Brussa Mesmeria

Ultimate NPCs

Ultimate NPCs

Author Ian "Lizard" Harrac
Publisher Mongoose Publishing
Publish date 2004
OGL Section 15 unpc

The material below is Open Game Content

From the Commander of the Imperial Fifth Legion, Day 5 of Month 7 of Year 798: ‘All is going well. The Eastmen are disorganised rabble. They flee at the merest approach of our forces. We will have no trouble securing this land for the Emperor.’

From the Commander of the Imperial Fifth Legion, Day 1 of Month 8 of Year 798: ‘A minor skirmish occurred. One of our scouting parties was ambushed. A few of the Eastmen stupidly remain behind. They will be dealt with.’

From the Commander of the Imperial Fifth Legion, Day 14 of Month 9 of Year 799: ‘Two more companies lost. The fort on River Tereborn has been sacked. We have been pushed back to our early spring lines. Still, this is a temporary setback. The Eastmen cannot remain organised for long; once they fall back to their old ways, we will sweep over them once more and show no mercy.’

From the Commander of the Imperial Fifth Legion, Day 21 of Month 10 of year 800: ‘Overrun; walls burning; elite guard slain. Thousands of them, thousands, all united. How?‘ (Message never sent, found in ruins of the Third Garrison by a scouting party sent to find out why there had been no messages for a month).

Brussa was born to lead her clan, though she had expected it would be many years before she replaced her mother as Clan Warwoman. That was before the Shining Men came, the men who wore metal from head to toe and who followed none of the rules of warfare. They did not raid for mates, for cattle or for honour; they did not respect the signs of surrender or submission; they slaughtered the very old and the very young, burned the fields and massacred the cattle. They wanted the land itself, not anything which lived or grew on the land.

Unused to this style of warfare, her people tried to retreat but they were pursued even in defeat.
Her parents were killed while trying to protect the children of the village. In an act of desperate courage, Brussa grabbed the stone spear from her dying mother’s hand and took upon herself the title of Warwoman, though she was still little more than a child.

Brussa Mesmeria

Female Human Bar1; CR 1; Medium humanoid; HD 1d12+1; hp 13; Init +2; Spd 40 ft.; AC 15, touch 12, flat-footed 13; Base Atk +1; Grp +2; Atk +4 melee (1d6+1/x3, masterwork shortspear) or +3 melee (1d4+1/19-20, masterwork dagger) or +5 ranged (1d6+1/x3, masterwork shortspear) or +4 ranged (1d4+1/19-20, masterwork dagger); Full Atk +2 melee (1d6+1/x3, masterwork shortspear) and +1 melee (1d4/19-20, masterwork dagger) or +5 ranged (1d6+1/x3, masterwork shortspear) or +4 ranged (1d4+1/19-20, masterwork dagger); SA rage 1/day; SQ illiteracy; AL CN; SV Fort +3, Ref +2, Will -1; Str 12, Dex 15, Con 13, Int 10, Wis 8, Cha 14.
Skills and Feats: Craft (leatherworking) +2, Handle Animal +6, Intimidate +6, Jump +7, Survival +3, Swim +5; Two Weapon Fighting, Weapon Focus
Possessions: Masterwork dagger, masterwork spear, masterwork studded leather, sack containing artisan’s tools (leatherworking), meat (chunk), rations (trail).


Brussa knew she lacked the sort of raw might many leaders had, so she turned to her strength – a great natural ability and the leadership skills she had inherited from her parents, as well as the prestige she gained from her act of courage. She began with a small band of survivors from her own clan and led them on small raids against scouting parties, determined to show by example that the metalskin-men were not invulnerable. Each raid won her fame and followers and she used whatever tactics she could to increase the size of her band. Threats, promises, duels – whatever it took, she did it. She was determined and the fire that burned within her soon began to toss out sparks. Most guttered and died, but a few found souls of suitable tinder in which to burn and, slowly, her scattered people began to fight back.

