top of page

Warband Leader Classes

MF's come in six different flavours, but only one that means anything to the Beasts, and another that means anything to other warbands: "Edible" and "Loot".

Class - Sorceror 2.png

Sorceror

You feel that low hum in the air? The taste of ozone and old blood at the back of your throat? That's what they call "Juice," the raw, chaotic filth that holds this world together. Most folk are smart enough to stay away from it. You're not. You've chosen to open your veins to it, to become a living conduit for the madness of The Sink. When you call upon your power, you will feel your teeth ache and your blood burn. It is a terrible, glorious feeling, the sensation of reality itself begging you to rewrite it. Be careful what you wish for. The Sink is a deep and hungry well, and it always gets its due.

Metteura Logo 1 Large.png

Metteura

You know the secret, don't you? That a battlefield isn't a contest of strength; it's a performance. And every performance needs a director. You are the one who commands the stage, the one who knows that the crack of a whip can be louder than any war-cry. You deal in spectacle, in misdirection, in the beautiful, terrible dance of the fight itself. Your power is in the crowd's roar, in the gasp of a warrior who leaps through a ring of fire, in the stunned silence of an enemy who has been so thoroughly outplayed, they've forgotten who the real threat is. You are the show, and the battle does not begin until you say so.

Class - Warlord 2.png

Warlord

Look around this room. See the scarred faces, the broken knuckles, the desperate eyes? These are your people. They are not an army. They are a pack of snarling, half-starved dogs, and you are the one holding the leash. Out there, in the mud and the blood, they will not look to a map or a grand strategy. They will look to you. Your voice will be the only thing they hear over the screaming, your presence the only rock in a tide of chaos. Your strength is not just in the weapon you yourself carry; it is also in knowing the precise, perfect moment to let that leash slip, and unleash your hounds of war upon the throats of your enemies.

Surgeon Logo 1.png

Surgeon

You don't see a battle; you see a butcher's shop. A collection of parts, some still working, some ready for the scrap heap. You're not a healer, not really. You are a pragmatist with a bone-saw and a steady hand. You know that life is a resource, and even in the heat of a brawl, nothing should go to waste. The screams of the dying are just a distraction from the important work of harvesting a fresh lung or bolting a new, slightly-used arm onto an old friend. Your art is written in blood and stitches, a grim testament to the fact that in this world, even death is just a temporary inconvenience.

Class - Assassin 3.png

Assassin

You've chosen a quiet path, haven't you? While the others are roaring and charging, you'll be the shadow that clings to the wall, the whisper in the dark. Your trade is not in the grand clash of steel, but in the single, perfect moment. You see the battle differently. You see the loose buckle on the champion's armor, the nervous twitch in the sorcerer's eye, the fraying rope on the drawbridge. Your power is the chill that runs down a man's spine when he realizes he's been alone for just a second too long. They won't see you coming. They'll just feel the cold, and then the silence.

Merchant Logo 1.png

Merchant

You see the battlefield differently than the others. Where they see a chaotic brawl, you see a hostile negotiation. Your weapons are not the axe or the spellbook, but the gilded contract and the impossible choice. You feel the weight of a deal in your gut, the heft of a soul being measured on your scales. You can smell the fear in a warrior's sweat when you offer them a lifetime of riches to betray their comrades, and you can see the flicker of greed in their eyes. Your power is a quiet, terrible thing. It is the art of turning a man's own nature against him, of making him the architect of his own defeat. You don't just fight battles; you own them, and you always make sure someone else pays the price.

Commandments

The stories are lies, the gods are drunks, and everyone dies in a ditch. The trick is to own the ditch.

Every leader worth their salt, from the most devout fanatic to the most pragmatic killer, has a moment. It's the point in a brawl where instinct and training aren't enough, where the only thing that will turn the tide is a single, world-shaking act of will. That's a Commandment. It's more than just a fancy trick; it's the story of your leadership written in blood and thunder on the face of the battlefield. It's the moment you stop fighting the battle and start defining it. When you see a Sorcerer pull a star from the sky, or a Warlord's roar turn a losing fight into a victory, you're not just seeing an ability. You're seeing the single, epic sentence that will be carved on your warband's tombstone—or their throne.

