transform into an ape; summon a polyp of the upper vapors to serve as a flying carpet; and so forth. Some of these are inspired by my own Magic-User PC going "Fricking heck, why isn't there a spell for X so I can do Y!", others by the events of current and past campaigns, as well as fantastic literature. EDIT: Here is a list of the spells I am working on:

Become the Form of the Mog-Molarch
The Black Lasher
Black Vapours of Anthrophagic Fever
Call Servitor Polyp of the Upper Vapours
Crystal Armor
Curse of Lunar Possession
Exhale Cloud of Stinging Flies
The Eyes of Far Death
The Golden Spheres
Luminous Purple Mist
Mass of Serpents
Psychic Reaping
Raise Drowned Vessel
Ray of the Ape Curse
Returning Missiles to Their Sources
Shaft to the Underworld
Shroud of Shining Shards
Speak With Cats
Swarming Leaves of Death
Uproot by Black Storm


The focus for this issue will be "material that can be immediately useful for GMs in a wide variety of campaigns." For possible future issues some of the ideas I'm considering include D&D-compatible Fighting Fantasy/Tunnels & Trolls style solo adventures and  mini-rpgs such as "Action Movie D&D" (with random fire-escape determination tables and explicit rules for jumping from rooftop to rooftop ;D).

Also, JDJarvis has posted some great one-hour dungeon maps Here, Here and Here.

Saturday, May 29, 2010

The Disciples of Nothingness

Usually lumped in with the followers of the Lords of Change by those that sort and catalogue cults, The Disciples of Nothingness pay homage to Iajuxxa "The Great Unmaker - The Ever Sucking Maw" as the aperture of a feeding filament of an extradimensional entity of infinite hunger that they worship as the penultimate power of, and eventual devourer of, all universes, planes and dimensions; utterly consuming all reality(ies).

As part of their complicated theology, the Disciples of Nothingness also worship disintegration; death; suicide; extreme gravitation; and the absence of and/or negation all all light, with some especially devout cultists blinding themselves. They preach the worthlessness and futility of all existance; the inexorable nature of entropy and dissolution; and the eventual fate of all to be devoured by Iajuxxa. They pay heed to the Gluttonous Prophets, eyeless obese psychics who constantly gorge themselves to maintain an ecstasis in which their pineal gland receives emanations from Iajuxxa in it's distant orbit from the three suns.

Some sects have discovered Ancient disintegration facilities where they attempt to negate as much matter as possible, offering sentients as especial offerings to The Ever-Sucking Maw. Rumors whisper of Disciples of scientific bent who seek out ancient particle accelerators in order to create micro black holes with the aim of destroying the planet while creating another mouth for The Great Unmaker.
Some legends speak of Iajuxxa's Exarch upon Algol, Hunger "The Witch With Mouths For Eyes," and her warlock-sons Starvation and Gluttony.

Sunday, April 25, 2010

Sunday Surreality - Xaxx The Watcher

Xaxx the Watcher is a a figure in the theological legends of the Lawful religions. Depicted as a seervitor or aspect-filament of Tothet, Xaxx is said to be a holy warrior that can detect evil, is resistant to sorcery, and can cast the extraworldly servants of Chaos out of Algol. The Watcher carries a massive holy flaming sword, a magic telescope which can detect evil at great distances, and is clad is shining silvery full articulated plate armor.

As depicted in scriptures The Watcher never speaks, instead using gestures and it's pupil to communicate. It's archetypal pose is pointing at finger (at evil), with it's pupil contracted and angry looking.

Tuesday, April 20, 2010

Tuesday Tyrant - Darath Ymph

Blame Jack Vance and Encounter Critical...

Roughly twenty years ago he emerged from the wastes of the Greater Glow, followed by his henchmen and soldiers, and began a campaign to bring the Western Badlands under his iron heel.

Darath Ymph, The Deranged Tyrant, a strategic and tactical genius of great vanity who is the de facto ruler of the Western Badlands and who aims to conquer the known civilized lands and make himself Autarch.

Darath Ymph, a tall Hyperborean of patrician aspect and possessing an impressive black mustache, clad either in his sinister black war harness or in foppish finery of lilac, mauve, lavender, teal, and similar hues. Darath Ymph, a master of fencing who has no qualms personally slaying those who have displeased him with the red energy blade of his Phasic foil.