Brussa Mesmeria-5

Female Human Bbn5; CR 5; Medium humanoid; HD 5d12+5; hp 43; Init +2; Spd 40 ft.; AC 16, touch 12, flat-footed 16; Base Atk +5; Grp +6; Atk +8 melee (1d6+2/x3, +1 shortspear) or +8 melee (1d4+1/19-20, masterwork dagger) or +9 ranged (1d6+2/x3, +1 shortspear) or +8 ranged (1d4+1/19- 20, masterwork dagger); Full Atk +6 melee (1d6+2/x3, +1 shortspear) and +6 melee (1d4/19-20, masterwork dagger) or +9 ranged (1d6+2/x3, +1 shortspear) or +8 ranged (1d4+1/19-20, asterwork
dagger); SA rage 2/day; SQ illiteracy, improved uncanny dodge, trap sense +1; AL CN; SV Fort +5, Ref +3, Will +0; Str 12, Dex 15, Con 13, Int 10, Wis 8, Cha 15.
Skills and Feats: Craft (leatherworking) +2, Diplomacy +6, Gather Information +4, Handle Animal +6, Intimidate +10, Jump +7, Listen +0, Survival +6, Swim +5; Two Weapon Fighting, Weapon Finesse, Weapon Focus (shortspear).
Possessions: +1 shortspear, +1 studded leather, masterwork dagger, potion of heroism, sack containing artisan’s tools (leatherworking), meat (chunk), rations (trail).


Occasional victories were not enough. The last thing she wanted was for her people to begin to see this as another war of raids and running. To win this fight, they had to fight outlander style – fight to kill and destroy, not to seize honour or glory. They had to take back their land. Keeping the squabbling forces organised was not easy and Brussa had no love for the petty rituals of leadership. She disdained pointless council squabbles and recitations of traditional rules and often simply decreed that things would be so because she said so. Tradition had no place when dealing with those who knew it not. While some grumbled, her followers were absolutely loyal and, without them, the makeshift army would fall apart.

Her fame continued to spread, to the point where other peoples, long since conquered by the Empire, began to see her as a heroine and rebellion slowly spread, with people she had never met or heard of leaving the rune of her name in the ashes of gutted Imperial garrisons and branded into the flesh of Imperial officers.

Brussa Mesmeria-10

Female Human Bbn10; CR 10; Medium humanoid; HD 10d12+10; hp 80; Init +3; Spd 40 ft.; AC 18, touch 13, flat-footed 18; Base Atk +10; Grp +11; Atk +14 melee (1d6+3/x3, +2 shortspear) or +14
melee (1d4+1/19-20, masterwork dagger) or +16 ranged (1d6+3/x3, +2 shortspear) or +14 ranged
(1d4+1/19-20, masterwork dagger); Full Atk +12/+7 melee (1d6+3/x3, +2 shortspear) and +12 melee (1d4/19-20, masterwork dagger) or +16 ranged (1d6+3/x3, +2 shortspear) or +14 ranged (1d4+1/19-20, masterwork dagger); SA rage 3/ day; SQ damage reduction 2/-, illiteracy, improved uncanny dodge, trap sense +3; AL CN; SV Fort +8, Ref +6, Will +2; Str 12, Dex 16, Con 13, Int 10, Wis 8, Cha 17.
Skills and Feats: Craft (leatherworking) +2, Diplomacy +11, Gather Information +6, Handle Animal +8, Intimidate +16, Jump +7, Listen +3, Sense Motive +3, Survival +12, Swim +5; Leadership, Negotiator, Two Weapon Fighting, Weapon Finesse, Weapon Focus (shortspear).
Possessions: +2 shortspear, +2 studded leather, cloak of Charisma +2, masterwork dagger, sack containing artisan’s tools (leatherworking), meat (chunk), rations (trail).


Following the destruction of their largest fortress in the East, the Empire had had enough. Forces were pulled back from many other regions and sent to wipe out the barbarians who were humiliating the Empire and emboldening its enemies, internal and external. However, the dense eastern woods were poorly suited to the massed Imperial armies, who found themselves shredded by hit and run tactics and driven into small clearings where they were slaughtered. Roads could not be built to haul supplies and messengers were ambushed with regularity. Even the Wizard’s Legion was outmatched by the barbarian druids. Finally, it came down to a few Imperial champions seeking out the legendary She-Demon who ruled the Barbarians, but they either came back without ever sighting her…or not at all.