Items of Legend

Congratulations, you've killed a god and stolen its favourite toy. Try not to choke on it.

So, you've done the impossible. You've faced down a Perpetual in its full, incandescent rage and somehow lived to tell the tale. The good news is, you're now a living legend. The bad news is, the world is full of things that enjoy killing legends. But sometimes, when one of these ancient beings finally falls, it leaves something behind—a piece of its own impossible power, a tangible echo of its existence. These are not mere magic items; they are Items of Legend, artifacts so saturated with raw power that they can change the course of a campaign. They are prizes of immense value and, more often than not, a terrible burden. To carry one is to paint a target on your back for every ambitious fool and jealous rival in The Eightpints.

Hot Sauce

They call it a hot sauce. I call it a furious argument between your tongue and your brain, but the punchline is that its neither of those organs that ends up being the ultimate loser.

You'll see them behind the bar, a row of mismatched bottles and corked flasks, each one glowing with a faint, malevolent light. Don't mistake them for simple condiments. These aren't just peppers and vinegar. Each bottle is a potent, alchemical brew, a distilled shot of pure, reckless potential. There's a sauce in there made from the fury of a Sabre-Tusk, another that holds the chilling silence of the grave, and one that tastes of pure, chaotic luck. To drink one is to make a dangerous bargain, a toast to a temporary, glorious, and almost certainly painful new reality. The choice is yours. Drink deep, and hope you don't explode.

Sinkstone Bling

It's the prettiest piece of garbage you'll ever find. Just remember that it's still garbage.

Every now and then, a piece of The Sink's cosmic filth gets stuck in The Drain and solidifies. It falls through reality and lands in our world, still humming with a strange, dissonant energy. This is Sinkstone Bling. It's not like the trinkets you buy from a merchant; these things have a mind of their own. A ring that lets you cheat fate, boots that walk on shadows, an amulet that screams with the fury of a forgotten god. When you find one, you'll feel its power calling to you, a cold, greasy promise of a short and glorious life. Be careful what you pick up. Some treasures are heavier than they look.

Exploding Potions

"A fine way to solve a problem from a distance, assuming the problem isn't that you've just dropped it on your own foot."

A sword is an honest weapon. You know what it does, and you see it coming. A potion is something else entirely. It's a secret, a story, a moment of pure, bottled chaos waiting for you to pull the cork. You'll see them on the alchemist's shelf, each one a different promise. One might hold the fury of a trapped ghost, another the filth of the swamp, a third the blinding light of a fallen star. When you hold one in your hand, you can feel the unstable power sloshing within, a pocket full of trouble. To throw one is to rewrite the battlefield, a single, shattering moment that can turn a desperate defeat into a glorious, explosive victory.

Items of Myth

There are two kinds of people who own a Mythical Item: the one who just found it, and the one who's about to be murdered for it. Both, the same.

Every now and then, the noise in this pub just... stops. A warband will walk in, battered and bloody, but one of them will be carrying something that makes the whole room hold its breath. It’s not a magic sword or a bag of Shiners. It’s more than a legend. An object that has been whispered about in stories for a thousand years. These are the Mythical Items. You don’t buy them from a merchant, and you don’t craft them on a table. They are singular things—the Neverending Pint, the Silent Steep—that have a story of their own. To hold one is to carry the weight of all its previous owners, and to become the target of every ambitious soul who wants to write their next chapter.

Notable Creatures From Which Heresaid Treasures May Have Been Extracted

Chamuscado 1.png
Docks 5.png
Mire 4.png
Ancient Battlefield 3.png
Scrapyard Shanties 1.png

Receive electronic Loot

©2025 by The Eightpints. Powered and secured by Wix

bottom of page