Served by his Vizir, the lich Sorcerer Gelgethea, and his fanatically devoted army: the reanimated Skeletroopers; the psychic slime warriors in their black exo-suits; his elite Andorian battleguard; and many others eccentric and fierce of aspect.

His throne is Skullstone Skyisland, which hovers miles above the Glow Pit, his servitors flying out in gleaming chrome skull-shaped sky vessels to do his bidding and enforce his will over the Western Badlands.

Located deep in the bowels of Skullstone Skyisland is a labyrinthine complex of tunnels and chambers, known as "The Proving Pits of the Deranged Tyrant," where those who seek the favor of Darath Ymph prove their mettle with blade, spell or stealth. These Proving Pits are said to have several connections to the pan-dimensional meta-dungeon "The Black Ziggurat."

Monday, April 12, 2010

Mind Wizard and Assassin Traits

In order for use with this and this.

d20 Mind Wizard Traits
1 Bulging, saucer eyes.
2 Protuberant cranial veins that throb when using mental powers.
3 Can telepathically communicate with animals.
4 Oversize cranium.
5 Elongated, narrow skull.
6 Bald.
7 Bald with a vaguely brain-shaped heap.
8 Gem impanted in forehead.
9 Will meditate for hours on end.
10 Holds all non-psychic beings in contempt.
11 Is really into crystals.
12 Malformed or crippled.
13 Creepy child, may have a bowl cut.
14 Stares all the time, never blinks.
15 Occasionally mutters in an unknown language to unseen entities and is completely unaware of doing so.
16 Is always performing calculations.
17 Always wears striking robes, most likely of metallic fabric.
18 Wears a metal headband.
19 Blind, but is unhampered due to psychic compensation.
20 Can sense demons, evil spirits and the like.

d20 Assassin Traits
1 Wears black all of the time.
2 Almost never speaks.
3 Broods on rooftops and otherwise engages in similar behavior.
4 Always making euphemistic quips and witticisms related to their profession.
5 A consummate professional.
6 Former consummate profession now sloppy due to the toll of intoxicant abuse.
7 Has a poisoned dart thrower concealed in an item of jewelry.
8 Has a slender, flexible melee weapon concealed in an inoffensive item.
9 Collects poisons, has en extensive collection.
10 Can hide motionless for days.
11 Ruthless about gold and always demands full payment before the job.
12 Collects trophies from their kills.
13 Always leaves a signature "calling card." such as a purple lotus, a distinctive weapon left in the victim's body or a glyph carved into the wall.
14 Makes friends with their targets beforehand.
15 Refuses to kill women or children.
16 Relishes the suffering of the innocent, vulnerable and the helpless.
17 Devotee of a death or murder cult.
18 Is always reserved, inscrutable, aloof and unflappable, but is actually very, very intoxicated all of the time.
19 Uses poisonous creatures in their trade.
20 Master of disguise and bluffing.

Friday, April 9, 2010

The Devil is in 160 Details...Planet Algol Style NPC Traits

I've been busy lately with family, band practice, videogames (Metro 2033!) and other nonsense, with the end result being unconscionable neglect of both working on the Planet Algol booklet and this blog. As an act of contrition please enjoy the below NPC Trait generation system, a rough draft of the material I'm working on for the NPC Generation section of the Planet Algol booklet.

As a related aside, I've been hearing muttering that a certain deranged savant is planning on releasing a generic free(?) Science Fantasy supplement for Swords & Wizardry, and that some of the planned content may render some of the inchoate Planet Algol material redundant...which has me pretty jazzed as it may mean less work on my end.! Hopefully this project materializes soon and dovetails nicely with the Planet Algol project!

Anyways, I'm getting pumped for doing some more "Dungeon Jamming" with D&D bros Lester & Cameron tonight, who know what madness will emerge from our demented imaginations...

This NPC Trait Generation system was developed as a component of my Planet Algol NPC Generation system. It's a rough first draft, expect something wider, deeper, weirder and meaner in the future...

d6 - # of Traits
1 One
2-4 Two
5 Three
6 Four

d6 Trait Table to Roll On
1-5 General NPC Traits Table
6 Class-specific Trait Table

d%

General NPC Traits

01

Wears strings of pierced coins.