Brussa Mesmeria-15

Female Human Bbn15; CR 15; Medium humanoid; HD 15d12+15; hp 118; Int +3; Spd 40 ft.; AC 22, touch 15, flat-footed 22; Base Atk +15; Grp +16; Atk +19 melee (1d6+3 plus 1d6 fire/19-20/x3, +2 flaming burst shortspear) or +19 melee (1d4+2/19-20, +1 dagger) or +21 ranged (1d6+3 plus 1d6 fire/19- 20/x3, +2 flaming burst shortspear) or +19 ranged (1d4+2/19-20, +1 dagger); Full Atk +17/+12/+7 melee (1d6+3 plus 1d6 fire/19-20/x3, +2 flaming burst shortspear) or +17/+12 melee (1d4+1/19-20, +1 dagger) or +21 ranged (1d6+3 plus 1d6 fire/19- 20/x3, +2 flaming burst shortspear) or +19 ranged (1d4+2/19-20, +1 dagger); SA greater rage 4/day; SQ damage reduction 3/-, illiteracy, improved uncanny dodge, indomitable will, trap sense +5; AL CN; SV Fort +10, Ref +8, Will +4; Str 12, Dex 17, Con 13, Int 10, Wis 8, Cha 17.
Skills and Feats: Craft (leatherworking) +4, Diplomacy +15, Gather Information +6, Handle Animal +8, Intimidate +21, Jump +7, Listen +6, Sense Motive +6, Survival +17, Swim +5; Improved Critical (shortspear), Improved Two Weapon Fighting, Leadership, Negotiator, Two Weapon
Fighting, Weapon Finesse, Weapon Focus (shortspear).
Possessions: +1 dagger, +2 flaming burst shortspear, +3 studded leather, amulet of natural armour +1, cloak of Charisma +2, potion of heroism, ring of protection +2, sack containing artisan’s tools (leatherworking), meat (chunk), rations (trail).


Ultimately, the Empire had no choice but to cut its losses as much as possible; it was committing too many forces to defending too small an area. Diplomats sued for peace and lines were drawn which gave the Eastlands back to those to whom it truly belonged. Brussa found herself in the uncomfortable position of being a de facto Queen of her people, who had never before had a single ruler. She intensely dislikes this role and never aspired to it but she will not allow her people to fall into easily conquered, factional tribes again while she lives.

Brussa is a determined woman of great beauty and spirit, concerned first and foremost with her own
people. She shows no mercy to anyone she views as an enemy and will use any tactic, no matter how brutal, to win a battle. Her worldview holds only that there are her folk and those who would enslave or kill them. She is also leery of strangers, because she knows she has many enemies, so attaining an audience with her – whether she is a young warriorwoman rousing the tribes to fury or a seasoned veteran who de facto rules the Eastlands – is not easy. She remains mobile, even as a queen and her close allies and guardians make sure her exact position is rarely known to outsiders.

Brussa Mesmeria-20

Female Human Bbn20: CR 20; Medium humanoid; HD 20d12+20; hp 175; Init +6; Spd 40 ft.; AC 28, touch 18, flat-footed 28; Base Atk +20; Grp +21; Atk +25 melee (1d6+4 plus 1d6 fire/19-20/x3, +3 keen flaming burst shortspear) or +28 melee (1d4+3/19- 20, +2 thundering dagger) or +30 ranged (1d6+4 plus 1d6 fire/19-20/ x3, +3 bane (humans) flaming burst shortspear) or +28 ranged (1d4+3/19- 20, +2 thundering dagger); Full Atk +23/+18/+13/+8 melee (1d6+4 plus 1d6 fire/19- 20/x3, +3 keen flaming burst shortspear) or +26/+21 melee (1d4+2/19-20, +2 thundering dagger) or +30 ranged (1d6+4 plus 1d6 fire/19-20/x3, +3 bane (humans) flaming burst shortspear) or +28 ranged (1d4+3/19-20, +2 thundering dagger); SA tireless mighty rage 6/day; SQ damage reduction 5/-, illiteracy, improved uncanny dodge, indomitable will, trap sense +6; AL CN; SV Fort +14, Ref +12, Will +7; Str 12, Dex 23, Con 14, Int 10, Wis 8, Cha 20.
Skills and Feats: Craft (leatherworking) +5, Diplomacy +20, Gather Information +9, Handle Animal +10, Intimidate +28, Jump +7, Listen +6, Sense Motive +9, Survival +22, Swim +5; Improved
Critical (shortspear), Improved Two Weapon Fighting, Iron Will, Leadership, Negotiator, Two Weapon Fighting, Weapon Finesse, Weapon Focus (shortspear).
Possessions: +2 thundering dagger, +3 bane (humans) flaming burst shortspear, +4 improved shadow studded leather, amulet of natural armour +3, cloak of Charisma +4, gloves of Dexterity +6, potion of heroism, ring of protection +3, sack containing artisan’s tools (leatherworking), meat (chunk), rations (trail).

Page tags: barbarian mongoose npc
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