02

Wears a knife on an arm sheath.

03

Always has bare arms.

04

Wears old hoop earrings.

05

Wears red leather headband.

06

Wears a high-collared cloak or coat which conceals lower portion of face.

07

Clad in striking black and white garments and gear.

08

Wears a bubble-like helmet.

09

Wears a metal helmet which completely covers head and face.

10

Wears a stylized metal mask in the form of an animal's face.

11

Wears a simple domino style mask.

12

Wears a crested helmet.

13

Wears bracers of precious metal.

14

Wears a foil jumpsuit.

15

Wears a tight-fitting bodysuit.

16

Garments are constructed of small, light metal scales.

17

Wears a hooded, poncho-like garment.

18

Wears a monocle.

19

Wears a metal skullcap.

20

Wears an Earth Man flying helmet.

21

Wears sleek, elbow-length gloves.

22

Very elderly.

23

Wears a skull-face mask.

24

Wears bone jewelry.

25

Wears an amulet composed of a fragment of an ancient technology.

26

Wears an amulet of a tiny stone idol.

27

Wears a metal amulet of an abstract symbol.

28

Has a harsh, grating voice.

29

Mute.

30

Sings instead of talking.

31

Speaks in Haiku-like statements.

32

Has small, suspicious eyes.

33

Wears a wide-brimmed hat.

34

Wears a very tall hat.

35

Wears gauzy, flowing robes.

36

Wears thin circlet of bronze.

37

Short and small, often mistaken for child if young.

38

Is very, very tall.

39

Wears a metal gorget.

40

Nose was once broken.

41

Wears dinosaur hide bracers.

42

Wears a turban.

43

Wears a simple undyed robe.

44

Terrible facial scars, one eye.

45

One limb is mechanical.

46

Bears the scars of a whipping or torture.

47

Shaves head aside for a single braided lock.

48

Constantly wears a cowl and veil.

49

Wears metallic cloth tunic.

50

Wears high-strapped metallic sandals.

51

Is always shirtless.

52

Carries a whip, very skilled with it.

53

Scout for a band of robbers.

54

Indebted to slavers.

55

Pursued by an vengeful former lover.

56

Obsessed with maintaining protections from evil spirits.

57

Obsessively hates mutants.

58

Secretly a mutant.

59

Servitor of a powerful supernatural being.

60

Will never lie.

61

Expert, habitual liar.

62

Secretly a descendant of Royalty with inherited birthmark, may be hunted.

63

Secretly a lawful vigilante.

64

Really into shopping for gear and supplies.

65

Can calm down agitated animals.

66

Can predict dangerous weather conditions.

67

Is convinced supernatural forces interfere in their affairs.

68

Knows the location of a hidden treasure.

69

Can run very fast.

70

Keeps a journal with sketches and maps.

71

Asks a lot of questions which quickly becomes tiresome.

72

Will conceal tears when a companion dies.

73

Can convincingly pretend to know strangers.

74

Is a recent parent, found it to be a life-changing experience.

75

Has a perfect singing voice.

76

Often loses important objects.

77

Plays with campfires way too much.

78

Throws up when a friend dies.

79

Laughs at very inappropriate moments.

80

Cannot lie without giggling.

81

Mercilessly ogles those they find attractive.

82

Is convinced they will die soon.

83

Is obsessive in checking campsites, bedding, books and the like for poisonous vermin.

84

Will always try shooting inoffensive wildlife.

85

Collects interesting rocks.

86

Always wants to gamble.

87

Is a really good cook but is insufferably smug about it.

88

Is really lazy but always has an excuse.

89

Sometimes get too excited and acts like a child.

90

Will not travel at night due to fear of nightgaunts.

91

Secretly has a crush on a PC.

92

Will never betray or abandon an ally.

93

Claims to be a great swimmer but isn't.

94

Claims that vegetation gives them a rash.

95

Illiterate but tries to pretend otherwise.

96

Very cheap, has lots of copper pieces.

97

Always sharpening blades.

98

Cannot eat without complaining about food.

99

Dislikes bright light in the morning.

100

Afraid of dinosaurs and large reptiles.


d20

Fighting-Man Traits

01

Hero of a famous or infamous battle.

02

Current or former gladiatorial slave.

03

Missing several teeth.

04

Facial scar from sword wound.

05

Always telling dirty stories and jokes.

06

Meticulous about maintaining and repairing equipment.

07

Exercises a lot, prefers to do so naked.

08

Practices an unusual, digusting diet in order to "maintain conditioning."

09

Collects medals and odd bits of armor.

10

Wants to die in single combat against a worthy opponent.

11

Unafraid to knifefight or wrestle beats or monsters, actually quite effective at it.

12

Never complains, always pitches in if there's work to do.

13

Can make a deadly weapon out of almost anything, also a ruthless brawler.

14

Was raised by ferocious, savage nonhumans.

15

Doesn't trusts sorcerers, mind wizards and their ilk.

16

Has burn-scars from energy weapons.

17

Frequently checks that weapons are secured in sheaths and holsters, reminds others to do the same.

18

Knowledgeable in artillery and explosives.

19

Has a secret cache of military equipment.

20

Has strong connections with a mercenary band.


d20

Sorcerer Traits

01

Was an apprentice to a master of considerable repute.

02

Meditates at every available opportunity.

03

Abstains from all physical labor, claims that it weakens internal concentration.

04

Supplements diet with disgusting invertebrates.

05

Only drinks water and certain bitter teas.

06

Is drunk all of the time, does not impair spellcasting.

07

Claims that others cannot comprehend their mystical secrets.

08

Insanely jealous of other sorcerers.

09

Will stop at nothing to attain greater sorcerous power.

10

Frequently sniffs a dusty grey power, the remains of corpses reduced to certain essential salts.

11

Carried an unwieldy, baroque staff with several secret compartments.

12

Wears a ring with a retractable poison needle.

13

Has an incorporeal servitor, requires regular rituals and sacrifices to placate.

14

Is from another plane and has an especially unusual appearance.

15

Gaunt, skeletal appearance.

16

Waxy, unhealthy complexion with cancerous dark eyes.

17

Has dark, protuberant veins.

18

Has no eyes but sees via unnatural means.

19

Head was severed at one time and crudely stitched back on.

20

Unwholesome odor either of sickly sweet incense and decay, or of pungent chemicals.


d20

Thief Traits

01

Bears the facial brand of a criminal.

02

Carries a lot of daggers and throwing knives.

03

Carries a small pistol in a concealed holster.

04

Expert con artist.

05

Skilled forger.

06

Can accurately estimate the value of items.

07

Does a lot of intoxicants.

08

Always conceals identity via mask, cowl or the like and uses a title in lie of name.

09

Has a huge bounty on their head.

10

Has several lovers in high places.

11

Can always spot the best escape route, knows a million tricks to evade pursuit.

12

Will slink away from companions if the situation appears especially dire.

13

Knows how to conceal the signs of violence and effectively dispose of bodies.

14

Was subjected to a botched execution in the past and feigned death to escape.

15

Hates all authority figures.

16

Wears gaudy, cheap jewelry. Will try to claim flashy jewels.

17

Once was part of a legendary heist but only played a small role.

18

Always getting in trouble for the way they "look at people."

19

Acts in an obvious suspicious manner all the time.

20

Resents the mildest slights and will mutter about violent retribution afterwards.

Wednesday, March 31, 2010

Planet Algol NPC Generation Preview PDF

http://www.mediafire.com/file/tzjdighlt1i/NPC Generation Preview.pdf

The above PDF includes some tables and procedures from the Planet Algol booklet for generating NPCs.

You can consult the Algol Encyclopedia sidebar to the right for races, classes and so forth (aside from mutants...).

The appearance & traits material is currently far too shallow for display, and the NPC equipment generator is hampered by my inchoate technological and magic item resources.

The names lists are is desperate need of a ruthless go-over (and I should come up with another 200 or so).

This doesn't include all of the specific bits like "don't roll class for cactoids," "don't roll gender for Nire Witches" and the like, it's just a rough skeleton & guts document intended as a resource for NPC generation for oldschool D&D-style games.

I hope I can be forgiven the gender determination percentages, I went with 20% both for purposes of of genre emulation and as an artifact of the unfortunate social attitudes of the majority of Algol societies...it's an evil, dying world.

The NPC ability score arrays included are for the three classic classes. I started bolding ability scores of 8 or less and 13 or higher as way to quickly get a grasp of what that particular NPC is all about, ability-wise. The bolding is incomplete, I knock off a chunk here and there.

Hopefully portions of this document can be of use for some of your campaigns, and please let me know what you think of it!

EDIT: Regarding Lawful/Chaotic Alignment, use the following:

d6 Civilized/Lawful Regions
1-2 Lawful
3-5 Neutral
6 Chaotic

d6 Borderlands *
1-2 Lawful
3-4 Neutral
5-6 Chaotic
* Usually being an area surrounding civilized regions, settlements and strongholds for a few to several hexes dependent upon the size and strength of the settlement.

d6 Wilderness/Chaotic Regions
1 Lawful
2-4 Neutral
5-6 Chaotic

Tuesday, March 16, 2010

NPC Generation Table Test Results & Planet Algol NPC Alignment Generation Tables

Prung Vorka, Neutral 2nd-level Sage, Shuzakh Man (hairless with skin like a fire newt, black eyes)
Terrible facial scars, one eye, will never betray or abandon an ally.

Kathudi, Chaotic neutral 9th-level Thief, Dhazzi Man (bronze skin and eyes, metallic green hair)
Always has bare arms, is convinced that supernatural forces meddle in his affairs.

Hazarash, Chaotic neutral 6th-level Sorcerer, Kherulhi Man (blue skin, hairless, black eyes)
Wears simple undyed robes, laughs at very inappropriate moments.

Yurud, Neutral 6th-level Sorceress(!), Haasht Woman (jade finely scaled skin, lavender hair, iridescent copper eyes)
Is short and slim and often mistaken for a child, is convinced that she will die soon.

Drekken, Neutral evil 1st-level Assassin, Mhoght Man (purple fine scales, black bushy hair and beard)
Wears a bronze circlet, knows the location of a hidden treasure.

Although I'm biased, I'm digging these results. When I read Drekken's entry an entire plot jumps into my mind! Young, beginning Assassin, finds treasure map, recruits party to aid him, but plans to reward them with murder! (but will likely be way over his head, which is exactly the sort of black comedy I enjoy...)

Kathudi seems suitably "roguish" and both Hazarsh and Yurud fit the bill as eccentric sword & sorcery spellslingers.

Thinking about Drekken and his map brings to mind the treasure map rules in the 1st edition DMG. As I already have several hidden treasures secreted about the Planet Algol sandbox, perhaps I should have allowances for finding specific treasure maps on the Special/Magic/Technological Item treasure table I'm also working on for the Planet Algol booklet. "A holographic crystal shows three red men burying a chest beneath a distinctive rock formation in the Lands of Purple Grass..."

Thinking about how to handle ability scores, three options come to mind. As I'm aiming for this to be "scalable" NPC generation, with different levels of detail dependent on what is desired, this is pretty much a perfect number.

Option A - Ignore Them. They're NPCs, 90% in oldschool D&D they don't even have any mechanical effect, easy enough.

Option B - Standard 3d6 roll, with simple rearrangement allowance dependent on class such as "if a Fighter's strength is their lowest stat and also below 9 switch it with something better"

Option C - Tables of 100 pre-rolled sets of ability scores. One for Fighting-Men, one for Sorcerers, and so forth. Seems like a bit much at first blush, but the more I think about it the more it actually makes sense. This is exactly the kind of resource I want available when I'm DMing.

Here's the tables I'm using for NPC alignments.

d6 Law-Neutral-Chaos
1-2 Lawful
3-4 Neutral
5-6 Chaotic

d10 Good-Neutral-Evil
1 Good *
2-6 Neutral
7-10 Evil

* Originally a result of 1-2 gave a result of Good, but Planet Algol is a wicked, decadent, grasping world...

Monday, March 15, 2010

Earthmen Through Time And Space, Another Black Ziggurat and 200 Algol NPC Names

Another stellar illustration by Lester/B. Portly, depicting some Earth Men adventurers.

Another manifestation of the Black Ziggurat, Zikkurath Nacaal of the Weirdlands of Quantique. I have to say I have been consistently pleasantly amazed by the varied evocative creations, all of which have stirred my imagination!

As well, here is the rough draft of the Planet Algol NPC Names Tables with 200 names.

d% Names A

01 Accoli

02 Adar

03 Agadhur

04 Aigutt

05 Akhar

06 Anhar

07 Arashan

08 Azor

09 Barzul

10 Belziel

11 Berelzeg

12 Bhairgar

13 Bodrept

14 Bretar

15 Brivshtalki

16 Ceptid

17 Ceigu

18 Chered

19 Chothron

20 Chlun

21 Corzen

22 Cregal

23 Cuthel

24 Dalvintor

25 Dhormilhon

26 Dhomon

27 Dogen

28 Drekken

29 Duruk

30 Dzur

31 Elkond

32 Erech

33 Ereshtal

34 Ereveshti

35 Erlebpt

36 Erlen

37 Estash

38 Ezenzanzir

39 Fakharr

40 Fastyd

41 Fazilaztizar

42 Fengid

43 Ferlix

44 Filyk

45 Frotang

46 Frung

47 Garash

48 Gazid

49 Gerid

50 Gilganghar

51 Gilscomar

52 Goryx

53 Gotrug

54 Grothath

55 Harack

56 Hazarash

57 Helziar

58 Heptar

59 Hmid

60 Hobab

61 Hostinalda

62 Hymvigar

63 Ibkhan

64 Ikhvindhar

65 Ikang

66 Illyx

67 Inconju

68 Ingik

69 Iug

70 Ivort

71 Izbaraz

72 Jashar

73 Jashish

74 Jervandy

75 Jeryk

76 Jherent

77 Jhoghovahr

78 Jleb

79 Jozub

80 Kalmor

81 Kangu

82 Kathudi

83 Kothron

84 Krazid

85 Kreshk

86 Krishk

87 Kristoresh

88 Kurrash

89 Kvek

90 Lared

91 Lhomak

92 Lhoxid

93 Lobhar

94 Lomthar

95 Mnelg

96 Mozug

97 Mrok

98 Murruk

99 Mykorg

100 Mynodar


% Names B

01 Myzin

02 Namthar

03 Nazzid

04 Nizyk

05 Nlub

06 Noxor

07 Nrulluk

08 Nupt

09 Olog

10 Olopt

11 Oolbaz

12 Oraz

13 Orek

14 Orupt

15 Oxichultid

16 Ozmul

17 Pazl

18 Pixid

19 Porid

20 Poropt

21 Pothron

22 Prangl

23 Prezud

24 Prung

25 Quezarch

26 Quezed

27 Quilx

28 Quixid

29 Qulung

30 Quomoth

31 Quomung

32 Quox

33 Rashathan

34 Relmixian

35 Rexid

36 Rhagud

37 Rodan

38 Rothmhor

39 Rozuth

40 Rugr

41 Shangotar

42 Silik

43 Skozid

44 Slex

45 Slindar

46 Sond

47 Stromar

48 Strolp

49 Terex

50 Thanzun

51 Tleck

52 Tomakh

53 Torpt

54 Trokar

55 Turthen

56 Turug

57 Undziel

58 Ulthro

59 Ulzabhar

60 Umed

61 Ung

62 Uptar

63 Urrik

64 Uzash

65 Vand

66 Vexid

67 Vokud

68 Vorash

69 Vorka

70 Vrastl

71 Vrodar

72 Vroomish

73 Vulk

74 Wegred

75 Wezed

76 Wrast

77 Wohan

78 Wolkang

79 Woxithar

80 Wulyst

81 Wurxyd

82 Xarnagan

83 Xazyk

84 Xolchan

85 Xulmog

86 Xereyk

87 Yared

88 Yemyr

89 Yesh

90 Yetysh

91 Yillig

92 Yotrebdt

93 Yurud

94 Zakiel

95 Zarred

96 Zekariel

97 Zerash

98 Zokk

99 Zond

100 Zulish